1 #LyX 2.0 created this file. For more info see http://www.lyx.org/
6 \use_default_options true
7 \maintain_unincluded_children false
9 \language_package default
14 \font_typewriter default
15 \font_default_family default
16 \use_non_tex_fonts false
23 \default_output_format default
25 \bibtex_command default
26 \index_command default
27 \paperfontsize default
38 \paperorientation portrait
47 \paragraph_separation indent
48 \paragraph_indentation default
49 \quotes_language english
52 \paperpagestyle default
53 \tracking_changes false
66 \begin_layout Standard
67 lsnes is SNES rerecording emulator based on bsnes core.
74 \begin_layout Enumerate
79 \begin_layout Enumerate
83 \begin_layout Enumerate
84 accuracy or compatiblity core.
87 \begin_layout Enumerate
88 Patched version (using included 6 patches)
92 \begin_layout Enumerate
96 \begin_layout Enumerate
100 \begin_layout Enumerate
104 \begin_layout Enumerate
108 \begin_layout Enumerate
112 \begin_layout Enumerate
113 sdlmain (SDL only, part of SDL)
116 \begin_layout Enumerate
117 boost_conversion (this is header-only library)
120 \begin_layout Enumerate
121 libswscale (wxwidgets graphics only)
124 \begin_layout Enumerate
125 Portaudio (portaudio sound only)
128 \begin_layout Enumerate
129 std::thread and co (for threaded dumper only, not needed if std::thread
133 \begin_layout Enumerate
134 Lua (if Lua support is needed).
137 \begin_layout Itemize
138 Version 5.1.X or 5.2X.
141 \begin_layout Section
145 \begin_layout Standard
146 Building is via makefile, the following options are available:
149 \begin_layout Itemize
150 CROSS_PREFIX=<prefix>
154 \begin_layout Itemize
155 Prefix to apply to commands when building executables / object files for
156 the target architecture.
160 \begin_layout Itemize
165 \begin_layout Itemize
170 \begin_layout Itemize
171 Name of C++ compiler.
174 \begin_layout Itemize
175 CROSS_PREFIX is prepended if compiling for target architecture.
178 \begin_layout Itemize
179 This needs to be at least GCC 4.6.
182 \begin_layout Itemize
183 Set to 'g++-mp-4.6' if compiling on Mac OS X using GCC 4.6 from Macports.
186 \begin_layout Itemize
191 \begin_layout Itemize
196 \begin_layout Itemize
197 Name of host C++ compiler.
200 \begin_layout Itemize
201 Default is value of 'CC' option.
205 \begin_layout Itemize
206 USER_HOSTCCFLAGS=<flags>:
210 \begin_layout Itemize
211 Compiler flags to pass when compiling/linking for host architecture.
214 \begin_layout Itemize
219 \begin_layout Itemize
224 \begin_layout Itemize
225 Extra flags to pass when compiling for target architecture
228 \begin_layout Itemize
233 \begin_layout Itemize
234 USER_LDFLAGS=<flags>:
238 \begin_layout Itemize
239 Extra flags to pass when linking for target architecture.
242 \begin_layout Itemize
247 \begin_layout Itemize
248 USER_PLATFORM_CFLAGS=<flags>
252 \begin_layout Itemize
253 Extra flags to pass when compiling files using platform-dependent code for
257 \begin_layout Itemize
262 \begin_layout Itemize
263 USER_PLATFORM_LDFLAGS=<flags>
267 \begin_layout Itemize
268 Extra flags to pass when linking files using platform-dependent code for
272 \begin_layout Itemize
277 \begin_layout Itemize
282 \begin_layout Itemize
283 Set the font file to use.
286 \begin_layout Itemize
287 Currently the valid values are:
291 \begin_layout Itemize
292 cp437.hex: Standard VGA font (256 characters).
