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-avi <level> <prefix>
436 \begin_layout Standard
437 Dump AVI 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 AVI 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 Subsection
1028 \begin_layout Standard
1029 Set the default left border thickness (unless lua overrides) for dumps.
1034 \begin_layout Subsection
1035 default-right-border
1038 \begin_layout Standard
1039 Set the default right border thickness (unless lua overrides) for dumps.
1044 \begin_layout Subsection
1048 \begin_layout Standard
1049 Set the default top border thickness (unless lua overrides) for dumps.
1054 \begin_layout Subsection
1055 default-bottom-border
1058 \begin_layout Standard
1059 Set the default bottom border thickness (unless lua overrides) for dumps.
1064 \begin_layout Section
1068 \begin_layout Subsection
1069 Core (in main table)
1072 \begin_layout Subsubsection
1076 \begin_layout Standard
1077 Print line to message console.
1080 \begin_layout Subsubsection
1081 exec(string command)
1084 \begin_layout Standard
1085 Run command as it was entered on the command line
1088 \begin_layout Subsection
1092 \begin_layout Standard
1093 Bitwise logical functions and related.
1096 \begin_layout Subsubsection
1097 none(number...) / bnot(number...)
1100 \begin_layout Standard
1101 48-bit bitwise NOT / NONE function (set bits that are set in none of the
1105 \begin_layout Subsubsection
1106 any(number...) / bor(number...)
1109 \begin_layout Standard
1110 48-bit bitwise OR / ANY function (set bits that are set in any of the arguments).
1113 \begin_layout Subsubsection
1114 all(number...) / band(number...)
1117 \begin_layout Standard
1118 48-bit bitwise AND / ALL function (set bits that are set in all of the arguments
1122 \begin_layout Subsubsection
1123 parity(number...) / bxor(number...)
1126 \begin_layout Standard
1127 48-bit bitwise XOR / PARITY function (set bits that are set in odd number
1131 \begin_layout Subsubsection
1132 lrotate(number base[, number amount[, number bits]])
1135 \begin_layout Standard
1136 Rotate bits-bit (max 48, default 48) number left by amount (default 1) places.
1139 \begin_layout Subsubsection
1140 rrotate(number base[, number amount[, number bits]])
1143 \begin_layout Standard
1144 Rotate bits-bit (max 48, default 48) number right by amount (default 1)
1148 \begin_layout Subsubsection
1149 lshift(number base[, number amount[, number bits]])
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.
1157 \begin_layout Subsubsection
1158 lrshift(number base[, number amount[, number bits]])
1161 \begin_layout Standard
1162 Shift bits-bit (max 48, default 48) number logically right by amount (default
1164 The new bits are filled with zeroes.
1167 \begin_layout Subsubsection
1168 arshift(number base[, number amount[, number bits]])
1171 \begin_layout Standard
1172 Shift bits-bit (max 48, default 48) number arithmetically right by amount
1174 The new bits are shifted in with copy of the high bit.
1177 \begin_layout Subsection
1181 \begin_layout Standard
1182 Most of these functions can only be called in on_paint and on_video callbacks.
1183 Exceptions are noted.
1186 \begin_layout Subsubsection
1190 \begin_layout Standard
1191 Returns 5-tuple (hresolution, vresolution, rshift, gshift, bshift).
1194 \begin_layout Subsubsection
1195 gui.<class>_gap(number gap)
1198 \begin_layout Standard
1199 Set the <class> (left, right, top, bottom) gap to specified value (max gap
1203 \begin_layout Subsubsection
1204 gui.text(number x, number y, string text[, number fgc[, number fga[, number
1205 bgc[, number bga]]]])
1208 \begin_layout Standard
1209 Draw text on the GUI.
1210 Font size is 8(or 16) by 16.
1214 \begin_layout Itemize
1215 Coordinate origin is at top-left of the game area.
1216 Left and top gaps have negative coordinates.
1219 \begin_layout Itemize
1220 Use gui.resolution() to discover how to layout colors.
1223 \begin_layout Itemize
1224 Alpha range is 0(transparent)-256(opaque).
1227 \begin_layout Itemize
1228 Only available in on_paint() and on_video() callbacks.
1231 \begin_layout Subsubsection
1235 \begin_layout Standard
1236 Request on_repaint() to happen as soon as possible.
1237 Can be used anywhere.
1240 \begin_layout Subsubsection
1241 gui.subframe_update(boolean on)
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.
