Factor stuff related to our_movie into separate file
[lsnes.git] / manual.lyx
blob813e631a6df1fe7417b97924bb5cdde4effc0ffd
1 #LyX 2.0 created this file. For more info see http://www.lyx.org/
2 \lyxformat 413
3 \begin_document
4 \begin_header
5 \textclass article
6 \use_default_options true
7 \maintain_unincluded_children false
8 \language finnish
9 \language_package default
10 \inputencoding auto
11 \fontencoding global
12 \font_roman default
13 \font_sans default
14 \font_typewriter default
15 \font_default_family default
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17 \font_sc false
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19 \font_sf_scale 100
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22 \graphics default
23 \default_output_format default
24 \output_sync 0
25 \bibtex_command default
26 \index_command default
27 \paperfontsize default
28 \use_hyperref false
29 \papersize default
30 \use_geometry false
31 \use_amsmath 1
32 \use_esint 1
33 \use_mhchem 1
34 \use_mathdots 1
35 \cite_engine basic
36 \use_bibtopic false
37 \use_indices false
38 \paperorientation portrait
39 \suppress_date false
40 \use_refstyle 1
41 \index Hakusana
42 \shortcut idx
43 \color #008000
44 \end_index
45 \secnumdepth 3
46 \tocdepth 3
47 \paragraph_separation indent
48 \paragraph_indentation default
49 \quotes_language english
50 \papercolumns 1
51 \papersides 1
52 \paperpagestyle default
53 \tracking_changes false
54 \output_changes false
55 \html_math_output 0
56 \html_css_as_file 0
57 \html_be_strict false
58 \end_header
60 \begin_body
62 \begin_layout Section
63 Command line options
64 \end_layout
66 \begin_layout Subsection
67 ROM options
68 \end_layout
70 \begin_layout Standard
71 These options control loading the ROM.
72  <kind> can be one of following:
73 \end_layout
75 \begin_layout Itemize
76 rom: main cart ROM.
77 \end_layout
79 \begin_layout Itemize
80 bsx: BS-X flash ROM in non-slotted mode.
81 \end_layout
83 \begin_layout Itemize
84 bsxslotted: BS-X flash ROM in slotted mode.
85 \end_layout
87 \begin_layout Itemize
88 dmg: Game Boy ROM
89 \end_layout
91 \begin_layout Itemize
92 slot-a: Sufami Turbo Slot A.
93 \end_layout
95 \begin_layout Itemize
96 slot-b: Sufami Turbo Slot B.
97 \end_layout
99 \begin_layout Subsubsection
100 --<kind>=<file>
101 \end_layout
103 \begin_layout Standard
104 Set the <file> to use as ROM of <kind>.
105 \end_layout
107 \begin_layout Subsubsection
108 --ips-<kind>=<file>
109 \end_layout
111 \begin_layout Standard
112 Apply IPS patch <file> to ROM of <kind>
113 \end_layout
115 \begin_layout Subsubsection
116 --<kind>-xml=<file>
117 \end_layout
119 \begin_layout Standard
120 Set the <file> to use as ROM mapping for <kind>.
121  If no mapping file is specified, defaults are used.
122 \end_layout
124 \begin_layout Subsubsection
125 --ips-<kind>-xml=<file>
126 \end_layout
128 \begin_layout Standard
129 Apply IPS patch <file> to ROM mapping for <kind>.
130 \end_layout
132 \begin_layout Subsubsection
133 --ips-offset=<offset>
134 \end_layout
136 \begin_layout Standard
137 Set IPS apply offset to <offset> (can be negative).
138  In practicular, <offset> of -512 might be handy for applying headered IPS
139  patches.
140 \end_layout
142 \begin_layout Subsubsection
143 --pal
144 \end_layout
146 \begin_layout Standard
147 Force ROM to be considered PAL-only (warning: Will cause error if used on
148  anything except SNES and SGB).
149 \end_layout
151 \begin_layout Subsubsection
152 --ntsc
153 \end_layout
155 \begin_layout Standard
156 Force ROM to be considered NTSC-only (default for everything except SNES
157  and SGB).
158 \end_layout
160 \begin_layout Subsection
161 New session options
162 \end_layout
164 \begin_layout Standard
165 If filename is not specified, new session is started.
166  These options control properties of that:
167 \end_layout
169 \begin_layout Subsubsection
170 --port1=<type>
171 \end_layout
173 \begin_layout Standard
174 Set type of port1 (default is 'gamepad').
175  Valid values are 'none', 'gamepad', 'multitap' (warning: makes most games
176  refuse to start) and 'mouse'.
177 \end_layout
179 \begin_layout Subsubsection
180 --port2=<type>
181 \end_layout
183 \begin_layout Standard
184 Set type of port2 (default is 'none').
185  Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
186  'justifier' and 'justifiers'.
187 \end_layout
189 \begin_layout Subsubsection
190 --gamename=<name>
191 \end_layout
193 \begin_layout Standard
194 Set the name of game to <name>
195 \end_layout
197 \begin_layout Subsubsection
198 --author=<name>
199 \end_layout
201 \begin_layout Standard
202 Add author with full name of <name> (no nickname).
203 \end_layout
205 \begin_layout Subsubsection
206 --author=|<name>
207 \end_layout
209 \begin_layout Standard
210 Add author with nickname of <name> (no full name).
211 \end_layout
213 \begin_layout Subsubsection
214 --author=<fullname>|<nickname>
215 \end_layout
217 \begin_layout Standard
218 Add author with full name of <fullname> and nickname of <nickname>.
219 \end_layout
221 \begin_layout Subsection
222 <filename>
223 \end_layout
225 \begin_layout Standard
226 If filename is specified on command line, it is loaded as initial state
227  (instead of constructing one).
228 \end_layout
230 \begin_layout Section
231 Startup file lsnes.rc
232 \end_layout
234 \begin_layout Standard
235 Upon startup, lsnes executes file lsnes.rc as commands.
236  This file is located in:
237 \end_layout
239 \begin_layout Itemize
240 Windows: %APPDATA%
241 \backslash
242 lsnes
243 \backslash
244 lsnes.rc (if %APPDATA% exists)
245 \end_layout
247 \begin_layout Itemize
248 Unix: $XDG_CONFIG_HOME/lsnes/lsnes.rc (if $XDG_CONFIG_HOME exists)
249 \end_layout
251 \begin_layout Itemize
252 Unix: $HOME/.config/lsnes/lsnes.rc (if $HOME exists)
253 \end_layout
255 \begin_layout Itemize
256 All: ./lsnes.rc (fallback default).
257 \end_layout
259 \begin_layout Standard
260 If leading directories do not exist, attempt to create them is made.
261 \end_layout
263 \begin_layout Section
264 Game internal commands
265 \end_layout
267 \begin_layout Itemize
268 Commands beginning with '*' invoke the corresponding command without alias
269  expansion.
270 \end_layout
272 \begin_layout Itemize
273 If command starts with '+', the command is executed as-is when button is
274  pressed, and when button is released, it is executed with '+' replaced
275  by '-'.
276 \end_layout
278 \begin_layout Subsection
279 Settings:
280 \end_layout
282 \begin_layout Standard
283 Settings control various aspects of emulator behaviour.
284 \end_layout
286 \begin_layout Subsubsection
287 set-setting <setting> <value>
288 \end_layout
290 \begin_layout Standard
291 Sets setting <setting> to value <value> (may be empty).
292 \end_layout
294 \begin_layout Subsubsection
295 unset-setting <setting>
296 \end_layout
298 \begin_layout Standard
299 Try to unset setting <setting> (not all settings can be unset).
300 \end_layout
302 \begin_layout Subsubsection
303 get-setting <setting>
304 \end_layout
306 \begin_layout Standard
307 Read value of setting <setting>
308 \end_layout
310 \begin_layout Subsubsection
311 print-settings
312 \end_layout
314 \begin_layout Standard
315 Print names and values of all settings.
316 \end_layout
318 \begin_layout Subsection
319 Keybindings
320 \end_layout
322 \begin_layout Standard
323 Keybindings bind commands or aliases to keys (or pseudo-keys).
325 \end_layout
327 \begin_layout Standard
328 Notes:
329 \end_layout
331 \begin_layout Itemize
332 Do not bind edge active (+/-) commands to keys with modifiers, that won't
333  work right!
