Pack movie data in memory
[lsnes.git] / manual.lyx
blob22289923143fa488a835e1b842cd744fa20771a5
1 #LyX 2.0 created this file. For more info see http://www.lyx.org/
2 \lyxformat 413
3 \begin_document
4 \begin_header
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41 \index Hakusana
42 \shortcut idx
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44 \end_index
45 \secnumdepth 3
46 \tocdepth 3
47 \paragraph_separation indent
48 \paragraph_indentation default
49 \quotes_language english
50 \papercolumns 1
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55 \html_math_output 0
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57 \html_be_strict false
58 \end_header
60 \begin_body
62 \begin_layout Section
63 Introduction
64 \end_layout
66 \begin_layout Standard
67 lsnes is SNES rerecording emulator based on bsnes core.
68 \end_layout
70 \begin_layout Section
71 Command line options
72 \end_layout
74 \begin_layout Itemize
75 Syntax: lsnes.exe <rom-options> <misc-options> (<new-session-options>|<filename>)
76 \end_layout
78 \begin_layout Itemize
79 Syntax: lsnes-avidump <dump-options> <misc-options> <rom-options> <filename>
80 \end_layout
82 \begin_layout Itemize
83 Syntax: movieinfo.exe <filename>
84 \end_layout
86 \begin_layout Subsection
87 ROM options
88 \end_layout
90 \begin_layout Standard
91 These options control loading the ROM.
92 \end_layout
94 \begin_layout Subsubsection
95 --rom=<file>
96 \end_layout
98 \begin_layout Standard
99 Load <file> (SFC file format) as main SNES cartridge ROM.
100  This is the game ROM for SNES and cartridge BIOS for other types.
101  Required option.
102 \end_layout
104 \begin_layout Subsubsection
105 --headered-rom=<file>
106 \end_layout
108 \begin_layout Standard
109 Same as --rom, but strips first 512 bytes off the file as copier header.
110  Handy for loading .smc and .fig (also some others) files.
111 \end_layout
113 \begin_layout Subsubsection
114 --rom-xml=<file>
115 \end_layout
117 \begin_layout Standard
118 Set the mapping XML file for main cartridge ROM.
119  If not specified, defaults are used.
120 \end_layout
122 \begin_layout Subsubsection
123 --bsx=<file>
124 \end_layout
126 \begin_layout Standard
127 Load <file> (BS file format) as BS-X non-slotted flash memory.
128  Also sets system type to BS-X non-slotted (not compatible with --bsxslotted=<fi
129 le>, --dmg=<file>, --slot-a=<file> nor --slot-b=<file>).
130 \end_layout
132 \begin_layout Subsubsection
133 --headered-bsx=<file>
134 \end_layout
136 \begin_layout Standard
137 Same as --bsx but strips first 512 bytes off the file as copier header.
138  Handy for loading .smc and .fig (also some others) files.
139 \end_layout
141 \begin_layout Subsubsection
142 --bsx-xml=<file>
143 \end_layout
145 \begin_layout Standard
146 Set mapping XML file for BS-X non-slotted flash memory.
147  If not specified, defaults are used.
148  Only can be used together with --bsx=<file>.
149 \end_layout
151 \begin_layout Subsubsection
152 --bsxslotted=<file>
153 \end_layout
155 \begin_layout Standard
156 Load <file> (BS file format) as BS-X slotted flash memory.
157  Also sets system type to BS-X slotted (not compatible with --bsx=<file>,
158  --dmg=<file>, --slot-a=<file> nor --slot-b=<file>).
159 \end_layout
161 \begin_layout Subsubsection
162 --headered-bsxslotted=<file>
163 \end_layout
165 \begin_layout Standard
166 Same as --bsxslotted but strips first 512 bytes off the file as copier header.
167  Handy for loading .smc and .fig (also some others) files.
168 \end_layout
170 \begin_layout Subsubsection
171 --bsxslotted-xml=<file>
172 \end_layout
174 \begin_layout Standard
175 Set mapping XML file for BS-X slotted flash memory.
176  If not specified, defaults are used.
177  Only can be used together with --bsxslotted=<file>.
178 \end_layout
180 \begin_layout Subsubsection
181 --dmg=<file>
182 \end_layout
184 \begin_layout Standard
185 Load <file> (GB file format) as Game Boy ROM.
186  Also sets system type to SGB (not compatible with --bsx=<file>, --bsxslotted=<f
187 ile>, --slot-a=<file> nor --slot-b=<file>).
188 \end_layout
190 \begin_layout Subsubsection
191 --headered-dmg=<file>
192 \end_layout
194 \begin_layout Standard
195 Same as --dmg but strips first 512 bytes off the file as copier header.
196  Handy for loading .smc and .fig (also some others) files.
197 \end_layout
199 \begin_layout Subsubsection
200 --dmg-xml=<file>
201 \end_layout
203 \begin_layout Standard
204 Set mapping XML file for Game Boy ROM.
205  If not specified, defaults are used.
206  Only can be used together with --dmg=<file>.
207 \end_layout
209 \begin_layout Subsubsection
210 --slot-a=<file>
211 \end_layout
213 \begin_layout Standard
214 Load <file> (ST file format) as Sufami turbo cartridge A ROM.
215  Also sets system type to Sufami Turbo (not compatible with --bsx=<file>,
216  --bsxslotted=<file> nor --dmg=<file>).
217 \end_layout
219 \begin_layout Subsubsection
220 --headered-slot-a=<file>
221 \end_layout
223 \begin_layout Standard
224 Same as --slot-a but strips first 512 bytes off the file as copier header.
225  Handy for loading .smc and .fig (also some others) files.
226 \end_layout
228 \begin_layout Subsubsection
229 --slot-a-xml=<file>
230 \end_layout
232 \begin_layout Standard
233 Set mapping XML file for Sufami turbo cartridge A ROM.
234  If not specified, defaults are used.
235  Only can be used together with --slot-a=<file>.
236 \end_layout
238 \begin_layout Subsubsection
239 --slot-b=<file>
240 \end_layout
242 \begin_layout Standard
243 Load <file> (ST file format) as Sufami turbo cartridge B ROM.
244  Also sets system type to Sufami Turbo (not compatible with --bsx=<file>,
245  --bsxslotted=<file> nor --dmg=<file>).
246 \end_layout
248 \begin_layout Subsubsection
249 --headered-slot-b=<file>
250 \end_layout
252 \begin_layout Standard
253 Same as --slot-b but strips first 512 bytes off the file as copier header.
254  Handy for loading .smc and .fig (also some others) files.
255 \end_layout
257 \begin_layout Subsubsection
258 --slot-b-xml=<file>
259 \end_layout
261 \begin_layout Standard
262 Set mapping XML file for Sufami turbo cartridge B ROM.
263  If not specified, defaults are used.
264  Only can be used together with --slot-b=<file>.
265 \end_layout
267 \begin_layout Subsubsection
268 --ips-rom=<file>
269 \end_layout
271 \begin_layout Standard
272 Apply IPS patch <file> to main cartridge ROM.
273  Requires --rom=<file>.
274 \end_layout
276 \begin_layout Subsubsection
277 --ips-rom-xml=<file>
278 \end_layout
280 \begin_layout Standard
281 Apply IPS patch <file> to main cartridge ROM mapping XML.
282  Requires --rom-xml=<file>.
283 \end_layout
285 \begin_layout Subsubsection
286 --ips-bsx=<file>
287 \end_layout
289 \begin_layout Standard
290 Apply IPS patch <file> to BS-X non-slotted flash.
291  Requires --bsx=<file>.
292 \end_layout
294 \begin_layout Subsubsection
295 --ips-bsx-xml=<file>
296 \end_layout
298 \begin_layout Standard
299 Apply IPS patch <file> to BS-X non-slotted flash mapping XML.
300  Requires --bsx-xml=<file>.
301 \end_layout
303 \begin_layout Subsubsection
304 --ips-bsxslotted=<file>
305 \end_layout
307 \begin_layout Standard
308 Apply IPS patch <file> to BS-X slotted flash.
309  Requires --bsxslotted=<file>.
310 \end_layout
312 \begin_layout Subsubsection
313 --ips-bsxslotted-xml=<file>
314 \end_layout
316 \begin_layout Standard
317 Apply IPS patch <file> to BS-X slotted flash mapping XML.
318  Requires --bsxslotted-xml=<file>.
319 \end_layout
321 \begin_layout Subsubsection
322 --ips-dmg=<file>
323 \end_layout
325 \begin_layout Standard
326 Apply IPS patch <file> to Game Boy ROM.
327  Requires --dmg=<file>.
328 \end_layout
330 \begin_layout Subsubsection
331 --ips-dmg-xml=<file>
332 \end_layout
334 \begin_layout Standard
335 Apply IPS patch <file> to Game Boy ROM mapping XML.
336  Requires --dmg-xml=<file>.
337 \end_layout
339 \begin_layout Subsubsection
340 --ips-slot-a=<file>
341 \end_layout
343 \begin_layout Standard
344 Apply IPS patch <file> to Sufami turbo cartridge A ROM.
345  Requires --slot-a=<file>.
346 \end_layout
348 \begin_layout Subsubsection
349 --ips-slot-a-xml=<file>
350 \end_layout
352 \begin_layout Standard
353 Apply IPS patch <file> to Sufami turbo cartridge A ROM mapping XML.
354  Requires --slot-a-xml=<file>.
355 \end_layout
357 \begin_layout Subsubsection
358 --ips-slot-b=<file>
359 \end_layout
361 \begin_layout Standard
362 Apply IPS patch <file> to Sufami turbo cartridge B ROM.
363  Requires --slot-b=<file>.
364 \end_layout
366 \begin_layout Subsubsection
367 --ips-slot-b-xml=<file>
368 \end_layout
370 \begin_layout Standard
371 Apply IPS patch <file> to Sufami turbo cartridge B ROM mapping XML.
372  Requires --slot-b-xml=<file>.
373 \end_layout
375 \begin_layout Subsubsection
376 --ips-offset=<offset>
377 \end_layout
379 \begin_layout Standard
380 Set IPS apply offset to <offset> (can be negative).
381  IPS apply offset is added to all addresses inside IPS file before applying.
382  If the resulting address is negative, write is ignored (with a warning).
383  If resulting address exceeds ROM size, the ROM is extended.
384 \end_layout
386 \begin_layout Standard
387 Using offset of -512 is handy for applying IPS patches meant for SMC/FIG
388  or such files.
389 \end_layout
391 \begin_layout Subsubsection
392 --pal
393 \end_layout
395 \begin_layout Standard
396 Force ROM to be considered PAL-only (warning: Will cause error if used on
397  anything except SNES and SGB).
398 \end_layout
400 \begin_layout Subsubsection
401 --ntsc
402 \end_layout
404 \begin_layout Standard
405 Force ROM to be considered NTSC-only (default for everything except SNES
406  and SGB).
407 \end_layout
409 \begin_layout Subsection
410 New session options (lsnes.exe only)
411 \end_layout
413 \begin_layout Standard
414 If filename is not specified, new session is started.
415  These options control the properties of new session:
416 \end_layout
418 \begin_layout Subsubsection
419 --port1=<type>
420 \end_layout
422 \begin_layout Standard
423 Set type of port1.
424  Valid values are:
425 \end_layout
427 \begin_layout Itemize
428 none: No device connected
429 \end_layout
431 \begin_layout Itemize
432 gamepad: One gamepad (the default)
433 \end_layout
435 \begin_layout Itemize
436 multitap: Four gamepads (warning: makes most games refuse to start)
437 \end_layout
439 \begin_layout Itemize
440 mouse: Mouse.
441 \end_layout
443 \begin_layout Subsubsection
444 --port2=<type>
445 \end_layout
447 \begin_layout Standard
448 Set type of port2.
449  Valid values are:
450 \end_layout
452 \begin_layout Itemize
453 none: No device connected (the default)
454 \end_layout
456 \begin_layout Itemize
457 gamepad: One gamepad
458 \end_layout
460 \begin_layout Itemize
461 multitap: Four gamepads.
462 \end_layout
464 \begin_layout Itemize
465 mouse: Mouse
466 \end_layout
468 \begin_layout Itemize
469 superscope: Super Scope
470 \end_layout
472 \begin_layout Itemize
473 justifier: One justifier
474 \end_layout
476 \begin_layout Itemize
477 justifiers: Two justifiers
478 \end_layout
480 \begin_layout Subsubsection
481 --gamename=<name>
482 \end_layout
484 \begin_layout Standard
485 Set the name of game to <name>
486 \end_layout
488 \begin_layout Subsubsection
489 --author=<name>
490 \end_layout
492 \begin_layout Standard
493 Add author with full name of <name> (no nickname).
494 \end_layout
496 \begin_layout Subsubsection
497 --author=|<name>
498 \end_layout
500 \begin_layout Standard
501 Add author with nickname of <name> (no full name).
502 \end_layout
504 \begin_layout Subsubsection
505 --author=<fullname>|<nickname>
506 \end_layout
508 \begin_layout Standard
509 Add author with full name of <fullname> and nickname of <nickname>.
510 \end_layout
512 \begin_layout Subsubsection
513 --rtc-second=<value>
514 \end_layout
516 \begin_layout Standard
517 Set RTC second (0 is 1st January 1970 00:00:00Z).
518 \end_layout
520 \begin_layout Subsubsection
521 --rtc-subsecond=<value>
522 \end_layout
524 \begin_layout Standard
525 Set RTC subsecond.
526  Range is 0-.
527  Unit is CPU cycle.
528 \end_layout
530 \begin_layout Subsection
531 <filename>
532 \end_layout
534 \begin_layout Standard
535 If filename is specified on command line, it is loaded as initial state
536  (instead of constructing one).
537  Mandatory for lsnes-avidump.exe and movieinfo.exe.
538 \end_layout
540 \begin_layout Subsection
541 Misc.
542  options
543 \end_layout
545 \begin_layout Subsubsection
546 --run=<file> (lsnes.exe only)
547 \end_layout
549 \begin_layout Standard
550 After running main RC file, run this file.
551  If multiple are specified, these execute in order specified.
552 \end_layout
554 \begin_layout Subsection
555 dump options (lsnes-avidump.exe only)
556 \end_layout
558 \begin_layout Subsubsection
559 --prefix=<prefix>
560 \end_layout
562 \begin_layout Standard
563 Set dump prefix.
564  Default is 
565 \begin_inset Quotes eld
566 \end_inset
568 avidump
569 \begin_inset Quotes erd
570 \end_inset
573 \end_layout
575 \begin_layout Subsubsection
576 --level=<level>
577 \end_layout
579 \begin_layout Standard
580 Set compression level (0-18).
581  Default is 7.
582 \end_layout
584 \begin_layout Subsubsection
585 --length=<length>
586 \end_layout
588 \begin_layout Standard
589 Set number of frames to dump.
590  Mandatory.
591 \end_layout
593 \begin_layout Subsubsection
594 --lua=<script>
595 \end_layout
597 \begin_layout Standard
598 Run specified lua script (lsnes-avidump.exe does not have initialization
599  files).