295 \begin_layout Itemize
296 unifontfull-5.1.20080820.hex: GNU unifont (covers most of Unicode BMP)
300 \begin_layout Itemize
301 Default is 'unifontfull-5.1.20080820.hex'
305 \begin_layout Itemize
310 \begin_layout Itemize
311 Package to use for Lua support.
314 \begin_layout Itemize
315 Usually valid value is 'lua' or 'lua5.1'.
318 \begin_layout Itemize
319 Default is not to build Lua support.
323 \begin_layout Itemize
328 \begin_layout Itemize
329 Override platform default for dumper threading support.
332 \begin_layout Itemize
333 Threading is default on Linux.
336 \begin_layout Itemize
337 'YES' tries to use threading (std::thread).
340 \begin_layout Itemize
341 'BOOST' tries to use threading (boost::thread).
344 \begin_layout Itemize
345 'NO' disables threading.
348 \begin_layout Itemize
349 Note: This has absolutely nothing to do with platform threading.
353 \begin_layout Itemize
354 BSNES_IS_COMPAT=<anything>
358 \begin_layout Itemize
359 Signals that BSNES core used is compatiblity core, not accuracy core.
362 \begin_layout Itemize
363 Default is to assume accuracy core.
367 \begin_layout Itemize
368 JOYSTICK=<implementation>
372 \begin_layout Itemize
373 Set joystick implementation.
378 \begin_layout Itemize
379 SDL: Use SDL for joystick (requires SDL graphics)
382 \begin_layout Itemize
383 EVDEV: Use EVDEV for joystick (Linux only).
386 \begin_layout Itemize
387 DUMMY: Disable joystick support.
391 \begin_layout Itemize
396 \begin_layout Itemize
397 SOUND=<implementation>
401 \begin_layout Itemize
402 Set sound implementation.
407 \begin_layout Itemize
408 SDL: Use SDL for sound (requires SDL graphics)
411 \begin_layout Itemize
412 PORTAUDIO: Use Portaudio for sound.
415 \begin_layout Itemize
416 DUMMY: Disable sound support
420 \begin_layout Itemize
425 \begin_layout Itemize
426 GRAPHICS=<implementation>
430 \begin_layout Itemize
431 Set windowing library to use.
436 \begin_layout Itemize
437 SDL: Use SDL for graphics
440 \begin_layout Itemize
441 WXWIDGETS: Use wxWidgets for graphics.
445 \begin_layout Itemize
450 \begin_layout Section
454 \begin_layout Subsection
458 \begin_layout Standard
459 <kind> in the following can be one of:
462 \begin_layout Itemize
463 rom: Cartridge ROM (BIOS for special carts).
467 \begin_layout Itemize
468 bsx: BS-X (non-slotted) Game flash ROM.
471 \begin_layout Itemize
472 bsxslotted: BS-X (slotted) Game flash ROM.
475 \begin_layout Itemize
479 \begin_layout Itemize
480 slot-a: Sufami Turbo Slot A ROM
483 \begin_layout Itemize
484 slot-b: Sufami Turbo Slot B ROM
487 \begin_layout Subsubsection
488 --<kind>=<file> (lsnes/SDL, lsnes-avidump)
491 \begin_layout Standard
492 Load <file> as specified ROM (SFC/BS/DMG/ST file format).
495 \begin_layout Subsubsection
496 --<kind>-xml=<file> (lsnes/SDL, lsnes-avidump)
499 \begin_layout Standard
500 Override hardware detection for ROM, reading the values from <file> (BSNES
504 \begin_layout Subsubsection
505 --ips-<kind>=<file> (lsnes/SDL, lsnes-avidump)
508 \begin_layout Standard
509 Apply BPS/IPS patch <file> to ROM <kind>.
510 If specified multiple times, the patches are applied in order.
513 \begin_layout Subsubsection
514 --ips-<kind>-xml=<file> (lsnes/SDL, lsnes-avidump)