334 \end_layout
336 \begin_layout Itemize
337 Names of keys and modifiers are platform-dependent.
338 \end_layout
340 \begin_layout Subsubsection
341 bind-key [<mod>/<modmask>] <key> <command>
342 \end_layout
344 \begin_layout Standard
345 Bind <command> to key <key> (activating if modifiers in <modmask> (comma-seperat
346 ed list) are set as <mod> (comma-seperated list).
348 \end_layout
350 \begin_layout Subsubsection
351 unbind-key [<mod>/<modmask>] <key>
352 \end_layout
354 \begin_layout Standard
355 Unbind command from <key> (with specified <mod> and <modmask>).
356 \end_layout
358 \begin_layout Subsubsection
359 print-keybindings
360 \end_layout
362 \begin_layout Standard
363 Print all key bindings in effect.
364 \end_layout
366 \begin_layout Subsection
367 Aliases
368 \end_layout
370 \begin_layout Standard
371 Aliases bind command to sequence of commands.
372  After alias has been defined, it replaces the command it shadows.
373 \end_layout
375 \begin_layout Standard
376 Notes:
377 \end_layout
379 \begin_layout Itemize
380 You can't alias command to itself.
381 \end_layout
383 \begin_layout Itemize
384 Aliases starting with +/- are edge active just like ordinary commands starting
385  with +/-.
386 \end_layout
388 \begin_layout Itemize
389 One command can be aliased to multiple commands.
390 \end_layout
392 \begin_layout Subsubsection
393 alias-command <command> <expansion>
394 \end_layout
396 \begin_layout Standard
397 Append <expansion> to alias <command>.
398 \end_layout
400 \begin_layout Subsubsection
401 unalias-command <command>
402 \end_layout
404 \begin_layout Standard
405 Clear alias expansion for <command>.
406 \end_layout
408 \begin_layout Subsubsection
409 print-aliases
410 \end_layout
412 \begin_layout Standard
413 Print all aliases and their expansions in effect.
414 \end_layout
416 \begin_layout Subsection
417 run-script <script>
418 \end_layout
420 \begin_layout Standard
421 Run <script> as if commands were entered on command line.
422 \end_layout
424 \begin_layout Subsection
425 Video dumping
426 \end_layout
428 \begin_layout Standard
429 Following commands control video dumping:
430 \end_layout
432 \begin_layout Subsubsection
433 dump-avi <level> <prefix>
434 \end_layout
436 \begin_layout Standard
437 Dump AVI video to prefix <prefix> at level <level> (0-18).
438 \end_layout
440 \begin_layout Itemize
441 The codec is Camstudio Codec in gzip mode.
442 \end_layout
444 \begin_layout Itemize
445 Encoder and muxer are internal, available on all platforms.
446 \end_layout
448 \begin_layout Itemize
449 Audio enable/disable and framerate has no effect.
450 \end_layout
452 \begin_layout Itemize
453 Warning: Levels 10-18 are not compatible with AVISource.
454 \end_layout
456 \begin_layout Itemize
457 Recomended level is 7 if decoded by AVISource.
458 \end_layout
460 \begin_layout Itemize
461 Recomended level is 16 if decoded by ffmpeg, mencoder or FFMpegSource.
462 \end_layout
464 \begin_layout Standard
465 Note: The audio dumped to .avi is low-quality version.
466  The high-quality version is dumped to .sox file.
467 \end_layout
469 \begin_layout Subsubsection
470 end-avi
471 \end_layout
473 \begin_layout Standard
474 End current AVI video dump.
475 \end_layout
477 \begin_layout Subsection
478 Memory manipulation
479 \end_layout
481 \begin_layout Standard
482 <address> may be decimal or hexadecimal (prefixed with '0x').
483  <value> can be hexadecimal (prefixed with '0x'), unsigned or signed (prefixed
484  with '-') decimal.
485 \end_layout
487 \begin_layout Standard
488 The available element <sizes> are:
489 \end_layout
491 \begin_layout Itemize
492 byte: 1 byte
493 \end_layout
495 \begin_layout Itemize
496 word: 2 bytes
497 \end_layout
499 \begin_layout Itemize
500 dword: 4 bytes
501 \end_layout
503 \begin_layout Itemize
504 qword: 8 bytes
505 \end_layout
507 \begin_layout Standard
508 When reading RAM and ROM, multi-byte reads/writes are big-endian.
509  When dealing with DSP memory, multi-byte reads/writes are native-endian
510  (do not use operand sizes exceeding DSP bitness, except dword is OK for
511  24-bit memory).
512 \end_layout
514 \begin_layout Subsubsection
515 read-<size> <address>
516 \end_layout
518 \begin_layout Standard
519 Read the value of byte in <address>.
520 \end_layout
522 \begin_layout Subsubsection
523 read-s<size> <address>
524 \end_layout
526 \begin_layout Standard
527 Read the value of signed byte in <address>.
528 \end_layout
530 \begin_layout Subsubsection
531 write-<size> <address> <value>
532 \end_layout
534 \begin_layout Standard
535 Write <value> to byte in address <address>.
536 \end_layout
538 \begin_layout Subsubsection
539 search-memory reset
540 \end_layout
542 \begin_layout Standard
543 Reset the memory search
544 \end_layout
546 \begin_layout Subsubsection
547 search-memory count
548 \end_layout
550 \begin_layout Standard
551 Print number of candidates remaining
552 \end_layout
554 \begin_layout Subsubsection
555 search-memory print
556 \end_layout
558 \begin_layout Standard
559 Print all candidates remaining
560 \end_layout
562 \begin_layout Subsubsection
563 search-memory <usflag><sizeflag><op>
564 \end_layout
566 \begin_layout Standard
567 Searches memory for addresses satisfying criteria.
568 \end_layout
570 \begin_layout Standard
571 <usflag> can be:
572 \end_layout
574 \begin_layout Itemize
575 u: unsigned
576 \end_layout
578 \begin_layout Itemize
579 s: signed
580 \end_layout
582 \begin_layout Standard
583 <sizeflag> can be:
584 \end_layout
586 \begin_layout Itemize
587 b: byte
588 \end_layout
590 \begin_layout Itemize
591 w: word
592 \end_layout
594 \begin_layout Itemize
595 d: dword
596 \end_layout
598 \begin_layout Itemize
599 q: qword
600 \end_layout
602 \begin_layout Standard
603 <op> can be:
604 \end_layout
606 \begin_layout Itemize
607 lt: < previous value.
608 \end_layout
610 \begin_layout Itemize
611 le: <= previous value.
612 \end_layout
614 \begin_layout Itemize
615 eq: = previous value.
616 \end_layout
618 \begin_layout Itemize
619 ne: != previous value.
620 \end_layout
622 \begin_layout Itemize
623 ge: >= previous value.
624 \end_layout
626 \begin_layout Itemize
627 gt: > previous value.
628 \end_layout
630 \begin_layout Subsubsection
631 search-memory <sizeflag> <value>
632 \end_layout
634 \begin_layout Standard
635 Searches for addresses that currently have value <value>.
636  <sizeflag> is as in previous command.
637 \end_layout
639 \begin_layout Subsection
640 Main commands
641 \end_layout
643 \begin_layout Standard
644 These commands are not available in lsnesrc, but are available after ROM
645  has been loaded.
646 \end_layout
648 \begin_layout Subsubsection
649 quit-emulator [/y]
650 \end_layout
652 \begin_layout Standard
653 Quits the emulator (asking for confirmation).
654  If /y is given, no confirmation is asked.
655 \end_layout
657 \begin_layout Subsubsection
658 pause-emulator
659 \end_layout
661 \begin_layout Standard
662 Toggle paused/unpaused
663 \end_layout
665 \begin_layout Subsubsection
666 +advance-frame
667 \end_layout
669 \begin_layout Standard
670 Advance frame.
671  If the button is still held after configurable timeout expires, game unpauses
672  for the duration frame advance is held.
673 \end_layout
675 \begin_layout Subsubsection
676 +advance-poll
677 \end_layout
679 \begin_layout Standard
680 Advance subframe.
681  If the button is still held after configurable timeout expires, game unpauses
682  for the duration frame advance is held.