600 \end_layout
602 \begin_layout Subsubsection
603 --jmd
604 \end_layout
606 \begin_layout Standard
607 Use JMD dumping instead of AVI dumping.
608 \end_layout
610 \begin_layout Section
611 Startup file lsnes.rc
612 \end_layout
614 \begin_layout Standard
615 Upon startup, lsnes (lsnes.exe only) executes file lsnes.rc as commands.
616  This file is located in:
617 \end_layout
619 \begin_layout Itemize
620 Windows: %APPDATA%
621 \backslash
622 lsnes
623 \backslash
624 lsnes.rc (if %APPDATA% exists)
625 \end_layout
627 \begin_layout Itemize
628 Unix: $XDG_CONFIG_HOME/lsnes/lsnes.rc (if $XDG_CONFIG_HOME exists)
629 \end_layout
631 \begin_layout Itemize
632 Unix: $HOME/.config/lsnes/lsnes.rc (if $HOME exists)
633 \end_layout
635 \begin_layout Itemize
636 All: ./lsnes.rc (fallback default).
637 \end_layout
639 \begin_layout Standard
640 If leading directories do not exist, attempt to create them is made.
641 \end_layout
643 \begin_layout Section
644 Game internal commands
645 \end_layout
647 \begin_layout Itemize
648 Commands beginning with '*' invoke the corresponding command without alias
649  expansion.
650 \end_layout
652 \begin_layout Itemize
653 If command starts with '+' (after possible '*'), the command is executed
654  as-is when button is pressed, and when button is released, it is executed
655  with '+' replaced by '-'.
656 \end_layout
658 \begin_layout Subsection
659 Settings:
660 \end_layout
662 \begin_layout Standard
663 Settings control various aspects of emulator behaviour.
664 \end_layout
666 \begin_layout Subsubsection
667 set-setting <setting> <value>
668 \end_layout
670 \begin_layout Standard
671 Sets setting <setting> to value <value> (may be empty).
672 \end_layout
674 \begin_layout Subsubsection
675 unset-setting <setting>
676 \end_layout
678 \begin_layout Standard
679 Try to unset setting <setting> (not all settings can be unset).
680 \end_layout
682 \begin_layout Subsubsection
683 get-setting <setting>
684 \end_layout
686 \begin_layout Standard
687 Read value of setting <setting>
688 \end_layout
690 \begin_layout Subsubsection
691 show-settings
692 \end_layout
694 \begin_layout Standard
695 Print names and values of all settings.
696 \end_layout
698 \begin_layout Subsection
699 Keybindings
700 \end_layout
702 \begin_layout Standard
703 Keybindings bind commands or aliases to keys (or pseudo-keys).
705 \end_layout
707 \begin_layout Standard
708 Notes:
709 \end_layout
711 \begin_layout Itemize
712 Do not bind edge active (+/-) commands to keys with modifiers, that won't
713  work right!
714 \end_layout
716 \begin_layout Itemize
717 Names of keys and modifiers are platform-dependent.
718 \end_layout
720 \begin_layout Itemize
721 Be careful before binding pseudo-keys (such as joystick axes, buttons or
722  hats) with modifiers.
723  That may or may not work right.
724 \end_layout
726 \begin_layout Subsubsection
727 bind-key [<mod>/<modmask>] <key> <command>
728 \end_layout
730 \begin_layout Standard
731 Bind <command> to key <key> (activating if modifiers in <modmask> (comma-seperat
732 ed list) are set as <mod> (comma-seperated list).
733 \end_layout
735 \begin_layout Standard
736 The names of keys and modifiers are platform-dependent.
737 \end_layout
739 \begin_layout Subsubsection
740 unbind-key [<mod>/<modmask>] <key>
741 \end_layout
743 \begin_layout Standard
744 Unbind command from <key> (with specified <mod> and <modmask>).
745 \end_layout
747 \begin_layout Subsubsection
748 set-axis <axis> [disabled | axis | axis-inverse | pressure0- | pressure0+
749  | pressure-0 | pressure-+ | pressure+0 | pressure+-] [minus=<val>] [zero=<val>]
750  [plus=<val>] [tolerance=<val>]
751 \end_layout
753 \begin_layout Standard
754 Set axis parameters for axis <axis>.
755 \end_layout
757 \begin_layout Itemize
758 disabled: Disable axis
759 \end_layout
761 \begin_layout Itemize
762 axis: Normal axis
763 \end_layout
765 \begin_layout Itemize
766 axis-inverse: Inverse axis
767 \end_layout
769 \begin_layout Itemize
770 pressure0-: Pressure sensitive.
771  Released at 0, pressed at -.
772 \end_layout
774 \begin_layout Itemize
775 pressure0+: Pressure sensitive.
776  Released at 0, pressed at +.
777 \end_layout
779 \begin_layout Itemize
780 pressure-0: Pressure sensitive.
781  Released at -, pressed at 0.
782 \end_layout
784 \begin_layout Itemize
785 pressure-+: Pressure sensitive.
786  Released at -, pressed at +.
787 \end_layout
789 \begin_layout Itemize
790 pressure+0: Pressure sensitive.
791  Released at +, pressed at 0.
792 \end_layout
794 \begin_layout Itemize
795 pressure+-: Pressure sensitive.
796  Released at +, pressed at -.
797 \end_layout
799 \begin_layout Itemize
800 minus=<val>: Calibration at extreme minus position (-32768-32767)
801 \end_layout
803 \begin_layout Itemize
804 zero=<val>: Calibration at neutral position (-32768-32767)
805 \end_layout
807 \begin_layout Itemize
808 plus=<val>: Calibration at extreme plus position (-32768-32767)
809 \end_layout
811 \begin_layout Itemize
812 tolerance=<value>: Center band tolerance (0<x<1).
813  The smaller the value, the more sensitive the control is.
814 \end_layout
816 \begin_layout Subsubsection
817 show-bindings
818 \end_layout
820 \begin_layout Standard
821 Print all key bindings in effect.
822 \end_layout
824 \begin_layout Subsection
825 Aliases
826 \end_layout
828 \begin_layout Standard
829 Aliases bind command to sequence of commands.
830  After alias has been defined, it replaces the command it shadows.
831 \end_layout
833 \begin_layout Standard
834 Notes:
835 \end_layout
837 \begin_layout Itemize
838 You can't alias command to itself.
839 \end_layout
841 \begin_layout Itemize
842 Aliases starting with +/- are edge active just like ordinary commands starting
843  with +/-.
844 \end_layout
846 \begin_layout Itemize
847 One command can be aliased to multiple commands.
848 \end_layout
850 \begin_layout Subsubsection
851 alias-command <command> <expansion>
852 \end_layout
854 \begin_layout Standard
855 Append <expansion> to alias <command>.
856  If alias does not already exist, it is created.
857 \end_layout
859 \begin_layout Subsubsection
860 unalias-command <command>
861 \end_layout
863 \begin_layout Standard
864 Clear alias expansion for <command>.
865 \end_layout
867 \begin_layout Subsubsection
868 show-aliases
869 \end_layout
871 \begin_layout Standard
872 Print all aliases and their expansions in effect.
873 \end_layout
875 \begin_layout Subsection
876 run-script <script> (implemented for wxwidgets)
877 \end_layout
879 \begin_layout Standard
880 Run <script> as if commands were entered on the command line.
881 \end_layout
883 \begin_layout Subsection
884 AVI Video dumping
885 \end_layout
887 \begin_layout Standard
888 Following commands control AVI video dumping:
889 \end_layout
891 \begin_layout Subsubsection
892 dump-avi <prefix>
893 \end_layout
895 \begin_layout Standard
896 Dump AVI video to prefix <prefix> Notes:
897 \end_layout
899 \begin_layout Itemize
900 The codec is Camstudio Codec in gzip mode.
901 \end_layout
903 \begin_layout Itemize
904 Encoder and muxer are internal, available on all platforms.
905 \end_layout
907 \begin_layout Itemize
908 Audio enable/disable and framerate has no effect.
909 \end_layout
911 \begin_layout Itemize
912 Levels 10-18 are not compatible with AVISource.
913 \end_layout
915 \begin_layout Itemize
916 Recomended level is 7 if decoded by AVISource.
917 \end_layout
919 \begin_layout Itemize
920 Recomended level is 16 if decoded by ffmpeg, mencoder or FFMpegSource.
921 \end_layout
923 \begin_layout Itemize
924 Dumps of low-res PAL games are 256x239 (with all the consequences odd height
925  carries).
926 \end_layout
928 \begin_layout Itemize
929 The audio dumped to .avi is low-quality version.
930  The high-quality version is dumped to .sox file.
931 \end_layout
933 \begin_layout Subsubsection
934 end-avi
935 \end_layout
937 \begin_layout Standard
938 End current AVI video dump (closing the emulator also closes the dump).
939 \end_layout
941 \begin_layout Subsection
942 JMD video dumping
943 \end_layout
945 \begin_layout Standard
946 Following commands control JMD video dumping:
947 \end_layout
949 \begin_layout Subsubsection
950 dump-jmd <file>
951 \end_layout
953 \begin_layout Standard
954 Dump JMD video to file <file>.
955 \end_layout
957 \begin_layout Subsubsection
958 end-jmd
959 \end_layout
961 \begin_layout Standard
962 End the current JMD dump in progress.
963 \end_layout
965 \begin_layout Subsection
966 Memory manipulation
967 \end_layout
969 \begin_layout Standard
970 <address> may be decimal or hexadecimal (prefixed with '0x').
971  <value> can be hexadecimal (prefixed with '0x'), unsigned or signed (prefixed
972  with '-') decimal.
973 \end_layout
975 \begin_layout Standard
976 The available element <sizes> are:
977 \end_layout
979 \begin_layout Itemize
980 byte: 1 byte
981 \end_layout
983 \begin_layout Itemize
984 word: 2 bytes
985 \end_layout
987 \begin_layout Itemize
988 dword: 4 bytes
989 \end_layout
991 \begin_layout Itemize
992 qword: 8 bytes
993 \end_layout
995 \begin_layout Standard
996 When reading RAM and ROM, multi-byte reads/writes are big-endian.
997  When dealing with DSP memory, multi-byte reads/writes are native-endian
998  (do not use operand sizes exceeding DSP bitness, except dword is OK for
999  24-bit memory).
1000 \end_layout
1002 \begin_layout Subsubsection
1003 read-<size> <address>
1004 \end_layout
1006 \begin_layout Standard
1007 Read the value of byte in <address>.
1008 \end_layout
1010 \begin_layout Subsubsection
1011 read-s<size> <address>
1012 \end_layout
1014 \begin_layout Standard
1015 Read the value of signed byte in <address>.
1016 \end_layout
1018 \begin_layout Subsubsection
1019 write-<size> <address> <value>
1020 \end_layout
1022 \begin_layout Standard
1023 Write <value> to byte in address <address>.
1024 \end_layout
1026 \begin_layout Subsubsection
1027 search-memory reset
1028 \end_layout
1030 \begin_layout Standard
1031 Reset the memory search
1032 \end_layout
1034 \begin_layout Subsubsection
1035 search-memory count
1036 \end_layout
1038 \begin_layout Standard
1039 Print number of candidates remaining
1040 \end_layout
1042 \begin_layout Subsubsection
1043 search-memory print
1044 \end_layout
1046 \begin_layout Standard
1047 Print all candidates remaining
1048 \end_layout
1050 \begin_layout Subsubsection
1051 search-memory <usflag><sizeflag><op>
1052 \end_layout
1054 \begin_layout Standard
1055 Searches memory for addresses satisfying criteria.
1056 \end_layout
1058 \begin_layout Standard
1059 <usflag> can be:
1060 \end_layout
1062 \begin_layout Itemize
1063 u: unsigned
1064 \end_layout
1066 \begin_layout Itemize
1067 s: signed
1068 \end_layout
1070 \begin_layout Standard
1071 <sizeflag> can be:
1072 \end_layout
1074 \begin_layout Itemize
1075 b: byte
1076 \end_layout
1078 \begin_layout Itemize
1079 w: word
1080 \end_layout
1082 \begin_layout Itemize
1083 d: dword
1084 \end_layout
1086 \begin_layout Itemize
1087 q: qword
1088 \end_layout
1090 \begin_layout Standard
1091 <op> can be:
1092 \end_layout
1094 \begin_layout Itemize
1095 lt: < previous value.
1096 \end_layout
1098 \begin_layout Itemize
1099 le: <= previous value.
1100 \end_layout
1102 \begin_layout Itemize
1103 eq: = previous value.
1104 \end_layout
1106 \begin_layout Itemize
1107 ne: != previous value.
1108 \end_layout
1110 \begin_layout Itemize
1111 ge: >= previous value.
1112 \end_layout
1114 \begin_layout Itemize
1115 gt: > previous value.
1116 \end_layout
1118 \begin_layout Subsubsection
1119 search-memory <sizeflag> <value>
1120 \end_layout
1122 \begin_layout Standard
1123 Searches for addresses that currently have value <value>.
1124  <sizeflag> is as in previous command.
1125 \end_layout
1127 \begin_layout Subsection
1128 Main commands
1129 \end_layout
1131 \begin_layout Standard
1132 These commands are not available in lsnesrc, but are available after ROM
1133  has been loaded.
1134 \end_layout
1136 \begin_layout Subsubsection
1137 quit-emulator [/y] (implemented for wxwidgets)
1138 \end_layout
1140 \begin_layout Standard
1141 Quits the emulator (asking for confirmation).
1142  If /y is given, no confirmation is asked.
1143 \end_layout
1145 \begin_layout Subsubsection
1146 pause-emulator (implemented for wxwidgets)
1147 \end_layout
1149 \begin_layout Standard
1150 Toggle paused/unpaused
1151 \end_layout
1153 \begin_layout Subsubsection
1154 +advance-frame (implemented for wxwidgets)
1155 \end_layout
1157 \begin_layout Standard
1158 Advance frame.
1159  If the button is still held after configurable timeout expires, game unpauses
1160  for the duration frame advance is held.
1161 \end_layout
1163 \begin_layout Subsubsection
1164 +advance-poll (implemented for wxwidgets)
1165 \end_layout
1167 \begin_layout Standard
1168 Advance subframe.
1169  If the button is still held after configurable timeout expires, game unpauses
1170  for the duration frame advance is held.