1250 \begin_layout Subsection
1254 \begin_layout Standard
1256 Only available in on_input callback.
1259 \begin_layout Subsection
1260 get(number controller, number index)
1263 \begin_layout Standard
1264 Read the specified index (0-11) from specified controller (0-7).
1268 \begin_layout Itemize
1269 Uses physical controller numbering.
1270 Gamepad in port 2 is controller 4, not 1!
1273 \begin_layout Subsection
1274 set(number controller, number index, number value)
1277 \begin_layout Standard
1278 Write the specified index (0-11) from specified controller (0-7), storing
1283 \begin_layout Itemize
1284 Uses physical controller numbering.
1285 Gamepad in port 2 is controller 4, not 1!
1288 \begin_layout Subsection
1289 reset([number cycles])
1292 \begin_layout Standard
1294 If cycles is greater than zero, do delayed reset.
1297 \begin_layout Itemize
1298 Only available with subframe flag false.
1301 \begin_layout Subsection
1305 \begin_layout Standard
1306 Host memory handling (extra memory saved to savestates).
1307 Host memory starts empty.
1310 \begin_layout Subsubsection
1311 read(number address)
1314 \begin_layout Standard
1315 Reads hostmemory slot address.
1316 Slot numbers out of range return false instead of numeric.
1319 \begin_layout Subsubsection
1320 write(number address, number value)
1323 \begin_layout Standard
1324 Writes hostmemory slot with 0-255.
1325 Slot numbers out of range cause extension of host memory slot space.
1328 \begin_layout Subsection
1332 \begin_layout Standard
1336 \begin_layout Subsubsection
1337 movie.currentframe()
1340 \begin_layout Standard
1341 Return number of current frame.
1344 \begin_layout Subsubsection
1348 \begin_layout Standard
1349 Return number of frames in movie.
1352 \begin_layout Subsubsection
1356 \begin_layout Standard
1357 Return true if in readonly mode, false if in readwrite.
1360 \begin_layout Subsubsection
1361 movie.set_readwrite()
1364 \begin_layout Standard
1365 Set readwrite mode (does not cause on_readwrite callback).
1368 \begin_layout Subsubsection
1369 movie.frame_subframes(number frame)
1372 \begin_layout Standard
1373 Count number of subframes in specified frame (frame numbers are 1-based)
1377 \begin_layout Subsubsection
1378 movie.read_subframe(number frame, number subframe)
1381 \begin_layout Standard
1382 Read specifed subframe in specified frame and return data as array (100
1383 elements, numbered 0-99 currently).
1386 \begin_layout Subsection
1390 \begin_layout Standard
1391 Routines for settings manipulation
1394 \begin_layout Subsubsection
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).
1404 \begin_layout Subsubsection
1405 set(string name, string value)
1408 \begin_layout Standard
1409 Set value of setting.
1410 If setting can't be set, returns (nil, error message).
1413 \begin_layout Subsubsection
1417 \begin_layout Standard
1418 Returns if setting is set.
1419 If setting does not exist, returns (nil, error message).
1422 \begin_layout Subsubsection
1426 \begin_layout Standard
1427 Blanks a setting and returns true.
1428 If setting can't be blanked, returns (nil, error message).
1431 \begin_layout Subsection
1435 \begin_layout Standard
1436 Various callbacks to Lua that can occur.
1439 \begin_layout Subsubsection
1440 Callback: on_paint()
1443 \begin_layout Standard
1444 Called when screen is being painted.
1445 Any gui.* calls requiring graphic context draw on the screen.
1448 \begin_layout Subsubsection
1449 Callback: on_video()
1452 \begin_layout Standard
1453 Called when video dump frame is being painted.
1454 Any gui.* calls requiring graphic context draw on the video.
1457 \begin_layout Subsubsection
1458 Callback: on_startup()
1461 \begin_layout Standard
1462 Called when the emulator is starting (lsnes.rc has been run).
1465 \begin_layout Subsubsection
1466 Callback: on_pre_load(string name)
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).