683 \end_layout
685 \begin_layout Subsubsection
686 advance-skiplag
687 \end_layout
689 \begin_layout Standard
690 Skip to first poll in frame after current.
691 \end_layout
693 \begin_layout Subsubsection
694 reset
695 \end_layout
697 \begin_layout Standard
698 Reset the SNES after this frame.
699 \end_layout
701 \begin_layout Subsubsection
702 load-state <filename>
703 \end_layout
705 \begin_layout Standard
706 Load savestate <filename> in readwrite mode.
707 \end_layout
709 \begin_layout Subsubsection
710 load-readonly <filename>
711 \end_layout
713 \begin_layout Standard
714 Load savestate <filename> in readonly mode.
715 \end_layout
717 \begin_layout Subsubsection
718 load-preserve <filename>
719 \end_layout
721 \begin_layout Standard
722 Load savestate <filename> in readonly mode, preserving current events.
723 \end_layout
725 \begin_layout Subsubsection
726 load-movie <filename>
727 \end_layout
729 \begin_layout Standard
730 Load savestate <filename>, ignoring save part in readonly mode.
731 \end_layout
733 \begin_layout Subsubsection
734 save-state <filename>
735 \end_layout
737 \begin_layout Standard
738 Save system state to <filename> as soon as possible.
739 \end_layout
741 \begin_layout Subsubsection
742 save-movie <filename>
743 \end_layout
745 \begin_layout Standard
746 Save movie to <filename>.
747 \end_layout
749 \begin_layout Subsubsection
750 set-rwmode
751 \end_layout
753 \begin_layout Standard
754 Set read-write mode.
755 \end_layout
757 \begin_layout Subsubsection
758 set-gamename <name>
759 \end_layout
761 \begin_layout Standard
762 Set name of the game to <name>
763 \end_layout
765 \begin_layout Subsubsection
766 get-gamename
767 \end_layout
769 \begin_layout Standard
770 Print the name of the game.
771 \end_layout
773 \begin_layout Subsubsection
774 add-author <author>
775 \end_layout
777 \begin_layout Standard
778 Adds new author <author>.
779  If <author> does not contain '|' it is full name.
780  If it contains '|', '|' splits the full name and nickname.
781 \end_layout
783 \begin_layout Subsubsection
784 edit-author <num> <author>
785 \end_layout
787 \begin_layout Standard
788 Edit the author in slot <num> (0-based) to be <author> (see add-author for
789  format)
790 \end_layout
792 \begin_layout Subsubsection
793 remove-author <num>
794 \end_layout
796 \begin_layout Standard
797 Remove author in slot <num>
798 \end_layout
800 \begin_layout Subsubsection
801 print-authors
802 \end_layout
804 \begin_layout Standard
805 Print authors.
806 \end_layout
808 \begin_layout Subsubsection
809 test-1, test-2, test-3
810 \end_layout
812 \begin_layout Standard
813 Internal test commands
814 \end_layout
816 \begin_layout Subsubsection
817 take-screenshot <filename>
818 \end_layout
820 \begin_layout Standard
821 Save screenshot to <filename>.
822 \end_layout
824 \begin_layout Subsubsection
825 +controller<num><button>
826 \end_layout
828 \begin_layout Standard
829 Press button <button> on controller <num> (1-8).
830  The following button names are known:
831 \end_layout
833 \begin_layout Itemize
834 left
835 \end_layout
837 \begin_layout Itemize
838 right
839 \end_layout
841 \begin_layout Itemize
843 \end_layout
845 \begin_layout Itemize
846 down
847 \end_layout
849 \begin_layout Itemize
851 \end_layout
853 \begin_layout Itemize
855 \end_layout
857 \begin_layout Itemize
859 \end_layout
861 \begin_layout Itemize
863 \end_layout
865 \begin_layout Itemize
867 \end_layout
869 \begin_layout Itemize
871 \end_layout
873 \begin_layout Itemize
874 select
875 \end_layout
877 \begin_layout Itemize
878 start
879 \end_layout
881 \begin_layout Itemize
882 trigger
883 \end_layout
885 \begin_layout Itemize
886 cursor
887 \end_layout
889 \begin_layout Itemize
890 pause
891 \end_layout
893 \begin_layout Itemize
894 turbo
895 \end_layout
897 \begin_layout Subsubsection
898 controllerh<num><button>
899 \end_layout
901 \begin_layout Standard
902 Hold/unhold button <button> on controller <num> (1-8).
903  See +controller for button names.
904 \end_layout
906 \begin_layout Subsubsection
907 repaint
908 \end_layout
910 \begin_layout Standard
911 Force a repaint.
912 \end_layout
914 \begin_layout Subsection
916 \end_layout
918 \begin_layout Standard
919 Only available if lua support is compiled in.
920 \end_layout
922 \begin_layout Subsubsection
923 eval-lua <luacode>
924 \end_layout
926 \begin_layout Standard
927 Run Lua code <luacode> using built-in Lua interpretter.
928 \end_layout
930 \begin_layout Subsubsection
931 run-lua <script>
932 \end_layout
934 \begin_layout Standard
935 Run specified lua file using built-in Lua interpretter.
936 \end_layout
938 \begin_layout Subsection
939 Memory watch
940 \end_layout
942 \begin_layout Subsubsection
943 add-watch <name> <expression>
944 \end_layout
946 \begin_layout Standard
947 Adds new watch (or modifies old one).
948 \end_layout
950 \begin_layout Subsubsection
951 remove-watch <name>
952 \end_layout
954 \begin_layout Standard
955 Remove a watch.
956 \end_layout
958 \begin_layout Section
959 Settings
960 \end_layout
962 \begin_layout Subsection
963 firmwarepath
964 \end_layout
966 \begin_layout Standard
967 Set where bsnes looks for firmware files.
968  Default is 
969 \begin_inset Quotes eld
970 \end_inset
973 \begin_inset Quotes erd
974 \end_inset
977 \end_layout
979 \begin_layout Subsection
980 targetfps
981 \end_layout
983 \begin_layout Standard
984 Set the target fps.
985  Numeric, range is 0.001 to 
986 \begin_inset Quotes eld
987 \end_inset
989 infinite
990 \begin_inset Quotes erd
991 \end_inset
994  Default is native framerate.
995 \end_layout
997 \begin_layout Subsection
998 savecompression
999 \end_layout
1001 \begin_layout Standard
1002 Set save compression level (integer 0-9).
1003  Default is 7 (0 is no compression).
1004 \end_layout
1006 \begin_layout Subsection
1007 advance-timeout
1008 \end_layout
1010 \begin_layout Standard
1011 Set the frame advance timeout in milliseconds.
1012  Numeric integer, range is 0-999999999.
1013  Default is 500.
1014 \end_layout
1016 \begin_layout Subsection
1017 large-video
1018 \end_layout
1020 \begin_layout Standard
1021 Always dump at 512x448 or 512x478 regardless of what the console outputs.
1022 \end_layout
1024 \begin_layout Subsection
1025 default-left-border
1026 \end_layout
1028 \begin_layout Standard
1029 Set the default left border thickness (unless lua overrides) for dumps.
1030  Range 0-8191.
1031  Default is 0.
1032 \end_layout
1034 \begin_layout Subsection
1035 default-right-border
1036 \end_layout
1038 \begin_layout Standard
1039 Set the default right border thickness (unless lua overrides) for dumps.
1040  Range 0-8191.
1041  Default is 0.
1042 \end_layout
1044 \begin_layout Subsection
1045 default-top-border
1046 \end_layout
1048 \begin_layout Standard
1049 Set the default top border thickness (unless lua overrides) for dumps.
1050  Range 0-8191.
1051  Default is 0.
1052 \end_layout
1054 \begin_layout Subsection
1055 default-bottom-border
1056 \end_layout
1058 \begin_layout Standard
1059 Set the default bottom border thickness (unless lua overrides) for dumps.
1060  Range 0-8191.
1061  Default is 0.
1062 \end_layout
1064 \begin_layout Section
1065 Lua functions
1066 \end_layout
1068 \begin_layout Subsection
1069 Core (in main table)
1070 \end_layout
1072 \begin_layout Subsubsection
1073 print
1074 \end_layout
1076 \begin_layout Standard
1077 Print line to message console.
1078 \end_layout
1080 \begin_layout Subsubsection
1081 exec(string command)
1082 \end_layout
1084 \begin_layout Standard
1085 Run command as it was entered on the command line
1086 \end_layout
1088 \begin_layout Subsection
1089 Table bit:
1090 \end_layout
1092 \begin_layout Standard
1093 Bitwise logical functions and related.
1094 \end_layout
1096 \begin_layout Subsubsection
1097 none(number...) / bnot(number...)