1171 \end_layout
1173 \begin_layout Subsubsection
1174 advance-skiplag (implemented for wxwidgets)
1175 \end_layout
1177 \begin_layout Standard
1178 Skip to first poll in frame after current.
1179 \end_layout
1181 \begin_layout Subsubsection
1182 reset (implemented for wxwidgets)
1183 \end_layout
1185 \begin_layout Standard
1186 Reset the SNES after this frame.
1187 \end_layout
1189 \begin_layout Subsubsection
1190 load <filename> (implemented for wxwidgets)
1191 \end_layout
1193 \begin_layout Standard
1194 Load savestate <filename> in current mode.
1195 \end_layout
1197 \begin_layout Subsubsection
1198 load-state <filename> (implemented for wxwidgets)
1199 \end_layout
1201 \begin_layout Standard
1202 Load savestate <filename> in readwrite mode.
1203 \end_layout
1205 \begin_layout Subsubsection
1206 load-readonly <filename> (implemented for wxwidgets)
1207 \end_layout
1209 \begin_layout Standard
1210 Load savestate <filename> in readonly mode.
1211 \end_layout
1213 \begin_layout Subsubsection
1214 load-preserve <filename> (implemented for wxwidgets)
1215 \end_layout
1217 \begin_layout Standard
1218 Load savestate <filename> in readonly mode, preserving current events.
1219 \end_layout
1221 \begin_layout Subsubsection
1222 load-movie <filename> (implemented for wxwidgets)
1223 \end_layout
1225 \begin_layout Standard
1226 Load savestate <filename>, ignoring save part in readonly mode.
1227 \end_layout
1229 \begin_layout Subsubsection
1230 save-state <filename> (implemented for wxwidgets)
1231 \end_layout
1233 \begin_layout Standard
1234 Save system state to <filename> as soon as possible.
1235 \end_layout
1237 \begin_layout Subsubsection
1238 save-movie <filename> (implemented for wxwidgets)
1239 \end_layout
1241 \begin_layout Standard
1242 Save movie to <filename>.
1243 \end_layout
1245 \begin_layout Subsubsection
1246 set-rwmode (implemented for wxwidgets)
1247 \end_layout
1249 \begin_layout Standard
1250 Set read-write mode.
1251 \end_layout
1253 \begin_layout Subsubsection
1254 set-romode (implemented for wxwidgets)
1255 \end_layout
1257 \begin_layout Standard
1258 Set read-only mode
1259 \end_layout
1261 \begin_layout Subsubsection
1262 toggle-rwmode (implemented for wxwidgets)
1263 \end_layout
1265 \begin_layout Standard
1266 Toggle between read-only and read-write modes.
1267 \end_layout
1269 \begin_layout Subsubsection
1270 set-gamename <name> (implemented for wxwidgets)
1271 \end_layout
1273 \begin_layout Standard
1274 Set name of the game to <name>
1275 \end_layout
1277 \begin_layout Subsubsection
1278 get-gamename (implemented for wxwidgets)
1279 \end_layout
1281 \begin_layout Standard
1282 Print the name of the game.
1283 \end_layout
1285 \begin_layout Subsubsection
1286 add-author <author> (implemented for wxwidgets)
1287 \end_layout
1289 \begin_layout Standard
1290 Adds new author <author>.
1291  If <author> does not contain '|' it is full name.
1292  If it contains '|', '|' splits the full name and nickname.
1293 \end_layout
1295 \begin_layout Subsubsection
1296 edit-author <num> <author> (implemented for wxwidgets)
1297 \end_layout
1299 \begin_layout Standard
1300 Edit the author in slot <num> (0-based) to be <author> (see add-author for
1301  format)
1302 \end_layout
1304 \begin_layout Subsubsection
1305 remove-author <num> (implemented for wxwidgets)
1306 \end_layout
1308 \begin_layout Standard
1309 Remove author in slot <num>
1310 \end_layout
1312 \begin_layout Subsubsection
1313 print-authors (implemented for wxwidgets)
1314 \end_layout
1316 \begin_layout Standard
1317 Print authors.
1318 \end_layout
1320 \begin_layout Subsubsection
1321 test-1, test-2, test-3 (N/A for wxwidgets)
1322 \end_layout
1324 \begin_layout Standard
1325 Internal test commands.
1326  Don't use.
1327 \end_layout
1329 \begin_layout Subsubsection
1330 take-screenshot <filename> (implemented for wxwidgets)
1331 \end_layout
1333 \begin_layout Standard
1334 Save screenshot to <filename>.
1335 \end_layout
1337 \begin_layout Subsubsection
1338 +controller<num><button> (N/A for wxwidgets)
1339 \end_layout
1341 \begin_layout Standard
1342 Press button <button> on controller <num> (1-8).
1343  The following button names are known:
1344 \end_layout
1346 \begin_layout Itemize
1347 left
1348 \end_layout
1350 \begin_layout Itemize
1351 right
1352 \end_layout
1354 \begin_layout Itemize
1356 \end_layout
1358 \begin_layout Itemize
1359 down
1360 \end_layout
1362 \begin_layout Itemize
1364 \end_layout
1366 \begin_layout Itemize
1368 \end_layout
1370 \begin_layout Itemize
1372 \end_layout
1374 \begin_layout Itemize
1376 \end_layout
1378 \begin_layout Itemize
1380 \end_layout
1382 \begin_layout Itemize
1384 \end_layout
1386 \begin_layout Itemize
1387 select
1388 \end_layout
1390 \begin_layout Itemize
1391 start
1392 \end_layout
1394 \begin_layout Itemize
1395 trigger
1396 \end_layout
1398 \begin_layout Itemize
1399 cursor
1400 \end_layout
1402 \begin_layout Itemize
1403 pause
1404 \end_layout
1406 \begin_layout Itemize
1407 turbo
1408 \end_layout
1410 \begin_layout Subsubsection
1411 controllerh<num><button>
1412 \end_layout
1414 \begin_layout Standard
1415 Hold/unhold button <button> on controller <num> (1-8).
1416  See +controller for button names.
1417 \end_layout
1419 \begin_layout Subsubsection
1420 autofire (<pattern>|-)...
1421  (N/A for wxwidgets)
1422 \end_layout
1424 \begin_layout Standard
1425 Set autofire pattern.
1426  Each parameter is comma-separated list of button names (in form of 1start,
1427  1A, 2B, etc..) to hold on that frame.
1428  After reaching the end of pattern, the pattern restarts from the beginning.
1429 \end_layout
1431 \begin_layout Subsubsection
1432 repaint (N/A for wxwidgets)
1433 \end_layout
1435 \begin_layout Standard
1436 Force a repaint.
1437 \end_layout
1439 \begin_layout Subsection
1440 Save jukebox (implemented for wxwidgets)
1441 \end_layout
1443 \begin_layout Subsubsection
1444 cycle-jukebox-backward (N/A for wxwidgets)
1445 \end_layout
1447 \begin_layout Standard
1448 Cycle save jukebox backwards.
1449 \end_layout
1451 \begin_layout Subsubsection
1452 cycle-jukebox-forward (N/A for wxwidgets)
1453 \end_layout
1455 \begin_layout Standard
1456 Cycle save jukebox forwards
1457 \end_layout
1459 \begin_layout Subsubsection
1460 add-jukebox-save <filename> (N/A for wxwidgets)
1461 \end_layout
1463 \begin_layout Standard
1464 Add <filename> to jukebox saves.
1465 \end_layout
1467 \begin_layout Subsubsection
1468 load-jukebox (N/A for wxwidgets)
1469 \end_layout
1471 \begin_layout Standard
1472 Do load from jukebox (current mode).
1473 \end_layout
1475 \begin_layout Subsubsection
1476 save-jukebox (N/A for wxwidgets)
1477 \end_layout
1479 \begin_layout Standard
1480 Do state save to jukebox.
1481 \end_layout
1483 \begin_layout Subsection
1484 Lua (implemented for wxwidgets)
1485 \end_layout
1487 \begin_layout Standard
1488 Only available if lua support is compiled in.
1489 \end_layout
1491 \begin_layout Subsubsection
1492 <<<<<<< HEADevaluate-lua <luacode>=======eval-lua <luacode> (implemented
1493  for wxwidgets)>>>>>>> Wxwidgets Graphics plugin WIP
1494 \end_layout
1496 \begin_layout Standard
1497 Run Lua code <luacode> using built-in Lua interpretter.
1498 \end_layout
1500 \begin_layout Subsubsection
1501 run-lua <script> (implemented for wxwidgets)
1502 \end_layout
1504 \begin_layout Standard
1505 Run specified lua file using built-in Lua interpretter.
1506 \end_layout
1508 \begin_layout Subsection
1509 Memory watch
1510 \end_layout
1512 \begin_layout Subsubsection
1513 add-watch <name> <expression>
1514 \end_layout
1516 \begin_layout Standard
1517 Adds new watch (or modifies old one).
1518 \end_layout
1520 \begin_layout Subsubsection
1521 remove-watch <name>
1522 \end_layout
1524 \begin_layout Standard
1525 Remove a watch.
1526 \end_layout
1528 \begin_layout Subsection
1529 Sound (implemented for wxwidgets)
1530 \end_layout
1532 \begin_layout Subsubsection
1533 enable-sound <on/off> (implemented for wxwidgets)
1534 \end_layout
1536 \begin_layout Standard
1537 Enable/Disable sound.
1538 \end_layout
1540 \begin_layout Subsubsection
1541 set-sound-device <device> (implemented for wxwidgets)
1542 \end_layout
1544 \begin_layout Standard
1545 Set sound device to <device>
1546 \end_layout
1548 \begin_layout Subsubsection
1549 show-sound-status (implemented for wxwidgets)
1550 \end_layout
1552 \begin_layout Standard
1553 Show status of sound system.
1554 \end_layout
1556 \begin_layout Subsubsection
1557 show-sound-devices (N/A for wxwidgets)
1558 \end_layout
1560 \begin_layout Standard
1561 Show all available devices.
1562 \end_layout
1564 \begin_layout Subsection
1565 SDL Platform commands (implemented for wxwidgets)
1566 \end_layout
1568 \begin_layout Standard
1569 The following are valid on SDL platform.
1570 \end_layout
1572 \begin_layout Subsubsection
1573 identify-key (N/A for wxwidgets)
1574 \end_layout
1576 \begin_layout Standard
1577 Asks to press a key and then identifies that (pseudo-)key.
1578 \end_layout
1580 \begin_layout Subsubsection
1581 toggle-console (N/A for wxwidgets)
1582 \end_layout
1584 \begin_layout Standard
1585 Toggle between windowed/fullscreen console.
1586 \end_layout
1588 \begin_layout Subsubsection
1589 scroll-fullup (N/A for wxwidgets)
1590 \end_layout
1592 \begin_layout Standard
1593 Scroll messages window as far back as it goes.
1594 \end_layout
1596 \begin_layout Subsubsection
1597 scroll-fulldown (N/A for wxwidgets)
1598 \end_layout
1600 \begin_layout Standard
1601 Scroll messages window as far forward as it goes.
1602 \end_layout
1604 \begin_layout Subsubsection
1605 scroll-up (N/A for wxwidgets)
1606 \end_layout
1608 \begin_layout Standard
1609 Scroll messages window back one screenful.
1610 \end_layout
1612 \begin_layout Subsubsection
1613 scroll-down (N/A for wxwidgets)
1614 \end_layout
1616 \begin_layout Standard
1617 Scroll messages window forward one screenful.
1618 \end_layout
1620 \begin_layout Section
1621 Settings
1622 \end_layout
1624 \begin_layout Subsection
1625 Core settings
1626 \end_layout
1628 \begin_layout Subsubsection
1629 firmwarepath
1630 \end_layout
1632 \begin_layout Standard
1633 Set where bsnes looks for firmware files.
1634  Default is 
1635 \begin_inset Quotes eld
1636 \end_inset
1639 \begin_inset Quotes erd
1640 \end_inset
1643 \end_layout
1645 \begin_layout Subsubsection
1646 targetfps
1647 \end_layout
1649 \begin_layout Standard
1650 Set the target fps.
1651  Numeric, range is 0.001 to 
1652 \begin_inset Quotes eld
1653 \end_inset
1655 infinite
1656 \begin_inset Quotes erd
1657 \end_inset
1660  Default is native framerate.
1661 \end_layout
1663 \begin_layout Subsubsection
1664 savecompression
1665 \end_layout
1667 \begin_layout Standard
1668 Set save compression level (integer 0-9).
1669  Default is 7 (0 is no compression).
1670 \end_layout
1672 \begin_layout Subsubsection
1673 advance-timeout
1674 \end_layout
1676 \begin_layout Standard
1677 Set the frame advance timeout in milliseconds.
1678  Numeric integer, range is 0-999999999.
1679  Default is 500.
1680 \end_layout
1682 \begin_layout Subsection
1683 AVI dumper settings
1684 \end_layout
1686 \begin_layout Subsubsection
1687 avi-large
1688 \end_layout
1690 \begin_layout Standard
1691 AVI dumper: Always dump at 512x448 or 512x478 regardless of what the console
1692  outputs.
1693 \end_layout
1695 \begin_layout Subsubsection
1696 avi-left-border
1697 \end_layout
1699 \begin_layout Standard
1700 AVI dumper: Set the default left border thickness (unless lua overrides)
1701  for dumps.
1702  Range 0-8191.
1703  Default is 0.
1704 \end_layout
1706 \begin_layout Subsubsection
1707 avi-right-border
1708 \end_layout
1710 \begin_layout Standard
1711 AVI dumper: Set the default right border thickness (unless lua overrides)
1712  for dumps.
1713  Range 0-8191.
1714  Default is 0.
1715 \end_layout
1717 \begin_layout Subsubsection
1718 avi-top-border
1719 \end_layout
1721 \begin_layout Standard
1722 AVI dumper: Set the default top border thickness (unless lua overrides)
1723  for dumps.
1724  Range 0-8191.
1725  Default is 0.
1726 \end_layout
1728 \begin_layout Subsubsection
1729 avi-bottom-border
1730 \end_layout
1732 \begin_layout Standard
1733 AVI dumper: Set the default bottom border thickness (unless lua overrides)
1734  for dumps.
1735  Range 0-8191.
1736  Default is 0.
1737 \end_layout
1739 \begin_layout Subsubsection
1740 avi-maxframes
1741 \end_layout
1743 \begin_layout Standard
1744 AVI dumper: Maximum number of frames per dump segment (0 => unlimited).
1745  Range 0-999999999.
1746  Default is 0.
1747 \end_layout
1749 \begin_layout Subsection
1750 SDL platform settings
1751 \end_layout
1753 \begin_layout Subsubsection
1754 autorepeat-first-delay
1755 \end_layout
1757 \begin_layout Standard
1758 Sets the delay for first character in typematic autorepeat.
1759 \end_layout
1761 \begin_layout Subsubsection
1762 autorepeat-subsequent-delay
1763 \end_layout
1765 \begin_layout Standard
1766 Sets the delay for subsequent characters in typematic autorepeat.
1767 \end_layout
1769 \begin_layout Section
1770 Lua functions
1771 \end_layout
1773 \begin_layout Subsection
1774 Core (in main table)
1775 \end_layout
1777 \begin_layout Subsubsection
1778 print
1779 \end_layout
1781 \begin_layout Standard
1782 Print line to message console.
1783 \end_layout
1785 \begin_layout Subsubsection
1786 exec(string command)
1787 \end_layout
1789 \begin_layout Standard
1790 Run command as it was entered on the command line
1791 \end_layout
1793 \begin_layout Subsection
1794 Table bit:
1795 \end_layout
1797 \begin_layout Standard
1798 Bitwise logical functions and related.
1799 \end_layout
1801 \begin_layout Subsubsection
1802 bit.none(number...) / bit.bnot(number...)
1803 \end_layout
1805 \begin_layout Standard
1806 48-bit bitwise NOT / NONE function (set bits that are set in none of the
1807  arguments).
1808 \end_layout
1810 \begin_layout Subsubsection
1811 bit.any(number...) / bit.bor(number...)
1812 \end_layout
1814 \begin_layout Standard
1815 48-bit bitwise OR / ANY function (set bits that are set in any of the arguments).
1816 \end_layout
1818 \begin_layout Subsubsection
1819 bit.all(number...) / bit.band(number...)
1820 \end_layout
1822 \begin_layout Standard
1823 48-bit bitwise AND / ALL function (set bits that are set in all of the arguments
1825 \end_layout
1827 \begin_layout Subsubsection
1828 bit.parity(number...) / bit.bxor(number...)
1829 \end_layout
1831 \begin_layout Standard
1832 48-bit bitwise XOR / PARITY function (set bits that are set in odd number
1833  of the arguments).
1834 \end_layout
1836 \begin_layout Subsubsection
1837 bit.lrotate(number base[, number amount[, number bits]])
1838 \end_layout
1840 \begin_layout Standard
1841 Rotate bits-bit (max 48, default 48) number left by amount (default 1) places.
1842 \end_layout
1844 \begin_layout Subsubsection
1845 bit.rrotate(number base[, number amount[, number bits]])
1846 \end_layout
1848 \begin_layout Standard
1849 Rotate bits-bit (max 48, default 48) number right by amount (default 1)
1850  places.