1474 \begin_layout Subsubsection
1475 Callback: on_err_load(string name)
1478 \begin_layout Standard
1479 Called if loadstate goes wrong.
1482 \begin_layout Subsubsection
1483 Callback: on_post_load(string name, boolean was_savestate)
1486 \begin_layout Standard
1487 Called on successful loadstate.
1488 was_savestate gives if this was a savestate or a movie.
1491 \begin_layout Subsubsection
1492 Callback: on_pre_save(string name, boolean is_savestate)
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).
1500 \begin_layout Subsubsection
1501 Callback: on_err_save(string name)
1504 \begin_layout Standard
1505 Called if savestate goes wrong.
1508 \begin_layout Subsubsection
1509 Callback: on_post_save(string name, boolean is_savestate)
1512 \begin_layout Standard
1513 Called on successful savaestate.
1514 is_savestate gives if this was a savestate or a movie.
1517 \begin_layout Subsubsection
1521 \begin_layout Standard
1522 Called when emulator is shutting down.
1525 \begin_layout Subsubsection
1526 Callback: on_input(boolean subframe)
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.
1534 \begin_layout Subsubsection
1535 Callback: on_reset()
1538 \begin_layout Standard
1539 Called when SNES is reset.
1542 \begin_layout Subsubsection
1543 Callback: on_readwrite()
1546 \begin_layout Standard
1547 Called when moving into readwrite mode as result of
1548 \begin_inset Quotes eld
1552 \begin_inset Quotes erd
1555 command (note: moving to rwmode by Lua won't trigger this, as per recursive
1559 \begin_layout Subsubsection
1560 Callback: on_snoop(number port, number controller, number index, number
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
1571 \begin_layout Section
1575 \begin_layout Subsection
1576 Platform-specific commands:
1579 \begin_layout Subsubsection
1583 \begin_layout Standard
1584 Enable sounds in GUI (has no effect on video dumping).
1587 \begin_layout Subsubsection
1591 \begin_layout Standard
1592 Disable sounds in GUI (has no effect on video dumping).
1595 \begin_layout Subsubsection
1599 \begin_layout Standard
1600 Asks to press a key and then identifies that key.
1603 \begin_layout Subsubsection
1607 \begin_layout Standard
1608 Toggle between windowed/fullscreen console.
1611 \begin_layout Subsubsection
1615 \begin_layout Standard
1616 Scroll messages window as far back as it goes.
1619 \begin_layout Subsubsection
1623 \begin_layout Standard
1624 Scroll messages window as far forward as it goes.
1627 \begin_layout Subsubsection
1631 \begin_layout Standard
1632 Scroll messages window back one screenful.
1635 \begin_layout Subsubsection
1639 \begin_layout Standard
1640 Scroll messages window forward one screenful.
1643 \begin_layout Subsection
1647 \begin_layout Subsubsection
1648 autorepeat-first-delay
1651 \begin_layout Standard
1652 Sets the delay for first character in typematic autorepeat.
1655 \begin_layout Subsubsection
1656 autorepeat-subsequent-delay
1659 \begin_layout Standard
1660 Sets the delay for subsequent characters in typematic autorepeat.
1663 \begin_layout Subsection
1667 \begin_layout Standard
1668 Following modifier names are known:
1671 \begin_layout Itemize
1672 ctrl, lctrl, rctrl: Control keys
1675 \begin_layout Itemize
1676 alt, lalt, ralt: ALT keys.
1679 \begin_layout Itemize
1680 shift, lshift, rshift: Shift keys.
1683 \begin_layout Itemize
1684 meta, lmeta, rmeta: Meta keys.
1687 \begin_layout Itemize
1688 num, caps: Numlock/Capslock (these are sticky!)
1691 \begin_layout Itemize
1695 \begin_layout Subsection
1699 \begin_layout Standard
1700 Following key names are known:
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
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).
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):
1741 \begin_layout Itemize
1742 joystick<num>button<button>: Joystick <num> (0-based) button <button> (0-based).