1098 \end_layout
1100 \begin_layout Standard
1101 48-bit bitwise NOT / NONE function (set bits that are set in none of the
1102  arguments).
1103 \end_layout
1105 \begin_layout Subsubsection
1106 any(number...) / bor(number...)
1107 \end_layout
1109 \begin_layout Standard
1110 48-bit bitwise OR / ANY function (set bits that are set in any of the arguments).
1111 \end_layout
1113 \begin_layout Subsubsection
1114 all(number...) / band(number...)
1115 \end_layout
1117 \begin_layout Standard
1118 48-bit bitwise AND / ALL function (set bits that are set in all of the arguments
1120 \end_layout
1122 \begin_layout Subsubsection
1123 parity(number...) / bxor(number...)
1124 \end_layout
1126 \begin_layout Standard
1127 48-bit bitwise XOR / PARITY function (set bits that are set in odd number
1128  of the arguments).
1129 \end_layout
1131 \begin_layout Subsubsection
1132 lrotate(number base[, number amount[, number bits]])
1133 \end_layout
1135 \begin_layout Standard
1136 Rotate bits-bit (max 48, default 48) number left by amount (default 1) places.
1137 \end_layout
1139 \begin_layout Subsubsection
1140 rrotate(number base[, number amount[, number bits]])
1141 \end_layout
1143 \begin_layout Standard
1144 Rotate bits-bit (max 48, default 48) number right by amount (default 1)
1145  places.
1146 \end_layout
1148 \begin_layout Subsubsection
1149 lshift(number base[, number amount[, number bits]])
1150 \end_layout
1152 \begin_layout Standard
1153 Shift bits-bit (max 48, default 48) number left by amount (default 1) places.
1154  The new bits are filled with zeroes.
1155 \end_layout
1157 \begin_layout Subsubsection
1158 lrshift(number base[, number amount[, number bits]])
1159 \end_layout
1161 \begin_layout Standard
1162 Shift bits-bit (max 48, default 48) number logically right by amount (default
1163  1) places.
1164  The new bits are filled with zeroes.
1165 \end_layout
1167 \begin_layout Subsubsection
1168 arshift(number base[, number amount[, number bits]])
1169 \end_layout
1171 \begin_layout Standard
1172 Shift bits-bit (max 48, default 48) number arithmetically right by amount
1173  (default 1) places.
1174  The new bits are shifted in with copy of the high bit.
1175 \end_layout
1177 \begin_layout Subsection
1178 Table gui:
1179 \end_layout
1181 \begin_layout Standard
1182 Most of these functions can only be called in on_paint and on_video callbacks.
1183  Exceptions are noted.
1184 \end_layout
1186 \begin_layout Subsubsection
1187 gui.resolution()
1188 \end_layout
1190 \begin_layout Standard
1191 Returns 5-tuple (hresolution, vresolution, rshift, gshift, bshift).
1192 \end_layout
1194 \begin_layout Subsubsection
1195 gui.<class>_gap(number gap)
1196 \end_layout
1198 \begin_layout Standard
1199 Set the <class> (left, right, top, bottom) gap to specified value (max gap
1200  is 8191).
1201 \end_layout
1203 \begin_layout Subsubsection
1204 gui.text(number x, number y, string text[, number fgc[, number fga[, number
1205  bgc[, number bga]]]])
1206 \end_layout
1208 \begin_layout Standard
1209 Draw text on the GUI.
1210  Font size is 8(or 16) by 16.
1211  Notes:
1212 \end_layout
1214 \begin_layout Itemize
1215 Coordinate origin is at top-left of the game area.
1216  Left and top gaps have negative coordinates.
1217 \end_layout
1219 \begin_layout Itemize
1220 Use gui.resolution() to discover how to layout colors.
1221 \end_layout
1223 \begin_layout Itemize
1224 Alpha range is 0(transparent)-256(opaque).
1225 \end_layout
1227 \begin_layout Itemize
1228 Only available in on_paint() and on_video() callbacks.
1229 \end_layout
1231 \begin_layout Subsubsection
1232 gui.repaint()
1233 \end_layout
1235 \begin_layout Standard
1236 Request on_repaint() to happen as soon as possible.
1237  Can be used anywhere.
1238 \end_layout
1240 \begin_layout Subsubsection
1241 gui.subframe_update(boolean on)
1242 \end_layout
1244 \begin_layout Standard
1245 Request subframe updates (calling on_paint() on subframes) to happen (on=true)
1246  or not happen (on=false).
1247  Can be used anywhere.
1248 \end_layout
1250 \begin_layout Subsection
1251 table input
1252 \end_layout
1254 \begin_layout Standard
1255 Input handling.
1256  Only available in on_input callback.
1257 \end_layout
1259 \begin_layout Subsection
1260 get(number controller, number index)
1261 \end_layout
1263 \begin_layout Standard
1264 Read the specified index (0-11) from specified controller (0-7).
1265  Notes:
1266 \end_layout
1268 \begin_layout Itemize
1269 Uses physical controller numbering.
1270  Gamepad in port 2 is controller 4, not 1!
1271 \end_layout
1273 \begin_layout Subsection
1274 set(number controller, number index, number value)
1275 \end_layout
1277 \begin_layout Standard
1278 Write the specified index (0-11) from specified controller (0-7), storing
1279  value.
1280  Notes:
1281 \end_layout
1283 \begin_layout Itemize
1284 Uses physical controller numbering.
1285  Gamepad in port 2 is controller 4, not 1!
1286 \end_layout
1288 \begin_layout Subsection
1289 reset([number cycles])
1290 \end_layout
1292 \begin_layout Standard
1293 Execute reset.
1294  If cycles is greater than zero, do delayed reset.
1295 \end_layout
1297 \begin_layout Itemize
1298 Only available with subframe flag false.
1299 \end_layout
1301 \begin_layout Subsection
1302 Table hostmemory
1303 \end_layout
1305 \begin_layout Standard
1306 Host memory handling (extra memory saved to savestates).
1307  Host memory starts empty.
1308 \end_layout
1310 \begin_layout Subsubsection
1311 read(number address)
1312 \end_layout
1314 \begin_layout Standard
1315 Reads hostmemory slot address.
1316  Slot numbers out of range return false instead of numeric.
1317 \end_layout
1319 \begin_layout Subsubsection
1320 write(number address, number value)
1321 \end_layout
1323 \begin_layout Standard
1324 Writes hostmemory slot with 0-255.
1325  Slot numbers out of range cause extension of host memory slot space.
1326 \end_layout
1328 \begin_layout Subsection
1329 Table movie
1330 \end_layout
1332 \begin_layout Standard
1333 Movie handling
1334 \end_layout
1336 \begin_layout Subsubsection
1337 movie.currentframe()
1338 \end_layout
1340 \begin_layout Standard
1341 Return number of current frame.
1342 \end_layout
1344 \begin_layout Subsubsection
1345 movie.framecount()
1346 \end_layout
1348 \begin_layout Standard
1349 Return number of frames in movie.
1350 \end_layout
1352 \begin_layout Subsubsection
1353 movie.readonly()
1354 \end_layout
1356 \begin_layout Standard
1357 Return true if in readonly mode, false if in readwrite.
1358 \end_layout
1360 \begin_layout Subsubsection
1361 movie.set_readwrite()
1362 \end_layout
1364 \begin_layout Standard
1365 Set readwrite mode (does not cause on_readwrite callback).
1366 \end_layout
1368 \begin_layout Subsubsection
1369 movie.frame_subframes(number frame)
1370 \end_layout
1372 \begin_layout Standard
1373 Count number of subframes in specified frame (frame numbers are 1-based)
1374  and return that.
1375 \end_layout
1377 \begin_layout Subsubsection
1378 movie.read_subframe(number frame, number subframe)
1379 \end_layout
1381 \begin_layout Standard
1382 Read specifed subframe in specified frame and return data as array (100
1383  elements, numbered 0-99 currently).