1851 \end_layout
1853 \begin_layout Subsubsection
1854 bit.lshift(number base[, number amount[, number bits]])
1855 \end_layout
1857 \begin_layout Standard
1858 Shift bits-bit (max 48, default 48) number left by amount (default 1) places.
1859  The new bits are filled with zeroes.
1860 \end_layout
1862 \begin_layout Subsubsection
1863 bit.lrshift(number base[, number amount[, number bits]])
1864 \end_layout
1866 \begin_layout Standard
1867 Shift bits-bit (max 48, default 48) number logically right by amount (default
1868  1) places.
1869  The new bits are filled with zeroes.
1870 \end_layout
1872 \begin_layout Subsubsection
1873 bit.arshift(number base[, number amount[, number bits]])
1874 \end_layout
1876 \begin_layout Standard
1877 Shift bits-bit (max 48, default 48) number arithmetically right by amount
1878  (default 1) places.
1879  The new bits are shifted in with copy of the high bit.
1880 \end_layout
1882 \begin_layout Subsection
1883 Table gui:
1884 \end_layout
1886 \begin_layout Standard
1887 Most of these functions can only be called in on_paint and on_video callbacks.
1888  Exceptions are noted.
1889 \end_layout
1891 \begin_layout Standard
1892 Colors are 32-bit.
1893  Bits 0-7 are the blue component, bits 8-15 are the green component, bits
1894  16-23 are the red component, bits 24-31 are alpha component (0 is fully
1895  opaque, 255 is almost transparent).
1896  -1 is the fully transparent color.
1897  Alpha values greater than 127 do work.
1898 \end_layout
1900 \begin_layout Standard
1901 Origin of coordinates is at top left corner of game display area.
1902  Left and top gaps correspond to negative coordinates.
1903 \end_layout
1905 \begin_layout Subsubsection
1906 gui.resolution()
1907 \end_layout
1909 \begin_layout Standard
1910 Returns 2-tuple (hresolution, vresolution).
1911 \end_layout
1913 \begin_layout Subsubsection
1914 gui.<class>_gap(number gap)
1915 \end_layout
1917 \begin_layout Standard
1918 Set the <class> (left, right, top, bottom) gap to specified value (max gap
1919  is 8191).
1920 \end_layout
1922 \begin_layout Subsubsection
1923 gui.text(number x, number y, string text[, number fgc[, number bgc]])
1924 \end_layout
1926 \begin_layout Standard
1927 Draw specified text on the GUI (each character cell is 8 or 16 wide and
1928  16 high).
1929  Parameters:
1930 \end_layout
1932 \begin_layout Itemize
1933 x: X-coordinate to start the drawing from (and x-coordinate at begining
1934  of the lines).
1935 \end_layout
1937 \begin_layout Itemize
1938 y: Y-coordinate to start the drawing from.
1939 \end_layout
1941 \begin_layout Itemize
1942 text: The text to draw.
1943 \end_layout
1945 \begin_layout Itemize
1946 fgc: Text color (default is 0xFFFFFF (white))
1947 \end_layout
1949 \begin_layout Itemize
1950 bgc: Background color (default is -1 (transparent))
1951 \end_layout
1953 \begin_layout Subsubsection
1954 gui.textH(number x, number y, string text[, number fgc[, number bgc]])
1955 \end_layout
1957 \begin_layout Standard
1958 Like gui.text, but draw using double-width.
1959 \end_layout
1961 \begin_layout Subsubsection
1962 gui.textV(number x, number y, string text[, number fgc[, number bgc]])
1963 \end_layout
1965 \begin_layout Standard
1966 Like gui.text, but draw using double-height.
1967 \end_layout
1969 \begin_layout Subsubsection
1970 gui.textHV(number x, number y, string text[, number fgc[, number bgc]])
1971 \end_layout
1973 \begin_layout Standard
1974 Like gui.text, but draw using double-width/double-height.
1975 \end_layout
1977 \begin_layout Subsubsection
1978 gui.rectangle(number x, number y, number width, number height[, number thickness[
1979 , number outline[, number fill]]])
1980 \end_layout
1982 \begin_layout Standard
1983 Draw rectangle on the GUI.
1984  Parameters:
1985 \end_layout
1987 \begin_layout Itemize
1988 x: X-coordinate of left edge.
1989 \end_layout
1991 \begin_layout Itemize
1992 y: Y-coordinate of upper edge.
1993 \end_layout
1995 \begin_layout Itemize
1996 width: Width of rectangle.
1997 \end_layout
1999 \begin_layout Itemize
2000 height: Height of rectangle.
2001 \end_layout
2003 \begin_layout Itemize
2004 thickness: Thickness of outline (default is 1).
2005 \end_layout
2007 \begin_layout Itemize
2008 outline: Color of outline (default is 0xFFFFFF (white))
2009 \end_layout
2011 \begin_layout Itemize
2012 fill: Color of fil (default is -1 (transparent))
2013 \end_layout
2015 \begin_layout Subsubsection
2016 gui.pixel(number x, number y[, number color])
2017 \end_layout
2019 \begin_layout Standard
2020 Draw one pixel on the GUI.
2021  Parameters:
2022 \end_layout
2024 \begin_layout Itemize
2025 x: X-coordinate of the pixel
2026 \end_layout
2028 \begin_layout Itemize
2029 y: Y-coordinate of the pixel
2030 \end_layout
2032 \begin_layout Itemize
2033 color: Color of the pixel (default is 0xFFFFFF (white))
2034 \end_layout
2036 \begin_layout Subsubsection
2037 gui.crosshair(number x, number y[, number length[, number color]])
2038 \end_layout
2040 \begin_layout Standard
2041 Draw a crosshair.
2042  Parameters:
2043 \end_layout
2045 \begin_layout Itemize
2046 x: X-coordinate of the crosshair
2047 \end_layout
2049 \begin_layout Itemize
2050 y: Y-coordinate of the crosshair
2051 \end_layout
2053 \begin_layout Itemize
2054 length: Length of the crosshair lines (default 10).
2055 \end_layout
2057 \begin_layout Itemize
2058 color: Color of the crosshair (default is 0xFFFFFF (white))
2059 \end_layout
2061 \begin_layout Subsubsection
2062 gui.line(number x1, number y1, number x2, number y2[, number color])
2063 \end_layout
2065 \begin_layout Standard
2066 Draw a thin line.
2067  Parameters:
2068 \end_layout
2070 \begin_layout Itemize
2071 x1: X-coordinate of one end.
2072 \end_layout
2074 \begin_layout Itemize
2075 y1: Y-coordinate of one end.
2076 \end_layout
2078 \begin_layout Itemize
2079 x2: X-coordinate of the other end.
2080 \end_layout
2082 \begin_layout Itemize
2083 y2: Y-coordinate of the other end.
2084 \end_layout
2086 \begin_layout Itemize
2087 color: Color of the line (default is 0xFFFFFF (white)).
2088 \end_layout
2090 \begin_layout Subsubsection
2091 gui.circle(number x, number y, number r[, number thick[, number border[,
2092  number fil]]])
2093 \end_layout
2095 \begin_layout Standard
2096 Draw a circle.
2097  Parameters.
2098 \end_layout
2100 \begin_layout Itemize
2101 x: X-coordinate of the center
2102 \end_layout
2104 \begin_layout Itemize
2105 y: Y-coordinate of the center
2106 \end_layout
2108 \begin_layout Itemize
2109 r: The radius of the circle
2110 \end_layout
2112 \begin_layout Itemize
2113 thick: Border thickness
2114 \end_layout
2116 \begin_layout Itemize
2117 border: Border color (default is 0xFFFFFF (white))
2118 \end_layout
2120 \begin_layout Itemize
2121 fill: Fill color (default is -1 (transparent)).
2122 \end_layout
2124 \begin_layout Subsubsection
2125 gui.repaint()
2126 \end_layout
2128 \begin_layout Standard
2129 Request on_repaint() to happen as soon as possible.
2130  Can be used anywhere.
2131 \end_layout
2133 \begin_layout Subsubsection
2134 gui.subframe_update(boolean on)
2135 \end_layout
2137 \begin_layout Standard
2138 Request subframe updates (calling on_paint() on subframes) to happen (on=true)
2139  or not happen (on=false).
2140  Can be used anywhere.
2141 \end_layout
2143 \begin_layout Subsubsection
2144 gui.screenshot(string filename)
2145 \end_layout
2147 \begin_layout Standard
2148 Write PNG screenshot of the current frame (no drawings) to specified file.
2149  Can be used anywhere.
2150 \end_layout
2152 \begin_layout Subsubsection
2153 gui.color(number r, number g, number b[, number a])
2154 \end_layout
2156 \begin_layout Standard
2157 Returns color (in notation Lua scripts use) corresponding to color (r,g,b),
2158  each component in scale 0-255.
2159  If a is specified, that is alpha (0 is fully transparent, 256(sic) is fully
2160  opaque).
2161  The default alpha is 256.
2162 \end_layout
2164 \begin_layout Subsubsection
2165 gui.status(string name, string value)
2166 \end_layout
2168 \begin_layout Standard
2169 Set status field 
2170 \begin_inset Quotes eld
2171 \end_inset
2173 L[<name>]
2174 \begin_inset Quotes erd
2175 \end_inset
2177  to <value> in status area.
2178  Can be used anywhere.
2179 \end_layout
2181 \begin_layout Subsection
2182 table input
2183 \end_layout
2185 \begin_layout Standard
2186 Input handling.
2187  Only available in on_input callback.
2188 \end_layout
2190 \begin_layout Subsubsection
2191 input.get(number controller, number index)
2192 \end_layout
2194 \begin_layout Standard
2195 Read the specified index (0-11) from specified controller (0-7).
2196  Notes:
2197 \end_layout
2199 \begin_layout Itemize
2200 Uses physical controller numbering.
2201  Gamepad in port 2 is controller 4, not 1!
2202 \end_layout
2204 \begin_layout Subsubsection
2205 input.set(number controller, number index, number value)
2206 \end_layout
2208 \begin_layout Standard
2209 Write the specified index (0-11) from specified controller (0-7), storing
2210  value.
2211  Notes:
2212 \end_layout
2214 \begin_layout Itemize
2215 Uses physical controller numbering.
2216  Gamepad in port 2 is controller 4, not 1!
2217 \end_layout
2219 \begin_layout Subsubsection
2220 input.reset([number cycles])
2221 \end_layout
2223 \begin_layout Standard
2224 Execute reset.
2225  If cycles is greater than zero, do delayed reset.
2226  0 (or no value) causes immediate reset.
2227 \end_layout
2229 \begin_layout Itemize
2230 Only available with subframe flag false.
2231 \end_layout
2233 \begin_layout Subsection
2234 Table hostmemory
2235 \end_layout
2237 \begin_layout Standard
2238 Host memory handling (extra memory saved to savestates).
2239  Host memory starts empty.
2240 \end_layout
2242 \begin_layout Subsubsection
2243 hostmemory.read(number address)
2244 \end_layout
2246 \begin_layout Standard
2247 Reads hostmemory slot address.
2248  Slot numbers out of range return false instead of numeric.
2249 \end_layout
2251 \begin_layout Subsubsection
2252 hostmemory.write(number address, number value)
2253 \end_layout
2255 \begin_layout Standard
2256 Writes hostmemory slot with 0-255.
2257  Slot numbers out of range cause extension of host memory slot space.
2258 \end_layout
2260 \begin_layout Subsubsection
2261 hostmemory.readbyte(number address)
2262 \end_layout
2264 \begin_layout Standard
2265 Read unsigned byte (1 element) from given address.
2266  Slots out of range return false.
2267 \end_layout
2269 \begin_layout Subsubsection
2270 hostmemory.writebyte(number address, number value)
2271 \end_layout
2273 \begin_layout Standard
2274 Write unsigned byte (1 element) to given slot.
2275  Slot numbers out of range cause extension.
2276 \end_layout
2278 \begin_layout Subsubsection
2279 hostmemory.readsbyte(number address)
2280 \end_layout
2282 \begin_layout Standard
2283 Read signed byte (1 element) from given address.
2284  Slots out of range return false.
2285 \end_layout
2287 \begin_layout Subsubsection
2288 hostmemory.writesbyte(number address, number value)
2289 \end_layout
2291 \begin_layout Standard
2292 Write signed byte (1 element) to given slot.
2293  Slot numbers out of range cause extension.
2294 \end_layout
2296 \begin_layout Subsubsection
2297 hostmemory.readword(number address)
2298 \end_layout
2300 \begin_layout Standard
2301 Read unsigned word (2 elements) from given address.
2302  Slots out of range return false.
2303 \end_layout
2305 \begin_layout Subsubsection
2306 hostmemory.writeword(number address, number value)
2307 \end_layout
2309 \begin_layout Standard
2310 Write unsigned word (2 elements) to given slot.
2311  Slot numbers out of range cause extension.
2312 \end_layout
2314 \begin_layout Subsubsection
2315 hostmemory.readsword(number address)
2316 \end_layout
2318 \begin_layout Standard
2319 Read signed word (2 elements) from given address.
2320  Slots out of range return false.
2321 \end_layout
2323 \begin_layout Subsubsection
2324 hostmemory.writesword(number address, number value)
2325 \end_layout
2327 \begin_layout Standard
2328 Write signed word (2 elements) to given slot.
2329  Slot numbers out of range cause extension.
2330 \end_layout
2332 \begin_layout Subsubsection
2333 hostmemory.readdword(number address)
2334 \end_layout
2336 \begin_layout Standard
2337 Read unsigned doubleword (4 elements) from given address.
2338  Slots out of range return false.
2339 \end_layout
2341 \begin_layout Subsubsection
2342 hostmemory.writedword(number address, number value)
2343 \end_layout
2345 \begin_layout Standard
2346 Write unsigned doubleword (4 elements) to given slot.
2347  Slot numbers out of range cause extension.
2348 \end_layout
2350 \begin_layout Subsubsection
2351 hostmemory.readsdword(number address)
2352 \end_layout
2354 \begin_layout Standard
2355 Read signed doubleword (4 elements) from given address.
2356  Slots out of range return false.
2357 \end_layout
2359 \begin_layout Subsubsection
2360 hostmemory.writesdword(number address, number value)
2361 \end_layout
2363 \begin_layout Standard
2364 Write signed doubleword (4 elements) to given slot.
2365  Slot numbers out of range cause extension.
2366 \end_layout
2368 \begin_layout Subsubsection
2369 hostmemory.readqword(number address)
2370 \end_layout
2372 \begin_layout Standard
2373 Read unsigned quadword (8 elements) from given address.
2374  Slots out of range return false.
2375 \end_layout
2377 \begin_layout Subsubsection
2378 hostmemory.writeqword(number address, number value)
2379 \end_layout
2381 \begin_layout Standard
2382 Write unsigned quadword (4 elements) to given slot.
2383  Slot numbers out of range cause extension.
2384 \end_layout
2386 \begin_layout Subsubsection
2387 hostmemory.readsqword(number address)
2388 \end_layout
2390 \begin_layout Standard
2391 Read signed quadword (8 elements) from given address.
2392  Slots out of range return false.
2393 \end_layout
2395 \begin_layout Subsubsection
2396 hostmemory.writesqword(number address, number value)
2397 \end_layout
2399 \begin_layout Standard
2400 Write signed quadword (8 elements) to given slot.
2401  Slot numbers out of range cause extension.
2402 \end_layout
2404 \begin_layout Subsection
2405 Table movie
2406 \end_layout
2408 \begin_layout Standard
2409 Movie handling
2410 \end_layout
2412 \begin_layout Subsubsection
2413 movie.currentframe()
2414 \end_layout
2416 \begin_layout Standard
2417 Return number of current frame.
2418 \end_layout
2420 \begin_layout Subsubsection
2421 movie.framecount()
2422 \end_layout
2424 \begin_layout Standard
2425 Return number of frames in movie.
2426 \end_layout
2428 \begin_layout Subsubsection
2429 movie.readonly()
2430 \end_layout
2432 \begin_layout Standard
2433 Return true if in readonly mode, false if in readwrite.
2434 \end_layout
2436 \begin_layout Subsubsection
2437 movie.set_readwrite()
2438 \end_layout
2440 \begin_layout Standard
2441 Set readwrite mode (does not cause on_readwrite callback).
2442 \end_layout
2444 \begin_layout Subsubsection
2445 movie.frame_subframes(number frame)
2446 \end_layout
2448 \begin_layout Standard
2449 Count number of subframes in specified frame (frame numbers are 1-based)
2450  and return that.