517 \begin_layout Standard
518 Apply BPS/IPS patch <file> to XML of ROM <kind>.
519 If specified multiple times, the patches are applied in order.
522 \begin_layout Subsubsection
523 --ips-offset=<offset> (lsnes/SDL, lsnes-avidump)
526 \begin_layout Standard
527 Set offset to apply to IPS patches.
529 Handy for applying headered IPS patches (use offset of -512 for this).
530 The offset must be 0 for BPS patches.
533 \begin_layout Subsubsection
537 \begin_layout Standard
538 Force ROM to be considered PAL-only.
541 \begin_layout Itemize
542 Only works on SNES and SGB ROMs (not BS-X or Sufami Turbo).
545 \begin_layout Itemize
546 Attempting to load NTSC movie file will error out.
549 \begin_layout Subsubsection
553 \begin_layout Standard
554 Force ROM to be considered NTSC-only.
557 \begin_layout Itemize
558 Attempting to load PAL movie file will error out.
561 \begin_layout Subsection
565 \begin_layout Subsubsection
566 <filename> (lsnes/SDL, lsnes-avidump, movieinfo)
569 \begin_layout Standard
570 Load <filename> as movie or savestate file.
571 All other session options are ignored.
574 \begin_layout Subsubsection
575 --port1=<device> (lsnes/SDL)
578 \begin_layout Standard
583 \begin_layout Itemize
584 none: No device connected
587 \begin_layout Itemize
588 gamepad: One gamepad (the default)
591 \begin_layout Itemize
592 multitap: Four gamepads (warning: makes most games refuse to start)
595 \begin_layout Itemize
599 \begin_layout Subsubsection
600 --port2=<type> (lsnes/SDL)
603 \begin_layout Standard
608 \begin_layout Itemize
609 none: No device connected (the default)
612 \begin_layout Itemize
616 \begin_layout Itemize
617 multitap: Four gamepads.
620 \begin_layout Itemize
624 \begin_layout Itemize
625 superscope: Super Scope
628 \begin_layout Itemize
629 justifier: One justifier
632 \begin_layout Itemize
633 justifiers: Two justifiers
636 \begin_layout Subsubsection
637 --gamename=<name> (lsnes/SDL)
640 \begin_layout Standard
641 Set the name of game to <name>.
645 \begin_layout Subsubsection
646 --author=<name> (lsnes/SDL)
649 \begin_layout Standard
650 Add author with full name of <name> (no nickname).
653 \begin_layout Subsubsection
654 --author=|<name> (lsnes/SDL)
657 \begin_layout Standard
658 Add author with nickname of <name> (no full name).
661 \begin_layout Subsubsection
662 --author=<fullname>|<nickname> (lsnes/SDL)
665 \begin_layout Standard
666 Add author with full name of <fullname> and nickname of <nickname>.
669 \begin_layout Subsubsection
670 --rtc-second=<value> (lsnes/SDL)
673 \begin_layout Standard
674 Set RTC second (0 is 1st January 1970 00:00:00Z).
675 Default is 1,000,000,000.
678 \begin_layout Subsubsection
679 --rtc-subsecond=<value> (lsnes/SDL)
682 \begin_layout Standard
689 \begin_layout Subsection
694 \begin_layout Subsubsection
695 --run=<file> (lsnes/SDL)
698 \begin_layout Standard
699 After running main RC file, run this file.
700 If multiple are specified, these execute in order specified.
703 \begin_layout Subsection
704 dump options (lsnes-dumpavi only)