1745 \begin_layout Itemize
1746 joystick<num>hat<hat>n: Joystick <num> (0-based) hat <hat> (0-based) up.
1749 \begin_layout Itemize
1750 joystick<num>hat<hat>w: Joystick <num> (0-based) hat <hat> (0-based) left.
1753 \begin_layout Itemize
1754 joystick<num>hat<hat>s: Joystick <num> (0-based) hat <hat> (0-based) down.
1757 \begin_layout Itemize
1758 joystick<num>hat<hat>e: Joystick <num> (0-based) hat <hat> (0-based) right.
1761 \begin_layout Itemize
1762 joystick<num>axis<axis>-: Joystick <num> (0-based) axis <axis> negative
1766 \begin_layout Itemize
1767 joystick<num>axis<axis>+: Joystick <num> (0-based) axis <axis> positive
1771 \begin_layout Subsection
1775 \begin_layout Itemize
1776 Escape: Enter/Exit Command mode, cancel modal dialogs.
1779 \begin_layout Itemize
1780 Return (also KPEnter): Execute command, ok modal dialog.
1783 \begin_layout Itemize
1784 Pgup/Up (also KP8/9 if no num lock; command mode): Previous command in command
1788 \begin_layout Itemize
1789 Pgdn/Down(also KP2/3 if no num lock; command mode): Next command in command
1793 \begin_layout Itemize
1794 Home (also KP7 if no num lock; command mode): Beginning of command.
1797 \begin_layout Itemize
1798 End (also KP1 if no num lock; command mode): End of command.
1801 \begin_layout Itemize
1802 Left (also KP4 if no num lock; command mode): Move cursor left.
1805 \begin_layout Itemize
1806 Right (also KP6 if no num lock; command mode): Move cursor right.
1809 \begin_layout Itemize
1811 if no num lock; command mode): Delete character to right of cursor.
1814 \begin_layout Itemize
1815 Insert (also KP0 if no num lock; command mode): Toggle between insert /
1819 \begin_layout Itemize
1820 Backspace (command mode): Delete character to left of cursor.
1823 \begin_layout Itemize
1824 LCTRL+LALT+ESCAPE: Ungraceful shutdown (leaves dump corrupted!).
1827 \begin_layout Subsection
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.
1836 \begin_layout Section
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).
1846 \begin_layout Subsection
1847 Detecting clean start/SRAM/Savestate
1850 \begin_layout Itemize
1852 \begin_inset Quotes eld
1856 \begin_inset Quotes erd
1859 it is savestate, otherwise:
1862 \begin_layout Itemize
1863 If file has members with names starting
1864 \begin_inset Quotes eld
1868 \begin_inset Quotes erd
1871 it is movie starting from SRAM, otherwise:
1874 \begin_layout Itemize
1875 It is movie starting from clear state.
1878 \begin_layout Subsection
1882 \begin_layout Standard
1883 Type of game ROM and region.
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">
1895 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1898 \begin_layout Plain Layout
1904 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
1907 \begin_layout Plain Layout
1913 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
1916 \begin_layout Plain Layout
1924 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1927 \begin_layout Plain Layout
1933 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1936 \begin_layout Plain Layout
1942 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1945 \begin_layout Plain Layout
1953 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1956 \begin_layout Plain Layout
1962 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1965 \begin_layout Plain Layout
1971 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
1974 \begin_layout Plain Layout
1982 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1985 \begin_layout Plain Layout
1991 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
1994 \begin_layout Plain Layout
2000 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2003 \begin_layout Plain Layout
2011 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2014 \begin_layout Plain Layout
2020 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2023 \begin_layout Plain Layout
2029 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2032 \begin_layout Plain Layout
2040 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2043 \begin_layout Plain Layout
2049 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2052 \begin_layout Plain Layout
2058 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2061 \begin_layout Plain Layout
2069 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2072 \begin_layout Plain Layout
2078 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2081 \begin_layout Plain Layout
2087 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2090 \begin_layout Plain Layout
2098 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2101 \begin_layout Plain Layout
2107 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2110 \begin_layout Plain Layout
2116 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2119 \begin_layout Plain Layout
2133 \begin_layout Standard
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">
2144 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2147 \begin_layout Plain Layout
2153 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2156 \begin_layout Plain Layout
2164 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
2167 \begin_layout Plain Layout
2173 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
2176 \begin_layout Plain Layout
2184 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
2187 \begin_layout Plain Layout
2193 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
2196 \begin_layout Plain Layout
2210 \begin_layout Subsection
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'.