1384 \end_layout
1386 \begin_layout Subsection
1387 Table settings
1388 \end_layout
1390 \begin_layout Standard
1391 Routines for settings manipulation
1392 \end_layout
1394 \begin_layout Subsubsection
1395 get(string name)
1396 \end_layout
1398 \begin_layout Standard
1399 Get value of setting.
1400  If setting is blank, returns false.
1401  If setting value can't be obtained, returns (nil, error message).
1402 \end_layout
1404 \begin_layout Subsubsection
1405 set(string name, string value)
1406 \end_layout
1408 \begin_layout Standard
1409 Set value of setting.
1410  If setting can't be set, returns (nil, error message).
1411 \end_layout
1413 \begin_layout Subsubsection
1414 is_set(string name)
1415 \end_layout
1417 \begin_layout Standard
1418 Returns if setting is set.
1419  If setting does not exist, returns (nil, error message).
1420 \end_layout
1422 \begin_layout Subsubsection
1423 blank(string name)
1424 \end_layout
1426 \begin_layout Standard
1427 Blanks a setting and returns true.
1428  If setting can't be blanked, returns (nil, error message).
1429 \end_layout
1431 \begin_layout Subsection
1432 Callbacks
1433 \end_layout
1435 \begin_layout Standard
1436 Various callbacks to Lua that can occur.
1437 \end_layout
1439 \begin_layout Subsubsection
1440 Callback: on_paint()
1441 \end_layout
1443 \begin_layout Standard
1444 Called when screen is being painted.
1445  Any gui.* calls requiring graphic context draw on the screen.
1446 \end_layout
1448 \begin_layout Subsubsection
1449 Callback: on_video()
1450 \end_layout
1452 \begin_layout Standard
1453 Called when video dump frame is being painted.
1454  Any gui.* calls requiring graphic context draw on the video.
1455 \end_layout
1457 \begin_layout Subsubsection
1458 Callback: on_startup()
1459 \end_layout
1461 \begin_layout Standard
1462 Called when the emulator is starting (lsnes.rc has been run).
1463 \end_layout
1465 \begin_layout Subsubsection
1466 Callback: on_pre_load(string name)
1467 \end_layout
1469 \begin_layout Standard
1470 Called just before savestate/movie load occurs (note: loads are always delayed,
1471  so this occurs even when load was initiated by lua).
1472 \end_layout
1474 \begin_layout Subsubsection
1475 Callback: on_err_load(string name)
1476 \end_layout
1478 \begin_layout Standard
1479 Called if loadstate goes wrong.
1480 \end_layout
1482 \begin_layout Subsubsection
1483 Callback: on_post_load(string name, boolean was_savestate)
1484 \end_layout
1486 \begin_layout Standard
1487 Called on successful loadstate.
1488  was_savestate gives if this was a savestate or a movie.
1489 \end_layout
1491 \begin_layout Subsubsection
1492 Callback: on_pre_save(string name, boolean is_savestate)
1493 \end_layout
1495 \begin_layout Standard
1496 Called just before savestate save occurs (note: movie saves are synchronous
1497  and won't trigger these callbacks if called from Lua).
1498 \end_layout
1500 \begin_layout Subsubsection
1501 Callback: on_err_save(string name)
1502 \end_layout
1504 \begin_layout Standard
1505 Called if savestate goes wrong.
1506 \end_layout
1508 \begin_layout Subsubsection
1509 Callback: on_post_save(string name, boolean is_savestate)
1510 \end_layout
1512 \begin_layout Standard
1513 Called on successful savaestate.
1514  is_savestate gives if this was a savestate or a movie.
1515 \end_layout
1517 \begin_layout Subsubsection
1518 Callback: on_quit()
1519 \end_layout
1521 \begin_layout Standard
1522 Called when emulator is shutting down.
1523 \end_layout
1525 \begin_layout Subsubsection
1526 Callback: on_input(boolean subframe)
1527 \end_layout
1529 \begin_layout Standard
1530 Called when emulator is just sending input to bsnes core.
1531  Warning: This is called even in readonly mode, but the results are ignored.
1532 \end_layout
1534 \begin_layout Subsubsection
1535 Callback: on_reset()
1536 \end_layout
1538 \begin_layout Standard
1539 Called when SNES is reset.
1540 \end_layout
1542 \begin_layout Subsubsection
1543 Callback: on_readwrite()
1544 \end_layout
1546 \begin_layout Standard
1547 Called when moving into readwrite mode as result of 
1548 \begin_inset Quotes eld
1549 \end_inset
1551 set-rwmode
1552 \begin_inset Quotes erd
1553 \end_inset
1555  command (note: moving to rwmode by Lua won't trigger this, as per recursive
1556  entry protection).
1557 \end_layout
1559 \begin_layout Subsubsection
1560 Callback: on_snoop(number port, number controller, number index, number
1561  value)
1562 \end_layout
1564 \begin_layout Standard
1565 Called each time bsnes asks for input.
1566  The value is the final value to be sent to bsnes core.
1567  Might be useful when translating movies to format suitable for console
1568  verification.
1569 \end_layout
1571 \begin_layout Section
1572 SDL platform:
1573 \end_layout
1575 \begin_layout Subsection
1576 Platform-specific commands:
1577 \end_layout
1579 \begin_layout Subsubsection
1580 enable-sound on
1581 \end_layout
1583 \begin_layout Standard
1584 Enable sounds in GUI (has no effect on video dumping).
1585 \end_layout
1587 \begin_layout Subsubsection
1588 enable-sound off
1589 \end_layout
1591 \begin_layout Standard
1592 Disable sounds in GUI (has no effect on video dumping).
1593 \end_layout
1595 \begin_layout Subsubsection
1596 identify-key
1597 \end_layout
1599 \begin_layout Standard
1600 Asks to press a key and then identifies that key.
1601 \end_layout
1603 \begin_layout Subsubsection
1604 toggle-console
1605 \end_layout
1607 \begin_layout Standard
1608 Toggle between windowed/fullscreen console.
1609 \end_layout
1611 \begin_layout Subsubsection
1612 scroll-fullup
1613 \end_layout
1615 \begin_layout Standard
1616 Scroll messages window as far back as it goes.
1617 \end_layout
1619 \begin_layout Subsubsection
1620 scroll-fulldown
1621 \end_layout
1623 \begin_layout Standard
1624 Scroll messages window as far forward as it goes.
1625 \end_layout
1627 \begin_layout Subsubsection
1628 scroll-up
1629 \end_layout
1631 \begin_layout Standard
1632 Scroll messages window back one screenful.
1633 \end_layout
1635 \begin_layout Subsubsection
1636 scroll-down
1637 \end_layout
1639 \begin_layout Standard
1640 Scroll messages window forward one screenful.
1641 \end_layout
1643 \begin_layout Subsection
1644 Settings
1645 \end_layout
1647 \begin_layout Subsubsection
1648 autorepeat-first-delay
1649 \end_layout
1651 \begin_layout Standard
1652 Sets the delay for first character in typematic autorepeat.
1653 \end_layout
1655 \begin_layout Subsubsection
1656 autorepeat-subsequent-delay
1657 \end_layout
1659 \begin_layout Standard
1660 Sets the delay for subsequent characters in typematic autorepeat.
1661 \end_layout
1663 \begin_layout Subsection
1664 Modifier names
1665 \end_layout
1667 \begin_layout Standard
1668 Following modifier names are known:
1669 \end_layout
1671 \begin_layout Itemize
1672 ctrl, lctrl, rctrl: Control keys
1673 \end_layout
1675 \begin_layout Itemize
1676 alt, lalt, ralt: ALT keys.
1677 \end_layout
1679 \begin_layout Itemize
1680 shift, lshift, rshift: Shift keys.
1681 \end_layout
1683 \begin_layout Itemize
1684 meta, lmeta, rmeta: Meta keys.
1685 \end_layout
1687 \begin_layout Itemize
1688 num, caps: Numlock/Capslock (these are sticky!)
1689 \end_layout
1691 \begin_layout Itemize
1692 mode: Mode select.