2451 \end_layout
2453 \begin_layout Subsubsection
2454 movie.read_subframe(number frame, number subframe)
2455 \end_layout
2457 \begin_layout Standard
2458 Read specifed subframe in specified frame and return data as array (100
2459  elements, numbered 0-99 currently).
2460 \end_layout
2462 \begin_layout Subsection
2463 Table settings
2464 \end_layout
2466 \begin_layout Standard
2467 Routines for settings manipulation
2468 \end_layout
2470 \begin_layout Subsubsection
2471 settings.get(string name)
2472 \end_layout
2474 \begin_layout Standard
2475 Get value of setting.
2476  If setting is blank, returns false.
2477  If setting value can't be obtained, returns (nil, error message).
2478 \end_layout
2480 \begin_layout Subsubsection
2481 settings.set(string name, string value)
2482 \end_layout
2484 \begin_layout Standard
2485 Set value of setting.
2486  If setting can't be set, returns (nil, error message).
2487 \end_layout
2489 \begin_layout Subsubsection
2490 settings.is_set(string name)
2491 \end_layout
2493 \begin_layout Standard
2494 Returns if setting is set.
2495  If setting does not exist, returns (nil, error message).
2496 \end_layout
2498 \begin_layout Subsubsection
2499 settings.blank(string name)
2500 \end_layout
2502 \begin_layout Standard
2503 Blanks a setting and returns true.
2504  If setting can't be blanked, returns (nil, error message).
2505 \end_layout
2507 \begin_layout Subsection
2508 Table memory
2509 \end_layout
2511 \begin_layout Standard
2512 Contains various functions for managing memory
2513 \end_layout
2515 \begin_layout Subsubsection
2516 memory.vma_count()
2517 \end_layout
2519 \begin_layout Standard
2520 Returns the number of VMAs
2521 \end_layout
2523 \begin_layout Subsubsection
2524 memory.read_vma(number index)
2525 \end_layout
2527 \begin_layout Standard
2528 Reads the specified VMA (indices start from zero).
2529  Trying to read invalid VMA gives nil.
2530  The read VMA is table with the following fields:
2531 \end_layout
2533 \begin_layout Itemize
2534 region_name (string): The readable name of the VMA
2535 \end_layout
2537 \begin_layout Itemize
2538 baseaddr (number): Base address of the VMA
2539 \end_layout
2541 \begin_layout Itemize
2542 lastaddr (number): Last address in the VMA.
2543 \end_layout
2545 \begin_layout Itemize
2546 size (number): The size of VMA in bytes.
2547 \end_layout
2549 \begin_layout Itemize
2550 readonly (boolean): True of the VMA corresponds to ROM.
2551 \end_layout
2553 \begin_layout Itemize
2554 native_endian (boolean): True if the VMA has native endian as opposed to
2555  little endian.
2556 \end_layout
2558 \begin_layout Subsubsection
2559 memory.find_vma(number address)
2560 \end_layout
2562 \begin_layout Standard
2563 Finds the VMA containing specified address.
2564  Returns table in the same format as read_vma or nil if not found.
2565 \end_layout
2567 \begin_layout Subsubsection
2568 memory.readbyte(number address)
2569 \end_layout
2571 \begin_layout Standard
2572 Reads the specified address as unsigned byte and returns the result.
2573 \end_layout
2575 \begin_layout Subsubsection
2576 memory.readsbyte(number address)
2577 \end_layout
2579 \begin_layout Standard
2580 Reads the specified address as signed byte and returns the result.
2581 \end_layout
2583 \begin_layout Subsubsection
2584 memory.writebyte(number address, number value)
2585 \end_layout
2587 \begin_layout Standard
2588 Writes the specified value (negative values undergo 2's complement) to specified
2589  address (as a byte).
2590 \end_layout
2592 \begin_layout Subsubsection
2593 memory.readword(number address)
2594 \end_layout
2596 \begin_layout Standard
2597 Reads the specified address as unsigned word and returns the result.
2598 \end_layout
2600 \begin_layout Subsubsection
2601 memory.readsword(number address)
2602 \end_layout
2604 \begin_layout Standard
2605 Reads the specified address as signed word and returns the result.
2606 \end_layout
2608 \begin_layout Subsubsection
2609 memory.writeword(number address, number value)
2610 \end_layout
2612 \begin_layout Standard
2613 Writes the specified value (negative values undergo 2's complement) to specified
2614  address (as a word).
2615 \end_layout
2617 \begin_layout Subsubsection
2618 memory.readdword(number address)
2619 \end_layout
2621 \begin_layout Standard
2622 Reads the specified address as unsigned doubleword and returns the result.
2623 \end_layout
2625 \begin_layout Subsubsection
2626 memory.readsdword(number address)
2627 \end_layout
2629 \begin_layout Standard
2630 Reads the specified address as signed doubleword and returns the result.
2631 \end_layout
2633 \begin_layout Subsubsection
2634 memory.writedword(number address, number value)
2635 \end_layout
2637 \begin_layout Standard
2638 Writes the specified value (negative values undergo 2's complement) to specified
2639  address (as a doubleword).
2640 \end_layout
2642 \begin_layout Subsubsection
2643 memory.readqword(number address)
2644 \end_layout
2646 \begin_layout Standard
2647 Reads the specified address as unsigned quadword and returns the result.
2648 \end_layout
2650 \begin_layout Subsubsection
2651 memory.readsqword(number address)
2652 \end_layout
2654 \begin_layout Standard
2655 Reads the specified address as signed quadword and returns the result.
2656 \end_layout
2658 \begin_layout Subsubsection
2659 memory.writeqword(number address, number value)
2660 \end_layout
2662 \begin_layout Standard
2663 Writes the specified value (negative values undergo 2's complement) to specified
2664  address (as a quadword).
2665 \end_layout
2667 \begin_layout Subsection
2668 Table _SYSTEM
2669 \end_layout
2671 \begin_layout Standard
2672 Contains copy of global variables from time of Lua initialization.
2673  Non-writeable.
2674 \end_layout
2676 \begin_layout Subsection
2677 Callbacks
2678 \end_layout
2680 \begin_layout Standard
2681 Various callbacks to Lua that can occur.
2682 \end_layout
2684 \begin_layout Subsubsection
2685 Callback: on_paint()
2686 \end_layout
2688 \begin_layout Standard
2689 Called when screen is being painted.
2690  Any gui.* calls requiring graphic context draw on the screen.
2691 \end_layout
2693 \begin_layout Subsubsection
2694 Callback: on_video()
2695 \end_layout
2697 \begin_layout Standard
2698 Called when video dump frame is being painted.
2699  Any gui.* calls requiring graphic context draw on the video.
2700 \end_layout
2702 \begin_layout Subsubsection
2703 Callback: on_frame()
2704 \end_layout
2706 \begin_layout Standard
2707 Called on each starting whole frame.
2708 \end_layout
2710 \begin_layout Subsubsection
2711 Callback: on_startup()
2712 \end_layout
2714 \begin_layout Standard
2715 Called when the emulator is starting (lsnes.rc and --run files has been run).
2716 \end_layout
2718 \begin_layout Subsubsection
2719 Callback: on_pre_load(string name)
2720 \end_layout
2722 \begin_layout Standard
2723 Called just before savestate/movie load occurs (note: loads are always delayed,
2724  so this occurs even when load was initiated by lua).
2725 \end_layout
2727 \begin_layout Subsubsection
2728 Callback: on_err_load(string name)
2729 \end_layout
2731 \begin_layout Standard
2732 Called if loadstate goes wrong.
2733 \end_layout
2735 \begin_layout Subsubsection
2736 Callback: on_post_load(string name, boolean was_savestate)
2737 \end_layout
2739 \begin_layout Standard
2740 Called on successful loadstate.
2741  was_savestate gives if this was a savestate or a movie.
2742 \end_layout
2744 \begin_layout Subsubsection
2745 Callback: on_pre_save(string name, boolean is_savestate)
2746 \end_layout
2748 \begin_layout Standard
2749 Called just before savestate save occurs (note: movie saves are synchronous
2750  and won't trigger these callbacks if called from Lua).
2751 \end_layout
2753 \begin_layout Subsubsection
2754 Callback: on_err_save(string name)
2755 \end_layout
2757 \begin_layout Standard
2758 Called if savestate goes wrong.
2759 \end_layout
2761 \begin_layout Subsubsection
2762 Callback: on_post_save(string name, boolean is_savestate)
2763 \end_layout
2765 \begin_layout Standard
2766 Called on successful savaestate.
2767  is_savestate gives if this was a savestate or a movie.
2768 \end_layout
2770 \begin_layout Subsubsection
2771 Callback: on_quit()
2772 \end_layout
2774 \begin_layout Standard
2775 Called when emulator is shutting down.
2776 \end_layout
2778 \begin_layout Subsubsection
2779 Callback: on_input(boolean subframe)
2780 \end_layout
2782 \begin_layout Standard
2783 Called when emulator is just sending input to bsnes core.
2784  Warning: This is called even in readonly mode, but the results are ignored.
2785 \end_layout
2787 \begin_layout Subsubsection
2788 Callback: on_reset()
2789 \end_layout
2791 \begin_layout Standard
2792 Called when SNES is reset.
2793 \end_layout
2795 \begin_layout Subsubsection
2796 Callback: on_readwrite()
2797 \end_layout
2799 \begin_layout Standard
2800 Called when moving into readwrite mode as result of 
2801 \begin_inset Quotes eld
2802 \end_inset
2804 set-rwmode
2805 \begin_inset Quotes erd
2806 \end_inset
2808  command (note: moving to rwmode by Lua won't trigger this, as per recursive
2809  entry protection).
2810 \end_layout
2812 \begin_layout Subsubsection
2813 Callback: on_snoop(number port, number controller, number index, number
2814  value)
2815 \end_layout
2817 \begin_layout Standard
2818 Called each time bsnes asks for input.
2819  The value is the final value to be sent to bsnes core (readonly mode, autohold
2820  and autofire have been taken into account).
2821  Might be useful when translating movies to format suitable for console
2822  verification.
2823  Note: There is no way to modify the value to be sent.
2824 \end_layout
2826 \begin_layout Section
2827 Modifier and key names:
2828 \end_layout
2830 \begin_layout Subsection
2831 SDL Platform
2832 \end_layout
2834 \begin_layout Subsubsection
2835 Modifier names
2836 \end_layout
2838 \begin_layout Standard
2839 Following modifier names are known:
2840 \end_layout
2842 \begin_layout Itemize
2843 ctrl, lctrl, rctrl: Control keys
2844 \end_layout
2846 \begin_layout Itemize
2847 alt, lalt, ralt: ALT keys.
2848 \end_layout
2850 \begin_layout Itemize
2851 shift, lshift, rshift: Shift keys.
2852 \end_layout
2854 \begin_layout Itemize
2855 meta, lmeta, rmeta: Meta keys.
2856 \end_layout
2858 \begin_layout Itemize
2859 num, caps: Numlock/Capslock (these are sticky!)
2860 \end_layout
2862 \begin_layout Itemize
2863 mode: Mode select.
2864 \end_layout
2866 \begin_layout Subsubsection
2867 Key names
2868 \end_layout
2870 \begin_layout Standard
2871 Following key names are known:
2872 \end_layout
2874 \begin_layout Itemize
2875 backspace, tab, clear, return, pause, escape, space, exclaim, quotedbl,
2876  hash, dollar, ampersand, quote, leftparen, rightparen, asterisk, plus,
2877  comma, minus, period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon,
2878  less, equals, greater, question, at, leftbracket, backslash, rightbracket,
2879  caret, underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n,
2880  o, p, q, r, s, t, u, v, w, x, y, z, delete, world_0, world_1, world_2,
2881  world_3, world_4, world_5, world_6, world_7, world_8, world_9, world_10,
2882  world_11, world_12, world_13, world_14, world_15, world_16, world_17, world_18,
2883  world_19, world_20, world_21, world_22, world_23, world_24, world_25, world_26,
2884  world_27, world_28, world_29, world_30, world_31, world_32, world_33, world_34,
2885  world_35, world_36, world_37, world_38, world_39, world_40, world_41, world_42,
2886  world_43, world_44, world_45, world_46, world_47, world_48, world_49, world_50,
2887  world_51, world_52, world_53, world_54, world_55, world_56, world_57, world_58,
2888  world_59, world_60, world_61, world_62, world_63, world_64, world_65, world_66,
2889  world_67, world_68, world_69, world_70, world_71, world_72, world_73, world_74,
2890  world_75, world_76, world_77, world_78, world_79, world_80, world_81, world_82,
2891  world_83, world_84, world_85, world_86, world_87, world_88, world_89, world_90,
2892  world_91, world_92, world_93, world_94, world_95, kp0, kp1, kp2, kp3, kp4,
2893  kp5, kp6, kp7, kp8, kp9, kp_period, kp_divide, kp_multiply, kp_minus, kp_plus,
2894  kp_enter, kp_equals, up, down, right, left, insert, home, end, pageup,
2895  pagedown, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13, f14,
2896  f15, numlock, capslock, scrollock, rshift, lshift, rctrl, lctrl, ralt,
2897  lalt, rmeta, lmeta, lsuper, rsuper, mode, compose, help, print, sysreq,
2898  break, menu, power, euro, undo
2899 \end_layout
2901 \begin_layout Itemize
2902 Names of form 'key<n>' where <n> is 0-255 are interpretted as key having
2903  hardware-dependent scan code of <n> (useful to bind those keys that don't
2904  have symbolic names).
2905 \end_layout
2907 \begin_layout Standard
2908 In addition, following pseudo-keys are known (note: these do not work in
2909  conjunction with modifers):
2910 \end_layout
2912 \begin_layout Itemize
2913 joystick<num>button<button>: Joystick <num> (0-based) button <button> (0-based).
2914 \end_layout
2916 \begin_layout Itemize
2917 joystick<num>hat<hat>n: Joystick <num> (0-based) hat <hat> (0-based) up.
2918 \end_layout
2920 \begin_layout Itemize
2921 joystick<num>hat<hat>w: Joystick <num> (0-based) hat <hat> (0-based) left.
2922 \end_layout
2924 \begin_layout Itemize
2925 joystick<num>hat<hat>s: Joystick <num> (0-based) hat <hat> (0-based) down.
2926 \end_layout
2928 \begin_layout Itemize
2929 joystick<num>hat<hat>e: Joystick <num> (0-based) hat <hat> (0-based) right.
2930 \end_layout
2932 \begin_layout Itemize
2933 joystick<num>axis<axis>-: Joystick <num> (0-based) axis <axis> negative
2934  position (axis modes axis and axis_inverse).
2935 \end_layout
2937 \begin_layout Itemize
2938 joystick<num>axis<axis>+: Joystick <num> (0-based) axis <axis> positive
2939  position (axis modes axis and axis_inverse).