2220 \begin_layout Subsection
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'.
2231 \begin_layout Subsection
2235 \begin_layout Standard
2236 Contains name of the game.
2239 \begin_layout Subsection
2243 \begin_layout Standard
2244 Contains authors, one per line.
2245 Part before '|' is the full name, part after is the nickname.
2248 \begin_layout Subsection
2252 \begin_layout Standard
2254 \begin_inset Quotes eld
2258 \begin_inset Quotes erd
2262 Used to reject other saves.
2265 \begin_layout Subsection
2266 Member: controlsversion
2269 \begin_layout Standard
2271 \begin_inset Quotes eld
2275 \begin_inset Quotes erd
2279 Used to identify what controls are there.
2282 \begin_layout Subsection
2284 \begin_inset Quotes eld
2288 \begin_inset Quotes erd
2294 \begin_layout Standard
2295 Contains bsnes core version number.
2298 \begin_layout Subsection
2302 \begin_layout Standard
2303 Contains project ID.
2304 Used to identify if two movies are part of the same project.
2307 \begin_layout Subsection
2308 Member: {rom,slota,slotb}{,xml}.sha256
2311 \begin_layout Standard
2312 Contains SHA-256 of said ROM or ROM mapping file.
2313 Absent if corresponding file is absent.
2316 \begin_layout Subsection
2317 Member: moviesram.<name>
2320 \begin_layout Standard
2321 Raw binary startup SRAM of kind <name>.
2322 Only present in savestates and movies starting from SRAM.
2325 \begin_layout Subsection
2329 \begin_layout Standard
2330 Raw binary movie state data.
2331 Only present in savestates.
2334 \begin_layout Standard
2338 \begin_layout Itemize
2339 32 bytes: SHA-256 of project ID.
2342 \begin_layout Itemize
2343 8 bytes: Big-endian current frame.
2346 \begin_layout Itemize
2347 100x4 bytes: Poll counters for each control (bit31 of each is
2348 \begin_inset Quotes eld
2352 \begin_inset Quotes erd
2358 \begin_layout Itemize
2359 8 bytes: Big-endian lag frame count.
2362 \begin_layout Itemize
2363 32 bytes: SHA-256 of past input
2366 \begin_layout Itemize
2367 32 bytes: SHA-256 of previous.
2370 \begin_layout Subsection
2374 \begin_layout Standard
2375 Raw binary dump of host memory.
2376 Only present in savestates.
2379 \begin_layout Subsection
2383 \begin_layout Standard
2384 The savestate itself.
2385 Savestate detection uses this file, only present in savestates.
2388 \begin_layout Subsection
2392 \begin_layout Standard
2393 Screenshot of current frame.
2394 Only present in savestates.
2397 \begin_layout Subsection
2401 \begin_layout Standard
2402 Raw binary SRAM of kind <name> at time of savestate.
2403 Only present in savestates.
2406 \begin_layout Subsection
2410 \begin_layout Standard
2411 The actual input track, one line per subframe (blank lines are skipped).
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.
2419 \begin_layout Itemize
2420 First subframe must start a new frame.
2423 \begin_layout Standard
2424 Length of movie in frames is number of lines in input file that start a
2428 \begin_layout Subsection
2432 \begin_layout Standard
2433 Contains textual base-10 rerecord count (emulator just writes this, it doesn't
2437 \begin_layout Subsection
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).
2446 \begin_layout Itemize
2447 This member constists of concatenation of records
2450 \begin_layout Itemize
2451 Each record is 2-36 bytes long and can represent 1-16,843,009 consequtive
2455 \begin_layout Itemize
2456 IDs are interpretted as 256-bit big-endian integers with warparound.
2459 \begin_layout Itemize
2460 Initial predicted ID is all zeroes.
2463 \begin_layout Standard
2464 Format of each record is:
2467 \begin_layout Itemize
2468 1 byte: Opcode byte.