1693 \end_layout
1695 \begin_layout Subsection
1696 Key names
1697 \end_layout
1699 \begin_layout Standard
1700 Following key names are known:
1701 \end_layout
1703 \begin_layout Itemize
1704 backspace, tab, clear, return, pause, escape, space, exclaim, quotedbl,
1705  hash, dollar, ampersand, quote, leftparen, rightparen, asterisk, plus,
1706  comma, minus, period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon,
1707  less, equals, greater, question, at, leftbracket, backslash, rightbracket,
1708  caret, underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n,
1709  o, p, q, r, s, t, u, v, w, x, y, z, delete, world_0, world_1, world_2,
1710  world_3, world_4, world_5, world_6, world_7, world_8, world_9, world_10,
1711  world_11, world_12, world_13, world_14, world_15, world_16, world_17, world_18,
1712  world_19, world_20, world_21, world_22, world_23, world_24, world_25, world_26,
1713  world_27, world_28, world_29, world_30, world_31, world_32, world_33, world_34,
1714  world_35, world_36, world_37, world_38, world_39, world_40, world_41, world_42,
1715  world_43, world_44, world_45, world_46, world_47, world_48, world_49, world_50,
1716  world_51, world_52, world_53, world_54, world_55, world_56, world_57, world_58,
1717  world_59, world_60, world_61, world_62, world_63, world_64, world_65, world_66,
1718  world_67, world_68, world_69, world_70, world_71, world_72, world_73, world_74,
1719  world_75, world_76, world_77, world_78, world_79, world_80, world_81, world_82,
1720  world_83, world_84, world_85, world_86, world_87, world_88, world_89, world_90,
1721  world_91, world_92, world_93, world_94, world_95, kp0, kp1, kp2, kp3, kp4,
1722  kp5, kp6, kp7, kp8, kp9, kp_period, kp_divide, kp_multiply, kp_minus, kp_plus,
1723  kp_enter, kp_equals, up, down, right, left, insert, home, end, pageup,
1724  pagedown, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13, f14,
1725  f15, numlock, capslock, scrollock, rshift, lshift, rctrl, lctrl, ralt,
1726  lalt, rmeta, lmeta, lsuper, rsuper, mode, compose, help, print, sysreq,
1727  break, menu, power, euro, undo
1728 \end_layout
1730 \begin_layout Itemize
1731 Names of form 'key<n>' where <n> is 0-255 are interpretted as key having
1732  hardware-dependent scan code of <n> (useful to bind those keys that don't
1733  have symbolic names).
1734 \end_layout
1736 \begin_layout Standard
1737 In addition, following pseudo-keys are known (note: these do not work yet,
1738  and especially do not work in conjunction with modifers):
1739 \end_layout
1741 \begin_layout Itemize
1742 joystick<num>button<button>: Joystick <num> (0-based) button <button> (0-based).
1743 \end_layout
1745 \begin_layout Itemize
1746 joystick<num>hat<hat>n: Joystick <num> (0-based) hat <hat> (0-based) up.
1747 \end_layout
1749 \begin_layout Itemize
1750 joystick<num>hat<hat>w: Joystick <num> (0-based) hat <hat> (0-based) left.
1751 \end_layout
1753 \begin_layout Itemize
1754 joystick<num>hat<hat>s: Joystick <num> (0-based) hat <hat> (0-based) down.
1755 \end_layout
1757 \begin_layout Itemize
1758 joystick<num>hat<hat>e: Joystick <num> (0-based) hat <hat> (0-based) right.
1759 \end_layout
1761 \begin_layout Itemize
1762 joystick<num>axis<axis>-: Joystick <num> (0-based) axis <axis> negative
1763  position.
1764 \end_layout
1766 \begin_layout Itemize
1767 joystick<num>axis<axis>+: Joystick <num> (0-based) axis <axis> positive
1768  position.
1769 \end_layout
1771 \begin_layout Subsection
1772 Special buttons:
1773 \end_layout
1775 \begin_layout Itemize
1776 Escape: Enter/Exit Command mode, cancel modal dialogs.
1777 \end_layout
1779 \begin_layout Itemize
1780 Return (also KPEnter): Execute command, ok modal dialog.
1781 \end_layout
1783 \begin_layout Itemize
1784 Pgup/Up (also KP8/9 if no num lock; command mode): Previous command in command
1785  history
1786 \end_layout
1788 \begin_layout Itemize
1789 Pgdn/Down(also KP2/3 if no num lock; command mode): Next command in command
1790  history
1791 \end_layout
1793 \begin_layout Itemize
1794 Home (also KP7 if no num lock; command mode): Beginning of command.
1795 \end_layout
1797 \begin_layout Itemize
1798 End (also KP1 if no num lock; command mode): End of command.
1799 \end_layout
1801 \begin_layout Itemize
1802 Left (also KP4 if no num lock; command mode): Move cursor left.
1803 \end_layout
1805 \begin_layout Itemize
1806 Right (also KP6 if no num lock; command mode): Move cursor right.
1807 \end_layout
1809 \begin_layout Itemize
1810 Delete (also KP.
1811  if no num lock; command mode): Delete character to right of cursor.
1812 \end_layout
1814 \begin_layout Itemize
1815 Insert (also KP0 if no num lock; command mode): Toggle between insert /
1816  overwrite modes.
1817 \end_layout
1819 \begin_layout Itemize
1820 Backspace (command mode): Delete character to left of cursor.
1821 \end_layout
1823 \begin_layout Itemize
1824 LCTRL+LALT+ESCAPE: Ungraceful shutdown (leaves dump corrupted!).
1825 \end_layout
1827 \begin_layout Subsection
1828 Watchdog timer:
1829 \end_layout
1831 \begin_layout Standard
1832 If emulator does not reach internal polling loop in 15 seconds after leaving
1833  it or 15 seconds after starting, the emulator instantly bombs out.
1834 \end_layout
1836 \begin_layout Section
1837 Movie file format
1838 \end_layout
1840 \begin_layout Standard
1841 Movie file is .zip archive in itself, normal ZIP archive tools work on it
1842  (note: If you recompress it, do not use compression methods other than
1843  store and deflate and especially do not use encryption of any kind).
1844 \end_layout
1846 \begin_layout Subsection
1847 Detecting clean start/SRAM/Savestate
1848 \end_layout
1850 \begin_layout Itemize
1851 If file has member 
1852 \begin_inset Quotes eld
1853 \end_inset
1855 savestate
1856 \begin_inset Quotes erd
1857 \end_inset
1859  it is savestate, otherwise:
1860 \end_layout
1862 \begin_layout Itemize
1863 If file has members with names starting 
1864 \begin_inset Quotes eld
1865 \end_inset
1867 moviesram.
1868 \begin_inset Quotes erd
1869 \end_inset
1871  it is movie starting from SRAM, otherwise:
1872 \end_layout
1874 \begin_layout Itemize
1875 It is movie starting from clear state.
1876 \end_layout
1878 \begin_layout Subsection
1879 Member: gametype
1880 \end_layout
1882 \begin_layout Standard
1883 Type of game ROM and region.
1884  Valid values are:
1885 \end_layout
1887 \begin_layout Standard
1888 \begin_inset Tabular
1889 <lyxtabular version="3" rows="8" columns="3">
1890 <features tabularvalignment="middle">
1891 <column alignment="center" valignment="top" width="0">
1892 <column alignment="center" valignment="top" width="0">
1893 <column alignment="center" valignment="top" width="0">
1894 <row>
1895 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1896 \begin_inset Text
1898 \begin_layout Plain Layout
1899 Value
1900 \end_layout
1902 \end_inset
1903 </cell>
1904 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1905 \begin_inset Text
1907 \begin_layout Plain Layout
1908 System
1909 \end_layout
1911 \end_inset
1912 </cell>
1913 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
1914 \begin_inset Text
1916 \begin_layout Plain Layout
1917 Region
1918 \end_layout
1920 \end_inset
1921 </cell>
1922 </row>
1923 <row>
1924 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1925 \begin_inset Text
1927 \begin_layout Plain Layout
1928 snes_pal
1929 \end_layout
1931 \end_inset
1932 </cell>
1933 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1934 \begin_inset Text
1936 \begin_layout Plain Layout
1937 Super NES
1938 \end_layout
1940 \end_inset
1941 </cell>
1942 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1943 \begin_inset Text
1945 \begin_layout Plain Layout
1947 \end_layout
1949 \end_inset
1950 </cell>
1951 </row>
1952 <row>
1953 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1954 \begin_inset Text
1956 \begin_layout Plain Layout
1957 sgb_pal
1958 \end_layout
1960 \end_inset
1961 </cell>
1962 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1963 \begin_inset Text
1965 \begin_layout Plain Layout
1966 Super Game Boy
1967 \end_layout
1969 \end_inset
1970 </cell>
1971 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1972 \begin_inset Text
1974 \begin_layout Plain Layout
1976 \end_layout
1978 \end_inset
1979 </cell>
1980 </row>
1981 <row>
1982 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1983 \begin_inset Text
1985 \begin_layout Plain Layout
1986 snes_ntsc
1987 \end_layout
1989 \end_inset
1990 </cell>
1991 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1992 \begin_inset Text
1994 \begin_layout Plain Layout
1995 Super NES
1996 \end_layout
1998 \end_inset
1999 </cell>
2000 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2001 \begin_inset Text
2003 \begin_layout Plain Layout
2004 NTSC
2005 \end_layout
2007 \end_inset
2008 </cell>
2009 </row>
2010 <row>
2011 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2012 \begin_inset Text
2014 \begin_layout Plain Layout
2015 sgb_ntsc
2016 \end_layout
2018 \end_inset
2019 </cell>
2020 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2021 \begin_inset Text
2023 \begin_layout Plain Layout
2024 Super Game Boy
2025 \end_layout
2027 \end_inset
2028 </cell>
2029 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2030 \begin_inset Text
2032 \begin_layout Plain Layout
2033 NTSC
2034 \end_layout
2036 \end_inset
2037 </cell>
2038 </row>
2039 <row>
2040 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2041 \begin_inset Text
2043 \begin_layout Plain Layout
2045 \end_layout
2047 \end_inset
2048 </cell>
2049 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2050 \begin_inset Text
2052 \begin_layout Plain Layout
2053 BS-X (non-slotted)
2054 \end_layout
2056 \end_inset
2057 </cell>
2058 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2059 \begin_inset Text
2061 \begin_layout Plain Layout
2062 NTSC
2063 \end_layout
2065 \end_inset
2066 </cell>
2067 </row>
2068 <row>
2069 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2070 \begin_inset Text
2072 \begin_layout Plain Layout
2073 bsxslotted
2074 \end_layout
2076 \end_inset
2077 </cell>
2078 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2079 \begin_inset Text
2081 \begin_layout Plain Layout
2082 BS-X (slotted)
2083 \end_layout
2085 \end_inset
2086 </cell>
2087 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2088 \begin_inset Text
2090 \begin_layout Plain Layout
2091 NTSC
2092 \end_layout
2094 \end_inset
2095 </cell>
2096 </row>
2097 <row>
2098 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2099 \begin_inset Text
2101 \begin_layout Plain Layout
2102 sufamiturbo
2103 \end_layout
2105 \end_inset
2106 </cell>
2107 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2108 \begin_inset Text
2110 \begin_layout Plain Layout
2111 Sufami Turbo
2112 \end_layout
2114 \end_inset
2115 </cell>
2116 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2117 \begin_inset Text
2119 \begin_layout Plain Layout
2120 NTSC
2121 \end_layout
2123 \end_inset
2124 </cell>
2125 </row>
2126 </lyxtabular>
2128 \end_inset
2131 \end_layout
2133 \begin_layout Standard
2134 Frame rates are:
2135 \end_layout
2137 \begin_layout Standard
2138 \begin_inset Tabular
2139 <lyxtabular version="3" rows="3" columns="2">
2140 <features tabularvalignment="middle">
2141 <column alignment="center" valignment="top" width="0">
2142 <column alignment="center" valignment="top" width="0">
2143 <row>
2144 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2145 \begin_inset Text
2147 \begin_layout Plain Layout
2148 Region
2149 \end_layout
2151 \end_inset
2152 </cell>
2153 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2154 \begin_inset Text
2156 \begin_layout Plain Layout
2157 Framerate
2158 \end_layout
2160 \end_inset
2161 </cell>
2162 </row>
2163 <row>
2164 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2165 \begin_inset Text
2167 \begin_layout Plain Layout
2169 \end_layout
2171 \end_inset
2172 </cell>
2173 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2174 \begin_inset Text
2176 \begin_layout Plain Layout
2177 322445/6448
2178 \end_layout
2180 \end_inset
2181 </cell>
2182 </row>
2183 <row>
2184 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2185 \begin_inset Text
2187 \begin_layout Plain Layout
2188 NTSC
2189 \end_layout
2191 \end_inset
2192 </cell>
2193 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2194 \begin_inset Text
2196 \begin_layout Plain Layout
2197 10738636/178683
2198 \end_layout
2200 \end_inset
2201 </cell>
2202 </row>
2203 </lyxtabular>
2205 \end_inset
2208 \end_layout
2210 \begin_layout Subsection
2211 Member: port1
2212 \end_layout
2214 \begin_layout Standard
2215 Contains type of port #1.
2216  Valid values are 'none', 'gamepad', 'multitap' and 'mouse'.
2217  If not present, defaults to 'gamepad'.
2218 \end_layout
2220 \begin_layout Subsection
2221 Member: port2
2222 \end_layout
2224 \begin_layout Standard
2225 Contains type of port #2.
2226  Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
2227  'justifier' and 'justifiers'.
2228  If not present, defaults to 'none'.
2229 \end_layout
2231 \begin_layout Subsection
2232 Member: gamename
2233 \end_layout
2235 \begin_layout Standard
2236 Contains name of the game.
2237 \end_layout
2239 \begin_layout Subsection
2240 Member: authors
2241 \end_layout
2243 \begin_layout Standard
2244 Contains authors, one per line.
2245  Part before '|' is the full name, part after is the nickname.
2246 \end_layout
2248 \begin_layout Subsection
2249 Member: systemid
2250 \end_layout
2252 \begin_layout Standard
2253 Always 
2254 \begin_inset Quotes eld
2255 \end_inset
2257 lsnes-rr1
2258 \begin_inset Quotes erd
2259 \end_inset
2262  Used to reject other saves.
2263 \end_layout
2265 \begin_layout Subsection
2266 Member: controlsversion
2267 \end_layout
2269 \begin_layout Standard
2270 Always 
2271 \begin_inset Quotes eld
2272 \end_inset
2275 \begin_inset Quotes erd
2276 \end_inset
2279  Used to identify what controls are there.
2280 \end_layout
2282 \begin_layout Subsection
2283 Member: 
2284 \begin_inset Quotes eld
2285 \end_inset
2287 coreversion
2288 \begin_inset Quotes erd
2289 \end_inset
2292 \end_layout
2294 \begin_layout Standard
2295 Contains bsnes core version number.
2296 \end_layout
2298 \begin_layout Subsection
2299 Member: projectid
2300 \end_layout
2302 \begin_layout Standard
2303 Contains project ID.
2304  Used to identify if two movies are part of the same project.
2305 \end_layout
2307 \begin_layout Subsection
2308 Member: {rom,slota,slotb}{,xml}.sha256
2309 \end_layout
2311 \begin_layout Standard
2312 Contains SHA-256 of said ROM or ROM mapping file.
2313  Absent if corresponding file is absent.
2314 \end_layout
2316 \begin_layout Subsection
2317 Member: moviesram.<name>
2318 \end_layout
2320 \begin_layout Standard
2321 Raw binary startup SRAM of kind <name>.
2322  Only present in savestates and movies starting from SRAM.
2323 \end_layout
2325 \begin_layout Subsection
2326 Member: moviestate
2327 \end_layout
2329 \begin_layout Standard
2330 Raw binary movie state data.
2331  Only present in savestates.
2332 \end_layout
2334 \begin_layout Standard
2335 for version 0:
2336 \end_layout
2338 \begin_layout Itemize
2339 32 bytes: SHA-256 of project ID.
2340 \end_layout
2342 \begin_layout Itemize
2343 8 bytes: Big-endian current frame.
2344 \end_layout
2346 \begin_layout Itemize
2347 100x4 bytes: Poll counters for each control (bit31 of each is 
2348 \begin_inset Quotes eld
2349 \end_inset
2351 data ready
2352 \begin_inset Quotes erd
2353 \end_inset
2355  bit), big-endian.
2356 \end_layout
2358 \begin_layout Itemize
2359 8 bytes: Big-endian lag frame count.
2360 \end_layout
2362 \begin_layout Itemize
2363 32 bytes: SHA-256 of past input
2364 \end_layout
2366 \begin_layout Itemize
2367 32 bytes: SHA-256 of previous.