2940 \end_layout
2942 \begin_layout Itemize
2943 joystick<num>axis<axis>: Joystick <num> (0-based) axis <axis> pressure (axis
2944  modes pressure_*).
2945 \end_layout
2947 \begin_layout Subsubsection
2948 Special buttons:
2949 \end_layout
2951 \begin_layout Itemize
2952 Escape: Enter/Exit Command mode, cancel modal dialogs.
2953 \end_layout
2955 \begin_layout Itemize
2956 Return (also KPEnter): Execute command, ok modal dialog.
2957 \end_layout
2959 \begin_layout Itemize
2960 Pgup/Up (also KP8/9 if no num lock; command mode): Previous command in command
2961  history
2962 \end_layout
2964 \begin_layout Itemize
2965 Pgdn/Down(also KP2/3 if no num lock; command mode): Next command in command
2966  history
2967 \end_layout
2969 \begin_layout Itemize
2970 Home (also KP7 if no num lock; command mode): Beginning of command.
2971 \end_layout
2973 \begin_layout Itemize
2974 End (also KP1 if no num lock; command mode): End of command.
2975 \end_layout
2977 \begin_layout Itemize
2978 Left (also KP4 if no num lock; command mode): Move cursor left.
2979 \end_layout
2981 \begin_layout Itemize
2982 Right (also KP6 if no num lock; command mode): Move cursor right.
2983 \end_layout
2985 \begin_layout Itemize
2986 Delete (also KP.
2987  if no num lock; command mode): Delete character to right of cursor.
2988 \end_layout
2990 \begin_layout Itemize
2991 Insert (also KP0 if no num lock; command mode): Toggle between insert /
2992  overwrite modes.
2993 \end_layout
2995 \begin_layout Itemize
2996 Backspace (command mode): Delete character to left of cursor.
2997 \end_layout
2999 \begin_layout Itemize
3000 LCTRL+LALT+ESCAPE: Ungraceful shutdown (leaves dump corrupted!).
3001 \end_layout
3003 \begin_layout Subsubsection
3004 Watchdog timer:
3005 \end_layout
3007 \begin_layout Standard
3008 If emulator does not reach internal polling loop in 15 seconds after leaving
3009  it or 15 seconds after starting, the emulator instantly bombs out.
3010 \end_layout
3012 \begin_layout Section
3013 Movie file format
3014 \end_layout
3016 \begin_layout Standard
3017 Movie file is .zip archive in itself, normal ZIP archive tools work on it
3018  (note: If you recompress it, do not use compression methods other than
3019  store and deflate and especially do not use encryption of any kind).
3020 \end_layout
3022 \begin_layout Subsection
3023 Detecting clean start/SRAM/Savestate
3024 \end_layout
3026 \begin_layout Itemize
3027 If file has member 
3028 \begin_inset Quotes eld
3029 \end_inset
3031 savestate
3032 \begin_inset Quotes erd
3033 \end_inset
3035  it is savestate, otherwise:
3036 \end_layout
3038 \begin_layout Itemize
3039 If file has members with names starting 
3040 \begin_inset Quotes eld
3041 \end_inset
3043 moviesram.
3044 \begin_inset Quotes erd
3045 \end_inset
3047  it is movie starting from SRAM, otherwise:
3048 \end_layout
3050 \begin_layout Itemize
3051 It is movie starting from clear state.
3052 \end_layout
3054 \begin_layout Subsection
3055 Member: gametype
3056 \end_layout
3058 \begin_layout Standard
3059 Type of game ROM and region (as one line).
3060  Valid values are:
3061 \end_layout
3063 \begin_layout Standard
3064 \begin_inset Tabular
3065 <lyxtabular version="3" rows="8" columns="3">
3066 <features tabularvalignment="middle">
3067 <column alignment="center" valignment="top" width="0">
3068 <column alignment="center" valignment="top" width="0">
3069 <column alignment="center" valignment="top" width="0">
3070 <row>
3071 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3072 \begin_inset Text
3074 \begin_layout Plain Layout
3075 Value
3076 \end_layout
3078 \end_inset
3079 </cell>
3080 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3081 \begin_inset Text
3083 \begin_layout Plain Layout
3084 System
3085 \end_layout
3087 \end_inset
3088 </cell>
3089 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
3090 \begin_inset Text
3092 \begin_layout Plain Layout
3093 Region
3094 \end_layout
3096 \end_inset
3097 </cell>
3098 </row>
3099 <row>
3100 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3101 \begin_inset Text
3103 \begin_layout Plain Layout
3104 snes_pal
3105 \end_layout
3107 \end_inset
3108 </cell>
3109 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3110 \begin_inset Text
3112 \begin_layout Plain Layout
3113 Super NES
3114 \end_layout
3116 \end_inset
3117 </cell>
3118 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3119 \begin_inset Text
3121 \begin_layout Plain Layout
3123 \end_layout
3125 \end_inset
3126 </cell>
3127 </row>
3128 <row>
3129 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3130 \begin_inset Text
3132 \begin_layout Plain Layout
3133 sgb_pal
3134 \end_layout
3136 \end_inset
3137 </cell>
3138 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3139 \begin_inset Text
3141 \begin_layout Plain Layout
3142 Super Game Boy
3143 \end_layout
3145 \end_inset
3146 </cell>
3147 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3148 \begin_inset Text
3150 \begin_layout Plain Layout
3152 \end_layout
3154 \end_inset
3155 </cell>
3156 </row>
3157 <row>
3158 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3159 \begin_inset Text
3161 \begin_layout Plain Layout
3162 snes_ntsc
3163 \end_layout
3165 \end_inset
3166 </cell>
3167 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3168 \begin_inset Text
3170 \begin_layout Plain Layout
3171 Super NES
3172 \end_layout
3174 \end_inset
3175 </cell>
3176 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3177 \begin_inset Text
3179 \begin_layout Plain Layout
3180 NTSC
3181 \end_layout
3183 \end_inset
3184 </cell>
3185 </row>
3186 <row>
3187 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3188 \begin_inset Text
3190 \begin_layout Plain Layout
3191 sgb_ntsc
3192 \end_layout
3194 \end_inset
3195 </cell>
3196 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3197 \begin_inset Text
3199 \begin_layout Plain Layout
3200 Super Game Boy
3201 \end_layout
3203 \end_inset
3204 </cell>
3205 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3206 \begin_inset Text
3208 \begin_layout Plain Layout
3209 NTSC
3210 \end_layout
3212 \end_inset
3213 </cell>
3214 </row>
3215 <row>
3216 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3217 \begin_inset Text
3219 \begin_layout Plain Layout
3221 \end_layout
3223 \end_inset
3224 </cell>
3225 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3226 \begin_inset Text
3228 \begin_layout Plain Layout
3229 BS-X (non-slotted)
3230 \end_layout
3232 \end_inset
3233 </cell>
3234 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3235 \begin_inset Text
3237 \begin_layout Plain Layout
3238 NTSC
3239 \end_layout
3241 \end_inset
3242 </cell>
3243 </row>
3244 <row>
3245 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3246 \begin_inset Text
3248 \begin_layout Plain Layout
3249 bsxslotted
3250 \end_layout
3252 \end_inset
3253 </cell>
3254 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3255 \begin_inset Text
3257 \begin_layout Plain Layout
3258 BS-X (slotted)
3259 \end_layout
3261 \end_inset
3262 </cell>
3263 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3264 \begin_inset Text
3266 \begin_layout Plain Layout
3267 NTSC
3268 \end_layout
3270 \end_inset
3271 </cell>
3272 </row>
3273 <row>
3274 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3275 \begin_inset Text
3277 \begin_layout Plain Layout
3278 sufamiturbo
3279 \end_layout
3281 \end_inset
3282 </cell>
3283 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3284 \begin_inset Text
3286 \begin_layout Plain Layout
3287 Sufami Turbo
3288 \end_layout
3290 \end_inset
3291 </cell>
3292 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
3293 \begin_inset Text
3295 \begin_layout Plain Layout
3296 NTSC
3297 \end_layout
3299 \end_inset
3300 </cell>
3301 </row>
3302 </lyxtabular>
3304 \end_inset
3307 \end_layout
3309 \begin_layout Standard
3310 Frame rates are:
3311 \end_layout
3313 \begin_layout Standard
3314 \begin_inset Tabular
3315 <lyxtabular version="3" rows="3" columns="2">
3316 <features tabularvalignment="middle">
3317 <column alignment="center" valignment="top" width="0">
3318 <column alignment="center" valignment="top" width="0">
3319 <row>
3320 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3321 \begin_inset Text
3323 \begin_layout Plain Layout
3324 Region
3325 \end_layout
3327 \end_inset
3328 </cell>
3329 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
3330 \begin_inset Text
3332 \begin_layout Plain Layout
3333 Framerate (fps)
3334 \end_layout
3336 \end_inset
3337 </cell>
3338 </row>
3339 <row>
3340 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3341 \begin_inset Text
3343 \begin_layout Plain Layout
3345 \end_layout
3347 \end_inset
3348 </cell>
3349 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3350 \begin_inset Text
3352 \begin_layout Plain Layout
3353 322445/6448
3354 \end_layout
3356 \end_inset
3357 </cell>
3358 </row>
3359 <row>
3360 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3361 \begin_inset Text
3363 \begin_layout Plain Layout
3364 NTSC
3365 \end_layout
3367 \end_inset
3368 </cell>
3369 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
3370 \begin_inset Text
3372 \begin_layout Plain Layout
3373 10738636/178683
3374 \end_layout
3376 \end_inset
3377 </cell>
3378 </row>
3379 </lyxtabular>
3381 \end_inset
3384 \end_layout
3386 \begin_layout Subsection
3387 Member: port1
3388 \end_layout
3390 \begin_layout Standard
3391 Contains type of port #1 (as one line).
3392  Valid values are 'none', 'gamepad', 'multitap' and 'mouse'.
3393  If not present, defaults to 'gamepad'.
3394 \end_layout
3396 \begin_layout Subsection
3397 Member: port2
3398 \end_layout
3400 \begin_layout Standard
3401 Contains type of port #2 (as one line).
3402  Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
3403  'justifier' and 'justifiers'.
3404  If not present, defaults to 'none'.
3405 \end_layout
3407 \begin_layout Subsection
3408 Member: gamename
3409 \end_layout
3411 \begin_layout Standard
3412 Contains name of the game (as one line).
3413 \end_layout
3415 \begin_layout Subsection
3416 Member: authors
3417 \end_layout
3419 \begin_layout Standard
3420 Contains authors, one per line.
3421  Part before '|' is the full name, part after is the nickname.
3422 \end_layout
3424 \begin_layout Subsection
3425 Member: systemid
3426 \end_layout
3428 \begin_layout Standard
3429 Always 
3430 \begin_inset Quotes eld
3431 \end_inset
3433 lsnes-rr1
3434 \begin_inset Quotes erd
3435 \end_inset
3437  (one line).
3438  Used to reject other saves.
3439 \end_layout
3441 \begin_layout Subsection
3442 Member: controlsversion
3443 \end_layout
3445 \begin_layout Standard
3446 Always 
3447 \begin_inset Quotes eld
3448 \end_inset
3451 \begin_inset Quotes erd
3452 \end_inset
3454  (one line).
3455  Used to identify what controls are there.
3456 \end_layout
3458 \begin_layout Subsection
3459 Member: 
3460 \begin_inset Quotes eld
3461 \end_inset
3463 coreversion
3464 \begin_inset Quotes erd
3465 \end_inset
3468 \end_layout
3470 \begin_layout Standard
3471 Contains bsnes core version number (as one line).
3472 \end_layout
3474 \begin_layout Subsection
3475 Member: projectid
3476 \end_layout
3478 \begin_layout Standard
3479 Contains project ID (as one line).
3480  Used to identify if two movies are part of the same project.
3481 \end_layout
3483 \begin_layout Subsection
3484 Member: {rom,slota,slotb}{,xml}.sha256
3485 \end_layout
3487 \begin_layout Standard
3488 Contains SHA-256 of said ROM or ROM mapping file (as one line).
3489  Absent if corresponding file is absent.
3490 \end_layout
3492 \begin_layout Subsection
3493 Member: moviesram.<name>
3494 \end_layout
3496 \begin_layout Standard
3497 Raw binary startup SRAM of kind <name>.
3498  Only present in savestates and movies starting from SRAM.
3499 \end_layout
3501 \begin_layout Subsection
3502 Member: saveframe
3503 \end_layout
3505 \begin_layout Standard
3506 Contains frame number (as one line) of frame movie was saved on.
3507  Only present in savestates.
3508 \end_layout
3510 \begin_layout Subsection
3511 Member: lagcounter
3512 \end_layout
3514 \begin_layout Standard
3515 Current value of lag counter (as one line).
3516  Only present in savestates.
3517 \end_layout
3519 \begin_layout Subsection
3520 Member: pollcounters
3521 \end_layout
3523 \begin_layout Standard
3524 Contains poll counters (currently 100 of them), one per line.
3525  Each line is raw poll count if DRDY is set for it.
3526  Otherwise it is negative poll count minus one.
3527  Only present in savestates.
3528 \end_layout
3530 \begin_layout Subsection
3531 Member: hostmemory
3532 \end_layout
3534 \begin_layout Standard
3535 Raw binary dump of host memory.
3536  Only present in savestates.
3537 \end_layout
3539 \begin_layout Subsection
3540 Member: savestate
3541 \end_layout
3543 \begin_layout Standard
3544 The raw binary savestate itself.
3545  Savestate detection uses this file, only present in savestates.
3546 \end_layout
3548 \begin_layout Subsection
3549 Member: screenshot
3550 \end_layout
3552 \begin_layout Standard
3553 Screenshot of current frame.
3554  Only present in savestates.
3555  First 2 bytes are big-endian width of image, rest are 24-bit RGB image
3556  data.
3557  Height of image is inferred from the width and size of data.
3558 \end_layout
3560 \begin_layout Subsection
3561 Member: sram.<name>
3562 \end_layout
3564 \begin_layout Standard
3565 Raw binary SRAM of kind <name> at time of savestate.
3566  Only present in savestates.
3567 \end_layout
3569 \begin_layout Subsection
3570 Member: input
3571 \end_layout
3573 \begin_layout Standard
3574 The actual input track, one line per subframe (blank lines are skipped).
3575 \end_layout
3577 \begin_layout Itemize
3578 If the first byte of each line is '.', ' ', <tab> or '|', then the line is
3579  part of same frame as previous, otherwise it starts a new frame.
3580 \end_layout
3582 \begin_layout Itemize
3583 First subframe must start a new frame.
3584 \end_layout
3586 \begin_layout Standard
3587 Length of movie in frames is number of lines in input file that start a
3588  new frame.
3589 \end_layout
3591 \begin_layout Subsection
3592 Member: rerecords
3593 \end_layout
3595 \begin_layout Standard
3596 Contains textual base-10 rerecord count (as one line; emulator just writes
3597  this, it doesn't read it) + 1.
3598 \end_layout
3600 \begin_layout Subsection
3601 Member: rrdata
3602 \end_layout
3604 \begin_layout Standard
3605 This member stores set of load IDs.
3606  There is one load ID per rerecord (plus one corresponding to start of project).
3607 \end_layout
3609 \begin_layout Itemize
3610 This member constists of concatenation of records
3611 \end_layout
3613 \begin_layout Itemize
3614 Each record is 2-36 bytes long and can represent 1-16,843,009 consequtive
3615  IDs.
3616 \end_layout
3618 \begin_layout Itemize
3619 IDs are interpretted as 256-bit big-endian integers with warparound.
3620 \end_layout
3622 \begin_layout Itemize
3623 Initial predicted ID is all zeroes.
3624 \end_layout
3626 \begin_layout Standard
3627 Format of each record is:
3628 \end_layout
3630 \begin_layout Itemize
3631 1 byte: Opcode byte.