707 \begin_layout Subsubsection
711 \begin_layout Standard
712 Set the dumper to use (required).
713 Use 'list' for listing of known dumpers.
716 \begin_layout Subsubsection
720 \begin_layout Standard
721 Set the mode to use (required for dumpers with multiple modes, forbidden
723 Use 'list' for known modes.
726 \begin_layout Subsubsection
730 \begin_layout Standard
733 \begin_inset Quotes eld
737 \begin_inset Quotes erd
743 \begin_layout Subsubsection
744 --option=<name>=<value>
747 \begin_layout Standard
748 Set option <name> to value <value>.
751 \begin_layout Subsubsection
755 \begin_layout Standard
756 Set number of frames to dump.
760 \begin_layout Subsubsection
764 \begin_layout Standard
765 Run specified lua script (lsnes-dumpavi does not have initialization files).
768 \begin_layout Section
769 Startup file lsnes.rc
772 \begin_layout Standard
773 Upon startup, lsnes (lsnes/SDL only) executes file lsnes.rc as commands.
774 This file is located in:
777 \begin_layout Itemize
782 lsnes.rc (if %APPDATA% exists)
785 \begin_layout Itemize
786 Unix: $XDG_CONFIG_HOME/lsnes/lsnes.rc (if $XDG_CONFIG_HOME exists)
789 \begin_layout Itemize
790 Unix: $HOME/.config/lsnes/lsnes.rc (if $HOME exists)
793 \begin_layout Itemize
794 All: ./lsnes.rc (fallback default).
797 \begin_layout Standard
798 If leading directories do not exist, attempt to create them is made.
801 \begin_layout Section
805 \begin_layout Itemize
806 Commands beginning with '*' invoke the corresponding command without alias
810 \begin_layout Itemize
811 If command starts with '+' (after possible '*'), the command is executed
812 as-is when button is pressed, and when button is released, it is executed
813 with '+' replaced by '-'.
816 \begin_layout Itemize
817 Commands without '+' execute only on negative edge (release).
820 \begin_layout Subsection
824 \begin_layout Standard
825 Settings control various aspects of emulator behaviour.
828 \begin_layout Subsubsection
829 set-setting <setting> <value>
832 \begin_layout Standard
833 Sets setting <setting> to value <value> (may be empty).
836 \begin_layout Subsubsection
837 unset-setting <setting>
840 \begin_layout Standard
841 Try to unset setting <setting> (not all settings can be unset).
844 \begin_layout Subsubsection
845 get-setting <setting>
848 \begin_layout Standard
849 Read value of setting <setting>
852 \begin_layout Subsubsection
856 \begin_layout Standard
857 Print names and values of all settings.
860 \begin_layout Subsection
864 \begin_layout Standard
865 Keybindings bind commands or aliases to keys (or pseudo-keys).
869 \begin_layout Standard
873 \begin_layout Itemize
874 Do not bind edge active (+/-) commands to keys with modifiers, that won't
878 \begin_layout Itemize
879 Names of keys and modifiers are platform-dependent.
882 \begin_layout Itemize
883 Be careful before binding pseudo-keys (such as joystick axes, buttons or
884 hats) with modifiers.
885 That may or may not work right.
888 \begin_layout Subsubsection
889 bind-key [<mod>/<modmask>] <key> <command>
892 \begin_layout Standard
893 Bind <command> to key <key> (activating if modifiers in <modmask> (comma-seperat
894 ed list) are set as <mod> (comma-seperated list).
897 \begin_layout Standard
898 The names of keys and modifiers are platform-dependent.
901 \begin_layout Subsubsection
902 unbind-key [<mod>/<modmask>] <key>
905 \begin_layout Standard
906 Unbind command from <key> (with specified <mod> and <modmask>).
909 \begin_layout Subsubsection
910 set-axis <axis> [disabled | axis | axis-inverse | pressure0- | pressure0+
911 | pressure-0 | pressure-+ | pressure+0 | pressure+-] [minus=<val>] [zero=<val>]
912 [plus=<val>] [tolerance=<val>]
915 \begin_layout Standard
916 Set axis parameters for axis <axis>.
919 \begin_layout Itemize
920 disabled: Disable axis
923 \begin_layout Itemize
927 \begin_layout Itemize
928 axis-inverse: Inverse axis
931 \begin_layout Itemize
932 pressure0-: Pressure sensitive.
933 Released at 0, pressed at -.
936 \begin_layout Itemize
937 pressure0+: Pressure sensitive.