2469 Bits 0-4 are prefix length (prefixlen), bits 5-6 are count length (countlen).
2473 \begin_layout Itemize
2474 32-prefixlen bytes of ID.
2477 \begin_layout Itemize
2478 countlen bytes of big-endian count (count).
2481 \begin_layout Standard
2482 Records are processed as follows:
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.
2491 \begin_layout Itemize
2492 If countlen is 0, record encodes 1 ID.
2495 \begin_layout Itemize
2496 If countlen is 1, record encodes 2+count IDs.
2499 \begin_layout Itemize
2500 If countlen is 2, record encodes 258+count IDs.
2503 \begin_layout Itemize
2504 If countlen is 3, record encodes 65794+count IDs.
2507 \begin_layout Itemize
2508 The new predicted ID is the next ID after last one encoded by the record.
2511 \begin_layout Standard
2512 The number of rerecords + 1 is equal to the sum of number of IDs encoded
2516 \begin_layout Section
2520 \begin_layout Subsection
2524 \begin_layout Standard
2525 make ui=ui-libsnes options=debugger profile=accuracy
2528 \begin_layout Itemize
2529 Yes, debugger is needed.
2532 \begin_layout Subsection
2533 Prerequisite libraries:
2536 \begin_layout Itemize
2540 \begin_layout Itemize
2544 \begin_layout Itemize
2548 \begin_layout Itemize
2552 \begin_layout Itemize
2556 \begin_layout Subsection
2557 Compile options to make:
2560 \begin_layout Subsubsection
2564 \begin_layout Standard
2565 Set path to BSNES bsnes directory to <path>.
2568 \begin_layout Subsubsection
2572 \begin_layout Standard
2573 Don't use threads (makes dumping slower, but threads probably only work
2577 \begin_layout Subsubsection
2581 \begin_layout Standard
2582 (cross) C++ compiler to use.
2586 \begin_layout Subsubsection
2590 \begin_layout Standard
2591 (host) C++ compiler to use.
2592 Defaults to the same as CC.
2595 \begin_layout Subsubsection
2599 \begin_layout Standard
2600 Assume BSNES uses compatiblity core instead of accuracy core.
2603 \begin_layout Subsubsection
2607 \begin_layout Standard
2608 Don't compile in Lua support.
2611 \begin_layout Section
2615 \begin_layout Subsection
2616 Problems from BSNES core:
2619 \begin_layout Itemize
2620 The whole pending save stuff.
2623 \begin_layout Itemize
2624 Delay resets are slow.
2627 \begin_layout Itemize
2628 RTC is not emulated in sync-stable manner.
2631 \begin_layout Itemize
2632 Lack of layer hiding.
2635 \begin_layout Itemize
2639 \begin_layout Itemize
2640 Firmwares can't be loaded from ZIP archives.
2643 \begin_layout Itemize
2644 Manual polls can be corrupted if savestate occurs during those.
2647 \begin_layout Subsection
2651 \begin_layout Itemize
2652 Make it build on Windows (and build binaries).
2653 Not todo for rr0-β0.
2656 \begin_layout Subsection
2660 \begin_layout Itemize
2661 Audio for last dumped frame is not itself dumped.
2664 \begin_layout Itemize
2665 Audio in UI is pretty bad in quality.
2668 \begin_layout Itemize
2669 UI itself is 30fps max.
2672 \begin_layout Itemize
2673 AVI compression levels 10-18 are not compatible with AVISynth AVISource.
2676 \begin_layout Itemize
2677 No menus, command based interface (SDL).
2680 \begin_layout Itemize
2681 Long commands don't scroll.
2684 \begin_layout Itemize
2688 \begin_layout Itemize
2689 Joysticks don't work.
2692 \begin_layout Section
2696 \begin_layout Subsection
2700 \begin_layout Itemize
2704 \begin_layout Itemize
2705 Fix dumper video corruption with levels 10-18.