3632  Bits 0-4 are prefix length (prefixlen), bits 5-6 are count length (countlen).
3633  Bit 7 is unused.
3634 \end_layout
3636 \begin_layout Itemize
3637 32-prefixlen bytes of ID.
3638 \end_layout
3640 \begin_layout Itemize
3641 countlen bytes of big-endian count (count).
3642 \end_layout
3644 \begin_layout Standard
3645 Records are processed as follows:
3646 \end_layout
3648 \begin_layout Itemize
3649 To form the first ID encoded by record, take the first prefixlen bytes predicted
3650  ID and append the read ID value to it.
3651  The result is the first ID encoded.
3652 \end_layout
3654 \begin_layout Itemize
3655 If countlen is 0, record encodes 1 ID.
3656 \end_layout
3658 \begin_layout Itemize
3659 If countlen is 1, record encodes 2+count IDs.
3660 \end_layout
3662 \begin_layout Itemize
3663 If countlen is 2, record encodes 258+count IDs.
3664 \end_layout
3666 \begin_layout Itemize
3667 If countlen is 3, record encodes 65794+count IDs.
3668 \end_layout
3670 \begin_layout Itemize
3671 The new predicted ID is the next ID after last one encoded by the record.
3672 \end_layout
3674 \begin_layout Standard
3675 The number of rerecords + 1 is equal to the sum of number of IDs encoded
3676  by all records.
3677 \end_layout
3679 \begin_layout Subsection
3680 Member: starttime.second
3681 \end_layout
3683 \begin_layout Standard
3684 Movie starting time, second part.
3685  Epoch is Unix epoch.
3686  Default is 1,000,000,000.
3687 \end_layout
3689 \begin_layout Subsection
3690 Member: starttime.subsecond
3691 \end_layout
3693 \begin_layout Standard
3694 Movie starting time, subsecond part.
3695  Unit is CPU clocks.
3696  Default is 0.
3697 \end_layout
3699 \begin_layout Subsection
3700 Member: savetime.second
3701 \end_layout
3703 \begin_layout Standard
3704 Movie saving time, second part.
3705  Default is starttime.second.
3706  Only present in savestates.
3707 \end_layout
3709 \begin_layout Subsection
3710 Member: savetime.subsecond
3711 \end_layout
3713 \begin_layout Standard
3714 Movie saving time, subsecond part.
3715  Default is starttime.subsecond.
3716  Only present in savestates.
3717 \end_layout
3719 \begin_layout Section
3720 Compiling:
3721 \end_layout
3723 \begin_layout Subsection
3724 Building BSNES
3725 \end_layout
3727 \begin_layout Standard
3728 make ui=ui-libsnes profile=accuracy
3729 \end_layout
3731 \begin_layout Standard
3732 For Bsnes v084 You need to apply the six patches in bsnes-patches/.
3733  These fix the following:
3734 \end_layout
3736 \begin_layout Enumerate
3737 Make libsnes actually compile (it won't compile without!)
3738 \end_layout
3740 \begin_layout Enumerate
3741 Bump the version number to be correct (nice to have)
3742 \end_layout
3744 \begin_layout Enumerate
3745 Make RTC emulation time cleanly overridable (needed by games using RTC)
3746 \end_layout
3748 \begin_layout Enumerate
3749 Save/Load controller state on savestate/loadstate (many games screw up without)
3750 \end_layout
3752 \begin_layout Enumerate
3753 Fix unserialization of 64-bit integers (needed)
3754 \end_layout
3756 \begin_layout Enumerate
3757 Allow frontend to control random number seed (just nice to have)
3758 \end_layout
3760 \begin_layout Subsection
3761 Prerequisite libraries:
3762 \end_layout
3764 \begin_layout Itemize
3765 zlib
3766 \end_layout
3768 \begin_layout Itemize
3769 SDL (SDL platform)
3770 \end_layout
3772 \begin_layout Itemize
3773 SDLmain (Windows/Mac OS X only; Note you may have to extract the object
3774  out of archive)
3775 \end_layout
3777 \begin_layout Itemize
3778 boost_iostreams
3779 \end_layout
3781 \begin_layout Itemize
3782 boost_filesystem
3783 \end_layout
3785 \begin_layout Itemize
3786 boost conversion (header only)
3787 \end_layout
3789 \begin_layout Subsection
3790 Compile options to make:
3791 \end_layout
3793 \begin_layout Subsubsection
3794 BSNES_PATH=<path>
3795 \end_layout
3797 \begin_layout Standard
3798 Set path to BSNES bsnes directory to <path>.
3799 \end_layout
3801 \begin_layout Subsubsection
3802 THREADS=NO
3803 \end_layout
3805 \begin_layout Standard
3806 Don't use threads on Linux.
3807 \end_layout
3809 \begin_layout Subsubsection
3810 THREADS=YES
3811 \end_layout
3813 \begin_layout Standard
3814 Try to use threads even on non-Linux systems.
3815 \end_layout
3817 \begin_layout Subsubsection
3818 CROSS_PREFIX=<prefix>
3819 \end_layout
3821 \begin_layout Standard
3822 Prepend this to all commands refering to cross-compiling environment with
3823  this.
3824 \end_layout
3826 \begin_layout Subsubsection
3827 CC=<compiler>
3828 \end_layout
3830 \begin_layout Standard
3831 Target C++ compiler to use.
3832  Defaults to g++
3833 \end_layout
3835 \begin_layout Standard
3836 Note: If crosscompiling, this has to be crosscompiler, and CROSS_PREFIX
3837  is prepended.
3838 \end_layout
3840 \begin_layout Subsubsection
3841 BSNES_IS_COMPAT=1
3842 \end_layout
3844 \begin_layout Standard
3845 Assume BSNES uses compatiblity core instead of accuracy core.
3846 \end_layout
3848 \begin_layout Subsubsection
3849 LUA=<package>
3850 \end_layout
3852 \begin_layout Standard
3853 Compile lua support, using package <package>
3854 \end_layout
3856 \begin_layout Subsubsection
3857 GRAPHICS=<plat>
3858 \end_layout
3860 \begin_layout Standard
3861 Set graphics platform.
3862  Currently available choices are 
3863 \begin_inset Quotes eld
3864 \end_inset
3867 \begin_inset Quotes erd
3868 \end_inset
3870  and 
3871 \begin_inset Quotes eld
3872 \end_inset
3874 WXWIDGETS
3875 \begin_inset Quotes erd
3876 \end_inset
3879 \end_layout
3881 \begin_layout Subsubsection
3882 SOUND=<plat>
3883 \end_layout
3885 \begin_layout Standard
3886 Set sound platform.
3887  Currently available choices are 
3888 \begin_inset Quotes eld
3889 \end_inset
3892 \begin_inset Quotes erd
3893 \end_inset
3895  (requires SDL graphics), 
3896 \begin_inset Quotes eld
3897 \end_inset
3899 PORTAUDIO
3900 \begin_inset Quotes erd
3901 \end_inset
3903  and 
3904 \begin_inset Quotes eld
3905 \end_inset
3907 DUMMY
3908 \begin_inset Quotes erd
3909 \end_inset
3912 \end_layout
3914 \begin_layout Subsubsection
3915 JOYSTICK=<plat>
3916 \end_layout
3918 \begin_layout Standard
3919 Set joystick platform.
3920  Currently available choices are 
3921 \begin_inset Quotes eld
3922 \end_inset
3925 \begin_inset Quotes erd
3926 \end_inset
3928  (requires SDL graphics), 
3929 \begin_inset Quotes eld
3930 \end_inset
3932 EVDEV
3933 \begin_inset Quotes erd
3934 \end_inset
3936  and 
3937 \begin_inset Quotes eld
3938 \end_inset
3940 DUMMY
3941 \begin_inset Quotes erd
3942 \end_inset
3945 \end_layout
3947 \begin_layout Section
3948 Quick'n'dirty encode guide
3949 \end_layout
3951 \begin_layout Enumerate
3952 Start the emulator and load the movie file.
3953 \end_layout
3955 \begin_layout Enumerate
3956 Set large AVI option 'set-setting avi-large on'
3957 \end_layout
3959 \begin_layout Enumerate
3960 Enable dumping 'dump-avi tmpdump' 
3961 \end_layout
3963 \begin_layout Enumerate
3964 Unpause and let it run until you want to end dumping.
3965 \end_layout
3967 \begin_layout Enumerate
3968 Close the emulator (closing the window is the easiest way).
3969  Or use 'end-avi'.
3970 \end_layout
3972 \begin_layout Enumerate
3973 For each tmpdump*.avi file created, on command prompt, do 'x264 --crf 10
3974  -o tmpdump_<numbers>.mkv tmpdump_<numbers>.avi'.
3975 \end_layout
3977 \begin_layout Enumerate
3978 Do 'sox tmpdump.sox tmpdump.ogg rate -v 32000'
3979 \end_layout
3981 \begin_layout Enumerate
3982 Do 'mkvmerge -o tmpdump_video.mkv tmpdump_0000000.mkv + tmpdump_0000001.mkv
3983  + tmpdump_0000002.mkv' (list every tmpdump_<numbers>.mkv, with + in between).
3984 \end_layout
3986 \begin_layout Enumerate
3987 Do 'mkvmerge -o final.mkv tmpdump_video.mkv tmpdump.ogg'.
3988  Now final.mkv contains quick'n'dirty encode.
3989 \end_layout
3991 \begin_layout Section
3992 Axis configurations for some gamepad types:
3993 \end_layout
3995 \begin_layout Subsection
3996 XBox360 controller:
3997 \end_layout
3999 \begin_layout Standard
4000 Axes 2 and 5 (joystick<n>axis2 and joystick<n>axis5) should be set to pressure-+.
4001 \end_layout
4003 \begin_layout LyX-Code
4004 set-axis joystick0axis2 pressure-+
4005 \end_layout
4007 \begin_layout LyX-Code
4008 set-axis joystick0axis5 pressure-+
4009 \end_layout
4011 \begin_layout Subsection
4012 PS3 
4013 \begin_inset Quotes eld
4014 \end_inset
4016 sixaxis
4017 \begin_inset Quotes erd
4018 \end_inset
4020  controller:
4021 \end_layout
4023 \begin_layout Standard
4024 Axes 8-19 should be disabled.
4025 \end_layout
4027 \begin_layout LyX-Code
4028 set-axis joystick0axis8 disabled
4029 \end_layout
4031 \begin_layout LyX-Code
4032 set-axis joystick0axis9 disabled
4033 \end_layout
4035 \begin_layout LyX-Code
4036 set-axis joystick0axis10 disabled
4037 \end_layout
4039 \begin_layout LyX-Code
4040 set-axis joystick0axis11 disabled
4041 \end_layout
4043 \begin_layout LyX-Code
4044 set-axis joystick0axis12 disabled
4045 \end_layout
4047 \begin_layout LyX-Code
4048 set-axis joystick0axis13 disabled
4049 \end_layout
4051 \begin_layout LyX-Code
4052 set-axis joystick0axis14 disabled
4053 \end_layout
4055 \begin_layout LyX-Code
4056 set-axis joystick0axis15 disabled
4057 \end_layout
4059 \begin_layout LyX-Code
4060 set-axis joystick0axis16 disabled
4061 \end_layout
4063 \begin_layout LyX-Code
4064 set-axis joystick0axis17 disabled
4065 \end_layout
4067 \begin_layout LyX-Code
4068 set-axis joystick0axis18 disabled
4069 \end_layout
4071 \begin_layout LyX-Code
4072 set-axis joystick0axis19 disabled
4073 \end_layout
4075 \begin_layout Section
4076 Errata:
4077 \end_layout
4079 \begin_layout Subsection
4080 Problems from BSNES core:
4081 \end_layout
4083 \begin_layout Itemize
4084 The whole pending save stuff.
4085 \end_layout
4087 \begin_layout Itemize
4088 Lack of layer hiding.
4089 \end_layout
4091 \begin_layout Itemize
4092 It is slow.
4093 \end_layout
4095 \begin_layout Itemize
4096 Firmwares can't be loaded from ZIP archives.
4097 \end_layout
4099 \begin_layout Subsection
4100 Other problems:
4101 \end_layout
4103 \begin_layout Itemize
4104 Modifiers don't work with pseudo-keys (SDL, EVDEV).
4105 \end_layout
4107 \begin_layout Itemize
4108 Audio for last dumped frame is not itself dumped.
4109 \end_layout
4111 \begin_layout Itemize
4112 Audio in UI is pretty bad in quality.
4113 \end_layout
4115 \begin_layout Itemize
4116 UI itself is 30fps max (SDL).
4117 \end_layout
4119 \begin_layout Itemize
4120 AVI compression levels 10-18 are not compatible with AVISynth AVISource.
4121 \end_layout
4123 \begin_layout Itemize
4124 No menus, command based interface (SDL).
4125 \end_layout
4127 \begin_layout Itemize
4128 Long commands don't scroll.
4129 \end_layout
4131 \begin_layout Itemize
4132 The SDL screen drawing is slow.
4133 \end_layout
4135 \begin_layout Itemize
4136 Wxwidgets UI slows down with time.
4137 \end_layout
4139 \begin_layout Itemize
4140 Movies use way too much (like at least 10x what would be needed) memory.
4141 \end_layout
4143 \begin_layout Section
4144 Changelog:
4145 \end_layout
4147 \begin_layout Subsection
4148 rr0-beta1
4149 \end_layout
4151 \begin_layout Itemize
4152 Fix -Wall warnings
4153 \end_layout
4155 \begin_layout Itemize
4156 Fix dumper video corruption with levels 10-18.
4157 \end_layout
4159 \begin_layout Subsection
4160 rr0-beta2
4161 \end_layout
4163 \begin_layout Itemize
4164 Autofire
4165 \end_layout
4167 \begin_layout Itemize
4168 Lots of code cleanups
4169 \end_layout
4171 \begin_layout Itemize
4172 Lua interface to settings
4173 \end_layout
4175 \begin_layout Itemize
4176 Allow specifying AVI borders without Lua
4177 \end_layout
4179 \begin_layout Itemize
4180 Fix scaling if vscale > 1 and originx > 0 (left border exists)
4181 \end_layout
4183 \begin_layout Itemize
4184 on_snoop lua callback
4185 \end_layout
4187 \begin_layout Itemize
4188 Faster movie loading and saving.
4189 \end_layout
4191 \begin_layout Subsection
4192 rr0-beta3
4193 \end_layout
4195 \begin_layout Itemize
4196 Joystick support
4197 \end_layout
4199 \begin_layout Subsection
4200 rr0-beta4
4201 \end_layout
4203 \begin_layout Itemize
4204 Fix multi-buttons
4205 \end_layout
4207 \begin_layout Itemize
4208 Save jukebox functionality.
4209 \end_layout
4211 \begin_layout Subsection
4212 rr0-beta5
4213 \end_layout
4215 \begin_layout Itemize
4216 Try to fix some nasty failing movie load edge cases
4217 \end_layout
4219 \begin_layout Itemize
4220 Allow specifying scripts to run on command line.
4221 \end_layout
4223 \begin_layout Subsection
4224 rr0-beta6
4225 \end_layout
4227 \begin_layout Itemize
4228 Major source code reorganization.
4229 \end_layout
4231 \begin_layout Itemize
4232 Backup savestates before overwriting.
4233 \end_layout
4235 \begin_layout Itemize
4236 Don't crash if loading initial state fails.
4237 \end_layout
4239 \begin_layout Subsection
4240 rr0-beta7
4241 \end_layout
4243 \begin_layout Itemize
4244 Fix firmware lookup
4245 \end_layout
4247 \begin_layout Itemize
4248 Fix author name parsing
4249 \end_layout
4251 \begin_layout Itemize
4252 Fix rerecord counting
4253 \end_layout
4255 \begin_layout Itemize
4256 (SDL) Print messages to console if SDL is uninitialized
4257 \end_layout
4259 \begin_layout Itemize
4260 Add movieinfo program
4261 \end_layout
4263 \begin_layout Itemize
4264 Fix loading movies starting from SRAM.
4265 \end_layout
4267 \begin_layout Subsection
4268 rr0-beta8
4269 \end_layout
4271 \begin_layout Itemize
4272 Add support for unattended dumping
4273 \end_layout
4275 \begin_layout Itemize
4276 Fix compiling for Win32
4277 \end_layout
4279 \begin_layout Itemize
4280 Don't lock up if sound can't be initialized
4281 \end_layout
4283 \begin_layout Itemize
4284 Strip trailing CR from commands
4285 \end_layout
4287 \begin_layout Itemize
4288 Don't try to do dubious things in global ctors (fix crash on startup)
4289 \end_layout
4291 \begin_layout Subsection
4292 rr0-beta9
4293 \end_layout
4295 \begin_layout Itemize
4296 Small documentation tweaking
4297 \end_layout
4299 \begin_layout Itemize
4300 Fix make clean
4301 \end_layout
4303 \begin_layout Itemize
4304 Fix major bug in modifier matching
4305 \end_layout
4307 \begin_layout Subsection
4308 rr0-beta10
4309 \end_layout
4311 \begin_layout Itemize
4312 Lots of documentation fixes
4313 \end_layout
4315 \begin_layout Itemize
4316 Use dedicated callbacks for event backcomm., not commands.
4317 \end_layout
4319 \begin_layout Itemize
4320 Ensure that the watchdog is not hit when executing delayed reset.
4321 \end_layout
4323 \begin_layout Itemize
4324 Remove errant tab from joystick message.
4325 \end_layout
4327 \begin_layout Subsection
4328 rr0-beta11
4329 \end_layout
4331 \begin_layout Itemize
4332 Make autofire operate in absolute time, not linear time
4333 \end_layout
4335 \begin_layout Itemize
4336 Reinitialize controls when resuming from loadstate
4337 \end_layout
4339 \begin_layout Itemize
4340 Some more code cleanups
4341 \end_layout
4343 \begin_layout Itemize
4344 If Lua allocator fails, call OOM_panic()
4345 \end_layout
4347 \begin_layout Itemize
4348 Byte/word/dword/qword sized host memory write/read functions.
4349 \end_layout
4351 \begin_layout Itemize
4352 Dump at correct framerate if dumping interlaced NTSC (height=448).
4353 \end_layout
4355 \begin_layout Subsection
4356 rr0-beta12
4357 \end_layout
4359 \begin_layout Itemize
4360 Actually include the complete source code
4361 \end_layout
4363 \begin_layout Itemize
4364 Keep track of RTC
4365 \end_layout
4367 \begin_layout Subsection
4368 rr0-beta13
4369 \end_layout
4371 \begin_layout Itemize
4372 Document {save,start}time.{,sub}second.
4373 \end_layout
4375 \begin_layout Itemize
4376 Intercept time() from bsnes core.
4377 \end_layout
4379 \begin_layout Subsection
4380 rr0-beta14
4381 \end_layout
4383 \begin_layout Itemize
4384 Allow disabling time() interception (allow build on Mac OS X)
4385 \end_layout
4387 \begin_layout Itemize
4388 Use SDLMain on Mac OS X (make SDL not crash)
4389 \end_layout
4391 \begin_layout Itemize
4392 Disable delayed resets (just plain too buggy for now).
4393 \end_layout
4395 \begin_layout Itemize
4396 Code cleanups
4397 \end_layout
4399 \begin_layout Itemize
4400 Use 16-bit for graphics/video instead of 32-bit.
4401 \end_layout
4403 \begin_layout Itemize
4404 gui.rectangle/gui.pixel
4405 \end_layout
4407 \begin_layout Itemize
4408 gui.crosshair
4409 \end_layout
4411 \begin_layout Itemize
4412 New CSCD writer implementation.
4413 \end_layout
4415 \begin_layout Subsection
4416 rr0-beta15
4417 \end_layout
4419 \begin_layout Itemize
4420 Fix interaction of * and +.
4421 \end_layout
4423 \begin_layout Itemize
4424 Manual improvements
4425 \end_layout
4427 \begin_layout Itemize
4428 Use gettimeofday()/usleep(), these seem portable enough.
4429 \end_layout
4431 \begin_layout Itemize
4432 Move joystick axis manipulation to keymapper code.
4433 \end_layout
4435 \begin_layout Itemize
4436 Changes to how read-only works.
4437 \end_layout
4439 \begin_layout Itemize
4440 Refactor controller input code.
4441 \end_layout
4443 \begin_layout Subsection
4444 rr0-beta16
4445 \end_layout
4447 \begin_layout Itemize
4448 Fix mouseclick scale compensation.
4449 \end_layout
4451 \begin_layout Itemize
4452 Draw area boundaries correctly in SDL code.
4453 \end_layout
4455 \begin_layout Itemize
4456 gui.screenshot.
4457 \end_layout
4459 \begin_layout Itemize
4460 Fix CSCD output (buffer overrun and race condition).
4461 \end_layout
4463 \begin_layout Subsection
4464 rr0-beta17
4465 \end_layout
4467 \begin_layout Itemize
4468 JMD dumping support.
4469 \end_layout
4471 \begin_layout Itemize
4472 Allow unattended dumping to JMD.
4473 \end_layout
4475 \begin_layout Itemize
4476 Move to BSNES v083.
4477 \end_layout
4479 \begin_layout Itemize
4480 Switch back to 32-bit colors.
4481 \end_layout
4483 \begin_layout Itemize
4484 Add Lua function gui.color.
4485 \end_layout
4487 \begin_layout Itemize
4488 Use some new C++11 features in GCC 4.6.
4489 \end_layout
4491 \begin_layout Itemize
4492 Be prepared for core frequency changes.
4493 \end_layout
4495 \begin_layout Itemize
4496 Pass colors in one chunk from Lua.
4497 \end_layout
4499 \begin_layout Subsection
4500 rr0-beta18
4501 \end_layout
4503 \begin_layout Itemize
4504 New lua functions gui.line(), gui.status() and gui.circle(), memory.vma_count(),
4505  memory.read_vma() and memory.find_vma().
4506 \end_layout
4508 \begin_layout Itemize
4509 Numerious documentation fixups
4510 \end_layout
4512 \begin_layout Itemize
4513 RTC time format changed
4514 \end_layout
4516 \begin_layout Itemize
4517 Reformat flags display
4518 \end_layout
4520 \begin_layout Itemize
4521 Allow lua package name to be overridden
4522 \end_layout
4524 \begin_layout Itemize
4525 SDUMP (high-quality dumping).
4526 \end_layout
4528 \begin_layout Itemize
4529 Split platform support to plugins.
4530 \end_layout
4532 \begin_layout Itemize
4533 Make all sound plugins support basic sound commands
4534 \end_layout
4536 \begin_layout Itemize
4537 Support portaudio for sound.
4538 \end_layout
4540 \begin_layout Itemize
4541 Allow disable Lua/SDL searching.
4542 \end_layout
4544 \begin_layout Itemize
4545 Upconvert colors when copying lcscreen to screen.
4546 \end_layout
4548 \begin_layout Itemize
4549 Reorganize source tree.
4550 \end_layout
4552 \begin_layout Itemize
4553 Evdev joystick support.
4554 \end_layout
4556 \begin_layout Itemize
4557 Refactor more code into generic window code.
4558 \end_layout
4560 \begin_layout Subsection
4561 rr0-beta19
4562 \end_layout
4564 \begin_layout Itemize
4565 Refactor message handling.
4566 \end_layout
4568 \begin_layout Itemize
4569 Rework makefile
4570 \end_layout
4572 \begin_layout Itemize
4573 Documentation fixes
4574 \end_layout
4576 \begin_layout Itemize
4577 Finish pending saves before load/quit.
4578 \end_layout
4580 \begin_layout Itemize
4581 Wxwidgets graphics plugin.
4582 \end_layout
4584 \begin_layout Subsection
4585 rr0-beta20
4586 \end_layout
4588 \begin_layout Itemize
4589 Get rid of win32-crap.[ch]pp.
4590 \end_layout
4592 \begin_layout Itemize
4593 Move files around a lot.
4594 \end_layout
4596 \begin_layout Itemize
4597 Get rid of need for host C++ compiler.
4598 \end_layout
4600 \begin_layout Itemize
4601 Bsnes v084 core.
4602 \end_layout
4604 \begin_layout Itemize
4605 Refactor inter-component communication.
4606 \end_layout
4608 \begin_layout Itemize
4609 Fix zero luma.
4610 \end_layout
4612 \begin_layout Itemize
4613 Fix crash on multiline aliases.
4614 \end_layout
4616 \begin_layout Itemize
4617 Load/Save settings in wxwidgets gui.
4618 \end_layout
4620 \begin_layout Subsection
4621 rr0-beta21
4622 \end_layout
4624 \begin_layout Itemize
4625 Patch problems in bsnes core
4626 \end_layout
4628 \begin_layout Itemize
4629 SNES is little-endian, not big-endian!
4630 \end_layout
4632 \begin_layout Itemize
4633 Fix memory corruption in lcscreen::load()
4634 \end_layout
4636 \begin_layout Subsection
4637 rr0-beta22
4638 \end_layout
4640 \begin_layout Itemize
4641 Fix interpretting repeat counts in rrdata loading.
4642 \end_layout
4644 \begin_layout Itemize
4645 New lua callback: on_frame()
4646 \end_layout
4648 \begin_layout Itemize
4649 Remove calls to runtosave() that aren't supposed to be there
4650 \end_layout
4652 \begin_layout Itemize
4653 Lua function: movie.read_rtc()
4654 \end_layout
4656 \begin_layout Itemize
4657 Ignore src/fonts/font.cpp
4658 \end_layout
4660 \begin_layout Itemize
4661 Fix more bsnes core problems
4662 \end_layout
4664 \begin_layout Itemize
4665 Control bsnes random seeding
4666 \end_layout
4668 \begin_layout Itemize
4669 Pause-on-end
4670 \end_layout
4672 \begin_layout Itemize
4673 Some bsnes core debugging features (state dump and state hash)
4674 \end_layout
4676 \begin_layout Itemize
4677 Fix titlebar version number (no, the last version wasn't 'lsnes-0-beta21',
4678  it was 'lsnes rr0-beta21').
4679 \end_layout
4681 \begin_layout Subsection
4682 rr0-beta23
4683 \end_layout
4685 \begin_layout Itemize
4686 Fix memory corruption due to macro/field mixup
4687 \end_layout
4689 \begin_layout Itemize
4690 search-memory update
4691 \end_layout
4693 \begin_layout Itemize
4694 Allow direct-mapped framebuffer
4695 \end_layout
4697 \begin_layout Itemize
4698 SDL: Use SDL_ANYFORMAT if possible
4699 \end_layout
4701 \begin_layout Itemize
4702 SDMP2SOX: 2s delay modes.
4703 \end_layout
4705 \begin_layout Itemize
4706 Wxwidgets: Cleanups
4707 \end_layout
4709 \begin_layout Itemize
4710 Use sed -E, not sed -r.
4711  Fixes building on Mac OS X.
4712 \end_layout
4714 \begin_layout Itemize
4715 Wxwidgets: Save jukebox on exit
4716 \end_layout
4718 \begin_layout Itemize
4719 Fix RTC if using load-movie on savestate.
4720 \end_layout
4722 \begin_layout Itemize
4723 Fix crash related to full console mode.
4724 \end_layout
4726 \begin_layout Subsection
4727 rr0-beta24
4728 \end_layout
4730 \begin_layout Itemize
4731 Wxwidgets: Allow bringing application to foreground on Mac OS X.
4732 \end_layout
4734 \begin_layout Itemize
4735 Wxwidgets: Allow compiling on Mac OS X.
4736 \end_layout
4738 \begin_layout Itemize
4739 Use movie compare instead of movie hashing (faster save/load).
4740 \end_layout
4742 \begin_layout Itemize
4743 Lua: _SYSTEM table.
4744 \end_layout
4746 \begin_layout Subsection
4747 rr0-beta25
4748 \end_layout
4750 \begin_layout Itemize
4751 sdmp2sox: Pad soundtrack if using -l or -L.
4752 \end_layout
4754 \begin_layout Itemize
4755 sdmp2sox: Fix NTSC overscan.
4756 \end_layout
4758 \begin_layout Itemize
4759 sdmp2sox: Add AR correction mode.
4760 \end_layout
4762 \begin_layout Itemize
4763 call lua_close() when exiting.
4764 \end_layout
4766 \begin_layout Itemize
4767 Fix zip_writer bug causing warnings from info-zip and error from advzip.
4768 \end_layout
4770 \begin_layout Subsection
4771 rr0-beta26
4772 \end_layout
4774 \begin_layout Itemize
4775 Fix IPS patching code (use bsnes core IPS patcher).
4776 \end_layout
4778 \begin_layout Itemize
4779 Implement BPS patching (using bsnes core IPS patcher).
4780 \end_layout
4782 \begin_layout Itemize
4783 Add feature to load headered ROMs.
4784 \end_layout
4786 \begin_layout Subsection
4787 rr0-beta27
4788 \end_layout
4790 \begin_layout Itemize
4791 Show command names when showing keybindings
4792 \end_layout
4794 \begin_layout Subsection
4796 \end_layout
4798 \begin_layout Itemize
4799 Fix pause-on-end to be actually controllable
4800 \end_layout
4802 \begin_layout Itemize
4803 SDL: Poll all events in queue, not just first one (fixes slowness in command
4804  typing)
4805 \end_layout
4807 \begin_layout Itemize
4808 Wxwidgets: Fix ROM loading.
4809 \end_layout
4811 \begin_layout Subsection
4812 rr1-beta0
4813 \end_layout
4815 \begin_layout Itemize
4816 Lua: Add gui.textH, gui.textV, gui.textHV
4817 \end_layout
4819 \begin_layout Itemize
4820 Fix text colors on SDL on Mac OS X
4821 \end_layout
4823 \begin_layout Itemize
4824 Mode 'F' for finished in readonly mode.
4825 \end_layout
4827 \begin_layout Itemize
4828 Fix some WS errors.
4829 \end_layout
4831 \begin_layout Itemize
4832 Reliably pause after skip poll
4833 \end_layout
4835 \begin_layout Itemize
4836 Split UI and core into their own threads
4837 \end_layout
4839 \begin_layout Subsection
4840 rr1-beta1
4841 \end_layout
4843 \begin_layout Itemize
4844 Remove leftover dummy SRAM slot
4845 \end_layout
4847 \begin_layout Itemize
4848 Fix controller numbers.
4849 \end_layout
4851 \begin_layout Subsection
4852 rr1-beta2
4853 \end_layout
4855 \begin_layout Itemize
4856 Fix lsnes-dumpavi after interface change.
4857 \end_layout
4859 \begin_layout Itemize
4860 Also give BSNES patches for v085.
4861 \end_layout
4863 \begin_layout Itemize
4864 Pack movie data in memory.
4865 \end_layout
4867 \end_body
4868 \end_document