938 Released at 0, pressed at +.
941 \begin_layout Itemize
942 pressure-0: Pressure sensitive.
943 Released at -, pressed at 0.
946 \begin_layout Itemize
947 pressure-+: Pressure sensitive.
948 Released at -, pressed at +.
951 \begin_layout Itemize
952 pressure+0: Pressure sensitive.
953 Released at +, pressed at 0.
956 \begin_layout Itemize
957 pressure+-: Pressure sensitive.
958 Released at +, pressed at -.
961 \begin_layout Itemize
962 minus=<val>: Calibration at extreme minus position (-32768-32767)
965 \begin_layout Itemize
966 zero=<val>: Calibration at neutral position (-32768-32767)
969 \begin_layout Itemize
970 plus=<val>: Calibration at extreme plus position (-32768-32767)
973 \begin_layout Itemize
974 tolerance=<value>: Center band tolerance (0<x<1).
975 The smaller the value, the more sensitive the control is.
978 \begin_layout Subsubsection
982 \begin_layout Standard
983 Print all key bindings in effect.
986 \begin_layout Subsection
990 \begin_layout Standard
991 Aliases bind command to sequence of commands.
992 After alias has been defined, it replaces the command it shadows.
995 \begin_layout Standard
999 \begin_layout Itemize
1000 You can't alias command to itself.
1003 \begin_layout Itemize
1004 Aliases starting with +/- are edge active just like ordinary commands starting
1008 \begin_layout Itemize
1009 One command can be aliased to multiple commands.
1012 \begin_layout Subsubsection
1013 alias-command <command> <expansion>
1016 \begin_layout Standard
1017 Append <expansion> to alias <command>.
1018 If alias does not already exist, it is created.
1021 \begin_layout Subsubsection
1022 unalias-command <command>
1025 \begin_layout Standard
1026 Clear alias expansion for <command>.
1029 \begin_layout Subsubsection
1033 \begin_layout Standard
1034 Print all aliases and their expansions in effect.
1037 \begin_layout Subsection
1041 \begin_layout Standard
1042 Run <script> as if commands were entered on the command line.
1045 \begin_layout Subsection
1049 \begin_layout Standard
1050 Following commands control video dumping:
1053 \begin_layout Subsubsection
1057 \begin_layout Standard
1058 Dump AVI video to prefix <prefix> Notes:
1061 \begin_layout Itemize
1062 The codec is Camstudio Codec in gzip mode.
1065 \begin_layout Itemize
1066 Encoder and muxer are internal, available on all platforms.
1069 \begin_layout Itemize
1070 Audio enable/disable and framerate has no effect.
1073 \begin_layout Itemize
1074 The audio dumped to .avi is low-quality version.
1075 The high-quality version is dumped to .sox file.
1078 \begin_layout Subsubsection
1082 \begin_layout Standard
1083 End current AVI video dump (closing the emulator also closes the dump).
1086 \begin_layout Subsubsection
1090 \begin_layout Standard
1091 Dump JMD video to file <file>.
1094 \begin_layout Subsubsection
1098 \begin_layout Standard
1099 End the current JMD dump in progress.
1102 \begin_layout Subsubsection
1106 \begin_layout Standard
1107 Dump SDMP to <prefix>, splitting at 2GB.
1110 \begin_layout Subsubsection
1114 \begin_layout Standard
1115 Dump SDMP to <file>, no splitting
1118 \begin_layout Subsubsection
1122 \begin_layout Standard
1123 End the current SDMP dump in progress.
1126 \begin_layout Subsubsection
1130 \begin_layout Standard
1131 Dump raw audio (to <prefix>.audio, at 32040.5Hz) and video (to <prefix>.video>,
1132 at nominal framerate and 512x448 / 512x478 size).
1135 \begin_layout Subsubsection
1139 \begin_layout Standard
1140 End the current RAW dump in progress.
1143 \begin_layout Subsection
1147 \begin_layout Standard
1148 <address> may be decimal or hexadecimal (prefixed with '0x').