2368 \end_layout
2370 \begin_layout Subsection
2371 Member: hostmemory
2372 \end_layout
2374 \begin_layout Standard
2375 Raw binary dump of host memory.
2376  Only present in savestates.
2377 \end_layout
2379 \begin_layout Subsection
2380 Member: savestate
2381 \end_layout
2383 \begin_layout Standard
2384 The savestate itself.
2385  Savestate detection uses this file, only present in savestates.
2386 \end_layout
2388 \begin_layout Subsection
2389 Member: screenshot
2390 \end_layout
2392 \begin_layout Standard
2393 Screenshot of current frame.
2394  Only present in savestates.
2395 \end_layout
2397 \begin_layout Subsection
2398 Member: sram.<name>
2399 \end_layout
2401 \begin_layout Standard
2402 Raw binary SRAM of kind <name> at time of savestate.
2403  Only present in savestates.
2404 \end_layout
2406 \begin_layout Subsection
2407 Member: input
2408 \end_layout
2410 \begin_layout Standard
2411 The actual input track, one line per subframe (blank lines are skipped).
2412 \end_layout
2414 \begin_layout Itemize
2415 If the first byte of each line is '.', ' ', <tab> or '|', then the line is
2416  part of same frame as previous, otherwise it starts a new frame.
2417 \end_layout
2419 \begin_layout Itemize
2420 First subframe must start a new frame.
2421 \end_layout
2423 \begin_layout Standard
2424 Length of movie in frames is number of lines in input file that start a
2425  new frame.
2426 \end_layout
2428 \begin_layout Subsection
2429 Member: rerecords
2430 \end_layout
2432 \begin_layout Standard
2433 Contains textual base-10 rerecord count (emulator just writes this, it doesn't
2434  read it) + 1.
2435 \end_layout
2437 \begin_layout Subsection
2438 Member: rrdata
2439 \end_layout
2441 \begin_layout Standard
2442 This member stores set of load IDs.
2443  There is one load ID per rerecord (plus one corresponding to start of project).
2444 \end_layout
2446 \begin_layout Itemize
2447 This member constists of concatenation of records
2448 \end_layout
2450 \begin_layout Itemize
2451 Each record is 2-36 bytes long and can represent 1-16,843,009 consequtive
2452  IDs.
2453 \end_layout
2455 \begin_layout Itemize
2456 IDs are interpretted as 256-bit big-endian integers with warparound.
2457 \end_layout
2459 \begin_layout Itemize
2460 Initial predicted ID is all zeroes.
2461 \end_layout
2463 \begin_layout Standard
2464 Format of each record is:
2465 \end_layout
2467 \begin_layout Itemize
2468 1 byte: Opcode byte.
2469  Bits 0-4 are prefix length (prefixlen), bits 5-6 are count length (countlen).
2470  Bit 7 is unused.
2471 \end_layout
2473 \begin_layout Itemize
2474 32-prefixlen bytes of ID.
2475 \end_layout
2477 \begin_layout Itemize
2478 countlen bytes of big-endian count (count).
2479 \end_layout
2481 \begin_layout Standard
2482 Records are processed as follows:
2483 \end_layout
2485 \begin_layout Itemize
2486 To form the first ID encoded by record, take the first prefixlen bytes predicted
2487  ID and append the read ID value to it.
2488  The result is the first ID encoded.
2489 \end_layout
2491 \begin_layout Itemize
2492 If countlen is 0, record encodes 1 ID.
2493 \end_layout
2495 \begin_layout Itemize
2496 If countlen is 1, record encodes 2+count IDs.
2497 \end_layout
2499 \begin_layout Itemize
2500 If countlen is 2, record encodes 258+count IDs.
2501 \end_layout
2503 \begin_layout Itemize
2504 If countlen is 3, record encodes 65794+count IDs.
2505 \end_layout
2507 \begin_layout Itemize
2508 The new predicted ID is the next ID after last one encoded by the record.
2509 \end_layout
2511 \begin_layout Standard
2512 The number of rerecords + 1 is equal to the sum of number of IDs encoded
2513  by all records.
2514 \end_layout
2516 \begin_layout Section
2517 Compiling:
2518 \end_layout
2520 \begin_layout Subsection
2521 Building BSNES
2522 \end_layout
2524 \begin_layout Standard
2525 make ui=ui-libsnes options=debugger profile=accuracy
2526 \end_layout
2528 \begin_layout Itemize
2529 Yes, debugger is needed.
2530 \end_layout
2532 \begin_layout Subsection
2533 Prerequisite libraries:
2534 \end_layout
2536 \begin_layout Itemize
2537 zlib
2538 \end_layout
2540 \begin_layout Itemize
2541 SDL (SDL platform)
2542 \end_layout
2544 \begin_layout Itemize
2545 boost_iostreams
2546 \end_layout
2548 \begin_layout Itemize
2549 boost_filesystem
2550 \end_layout
2552 \begin_layout Itemize
2553 boost (conversion)
2554 \end_layout
2556 \begin_layout Subsection
2557 Compile options to make:
2558 \end_layout
2560 \begin_layout Subsubsection
2561 BSNES_PATH=<path>
2562 \end_layout
2564 \begin_layout Standard
2565 Set path to BSNES bsnes directory to <path>.
2566 \end_layout
2568 \begin_layout Subsubsection
2569 NO_THREADS=1
2570 \end_layout
2572 \begin_layout Standard
2573 Don't use threads (makes dumping slower, but threads probably only work
2574  on Linux).
2575 \end_layout
2577 \begin_layout Subsubsection
2578 CC=<compiler>
2579 \end_layout
2581 \begin_layout Standard
2582 (cross) C++ compiler to use.
2583  Defaults to g++-4.5
2584 \end_layout
2586 \begin_layout Subsubsection
2587 HOSTCC=<compiler>
2588 \end_layout
2590 \begin_layout Standard
2591 (host) C++ compiler to use.
2592  Defaults to the same as CC.
2593 \end_layout
2595 \begin_layout Subsubsection
2596 BSNES_IS_COMPAT=1
2597 \end_layout
2599 \begin_layout Standard
2600 Assume BSNES uses compatiblity core instead of accuracy core.
2601 \end_layout
2603 \begin_layout Subsubsection
2604 NO_LUA=1
2605 \end_layout
2607 \begin_layout Standard
2608 Don't compile in Lua support.
2609 \end_layout
2611 \begin_layout Section
2612 Errata:
2613 \end_layout
2615 \begin_layout Subsection
2616 Problems from BSNES core:
2617 \end_layout
2619 \begin_layout Itemize
2620 The whole pending save stuff.
2621 \end_layout
2623 \begin_layout Itemize
2624 Delay resets are slow.
2625 \end_layout
2627 \begin_layout Itemize
2628 RTC is not emulated in sync-stable manner.
2629 \end_layout
2631 \begin_layout Itemize
2632 Lack of layer hiding.
2633 \end_layout
2635 \begin_layout Itemize
2636 It is slow.
2637 \end_layout
2639 \begin_layout Itemize
2640 Firmwares can't be loaded from ZIP archives.
2641 \end_layout
2643 \begin_layout Itemize
2644 Manual polls can be corrupted if savestate occurs during those.
2645 \end_layout
2647 \begin_layout Subsection
2648 TODO For rr0:
2649 \end_layout
2651 \begin_layout Itemize
2652 Make it build on Windows (and build binaries).
2653  Not todo for rr0-β0.
2654 \end_layout
2656 \begin_layout Subsection
2657 Other problems:
2658 \end_layout
2660 \begin_layout Itemize
2661 Audio for last dumped frame is not itself dumped.
2662 \end_layout
2664 \begin_layout Itemize
2665 Audio in UI is pretty bad in quality.
2666 \end_layout
2668 \begin_layout Itemize
2669 UI itself is 30fps max.
2670 \end_layout
2672 \begin_layout Itemize
2673 AVI compression levels 10-18 are not compatible with AVISynth AVISource.
2674 \end_layout
2676 \begin_layout Itemize
2677 No menus, command based interface (SDL).
2678 \end_layout
2680 \begin_layout Itemize
2681 Long commands don't scroll.
2682 \end_layout
2684 \begin_layout Itemize
2685 No autofire
2686 \end_layout
2688 \begin_layout Itemize
2689 Joysticks don't work.
2690 \end_layout
2692 \begin_layout Section
2693 Changelog:
2694 \end_layout
2696 \begin_layout Subsection
2697 rr0-β1
2698 \end_layout
2700 \begin_layout Itemize
2701 Fix -Wall warnings
2702 \end_layout
2704 \begin_layout Itemize
2705 Fix dumper video corruption with levels 10-18.
2706 \end_layout
2708 \end_body
2709 \end_document