1149 <value> can be hexadecimal (prefixed with '0x'), unsigned or signed (prefixed
1153 \begin_layout Standard
1154 The available element <sizes> are:
1157 \begin_layout Itemize
1161 \begin_layout Itemize
1165 \begin_layout Itemize
1169 \begin_layout Itemize
1173 \begin_layout Standard
1174 When reading RAM and ROM, multi-byte reads/writes are big-endian.
1175 When dealing with DSP memory, multi-byte reads/writes are native-endian
1176 (do not use operand sizes exceeding DSP bitness, except dword is OK for
1180 \begin_layout Subsubsection
1181 read-<size> <address>
1184 \begin_layout Standard
1185 Read the value of byte in <address>.
1188 \begin_layout Subsubsection
1189 read-s<size> <address>
1192 \begin_layout Standard
1193 Read the value of signed byte in <address>.
1196 \begin_layout Subsubsection
1197 write-<size> <address> <value>
1200 \begin_layout Standard
1201 Write <value> to byte in address <address>.
1204 \begin_layout Subsubsection
1208 \begin_layout Standard
1209 Reset the memory search
1212 \begin_layout Subsubsection
1216 \begin_layout Standard
1217 Print number of candidates remaining
1220 \begin_layout Subsubsection
1224 \begin_layout Standard
1225 Print all candidates remaining
1228 \begin_layout Subsubsection
1229 search-memory <usflag><sizeflag><op>
1232 \begin_layout Standard
1233 Searches memory for addresses satisfying criteria.
1236 \begin_layout Standard
1240 \begin_layout Itemize
1244 \begin_layout Itemize
1248 \begin_layout Standard
1252 \begin_layout Itemize
1256 \begin_layout Itemize
1260 \begin_layout Itemize
1264 \begin_layout Itemize
1268 \begin_layout Standard
1272 \begin_layout Itemize
1273 lt: < previous value.
1276 \begin_layout Itemize
1277 le: <= previous value.
1280 \begin_layout Itemize
1281 eq: = previous value.
1284 \begin_layout Itemize
1285 ne: != previous value.
1288 \begin_layout Itemize
1289 ge: >= previous value.
1292 \begin_layout Itemize
1293 gt: > previous value.
1296 \begin_layout Subsubsection
1297 search-memory <sizeflag> <value>
1300 \begin_layout Standard
1301 Searches for addresses that currently have value <value>.
1302 <sizeflag> is as in previous command.
1305 \begin_layout Subsection
1309 \begin_layout Standard
1310 These commands are not available in lsnesrc, but are available after ROM
1314 \begin_layout Subsubsection
1318 \begin_layout Standard
1319 Quits the emulator (asking for confirmation).
1320 If /y is given, no confirmation is asked.
1323 \begin_layout Subsubsection
1327 \begin_layout Standard
1328 Toggle paused/unpaused
1331 \begin_layout Subsubsection
1335 \begin_layout Standard
1337 If the button is still held after configurable timeout expires, game unpauses
1338 for the duration frame advance is held.
1341 \begin_layout Subsubsection
1345 \begin_layout Standard
1347 If the button is still held after configurable timeout expires, game unpauses
1348 for the duration frame advance is held.
1351 \begin_layout Subsubsection
1355 \begin_layout Standard
1356 Skip to first poll in frame after current.
1359 \begin_layout Subsubsection
1363 \begin_layout Standard
1364 Reset the SNES after this frame.
1367 \begin_layout Subsubsection
1371 \begin_layout Standard
1372 Load savestate <filename> in current mode.
1375 \begin_layout Subsubsection
1376 load-state <filename>
1379 \begin_layout Standard
1380 Load savestate <filename> in readwrite mode.
1383 \begin_layout Subsubsection
1384 load-readonly <filename>
1387 \begin_layout Standard
1388 Load savestate <filename> in readonly mode.
1391 \begin_layout Subsubsection
1392 load-preserve <filename>
1395 \begin_layout Standard
1396 Load savestate <filename> in readonly mode, preserving current events.
1399 \begin_layout Subsubsection
1400 load-movie <filename>
1403 \begin_layout Standard
1404 Load savestate <filename>, ignoring save part in readonly mode.
1407 \begin_layout Subsubsection
1408 save-state <filename>
1411 \begin_layout Standard
1412 Save system state to <filename> as soon as possible.
1415 \begin_layout Subsubsection
1416 save-movie <filename>
1419 \begin_layout Standard
1420 Save movie to <filename>.
1423 \begin_layout Subsubsection
1427 \begin_layout Standard
1428 Set read-write mode.
1431 \begin_layout Subsubsection
1435 \begin_layout Standard
1439 \begin_layout Subsubsection
1443 \begin_layout Standard
1444 Toggle between read-only and read-write modes.
1447 \begin_layout Subsubsection
1451 \begin_layout Standard
1452 Set name of the game to <name>
1455 \begin_layout Subsubsection
1459 \begin_layout Standard
1460 Print the name of the game.
1463 \begin_layout Subsubsection
1467 \begin_layout Standard
1468 Adds new author <author>.
1469 If <author> does not contain '|' it is full name.
1470 If it contains '|', '|' splits the full name and nickname.
1473 \begin_layout Subsubsection
1474 edit-author <num> <author>
1477 \begin_layout Standard
1478 Edit the author in slot <num> (0-based) to be <author> (see add-author for
1482 \begin_layout Subsubsection
1486 \begin_layout Standard
1487 Remove author in slot <num>
1490 \begin_layout Subsubsection
1494 \begin_layout Standard
1498 \begin_layout Subsubsection
1499 test-1, test-2, test-3
1502 \begin_layout Standard
1503 Internal test commands.
1507 \begin_layout Subsubsection
1508 take-screenshot <filename>
1511 \begin_layout Standard
1512 Save screenshot to <filename>.
1515 \begin_layout Subsubsection
1516 +controller<num><button>
1519 \begin_layout Standard
1520 Press button <button> on controller <num> (1-8).
1521 The following button names are known:
1524 \begin_layout Itemize
1528 \begin_layout Itemize
1532 \begin_layout Itemize
1536 \begin_layout Itemize
1540 \begin_layout Itemize
1544 \begin_layout Itemize
1548 \begin_layout Itemize
1552 \begin_layout Itemize
1556 \begin_layout Itemize
1560 \begin_layout Itemize
1564 \begin_layout Itemize
1568 \begin_layout Itemize
1572 \begin_layout Itemize
1576 \begin_layout Itemize
1580 \begin_layout Itemize
1584 \begin_layout Itemize
1588 \begin_layout Subsubsection
1589 controllerh<num><button>
1592 \begin_layout Standard
1593 Hold/unhold button <button> on controller <num> (1-8).
1594 See +controller for button names.
1597 \begin_layout Subsubsection
1598 autofire (<pattern>|-)...
1601 \begin_layout Standard
1602 Set autofire pattern.
1603 Each parameter is comma-separated list of button names (in form of 1start,
1604 1A, 2B, etc..) to hold on that frame.
1605 After reaching the end of pattern, the pattern restarts from the beginning.
1608 \begin_layout Subsubsection
1612 \begin_layout Standard
1616 \begin_layout Subsection
1620 \begin_layout Subsubsection
1621 cycle-jukebox-backward
1624 \begin_layout Standard
1625 Cycle save jukebox backwards.
1628 \begin_layout Subsubsection
1629 cycle-jukebox-forward
1632 \begin_layout Standard
1633 Cycle save jukebox forwards
1636 \begin_layout Subsubsection
1637 add-jukebox-save <filename>
1640 \begin_layout Standard
1641 Add <filename> to jukebox saves.
1644 \begin_layout Subsubsection
1648 \begin_layout Standard
1649 Do load from jukebox (current mode).
1652 \begin_layout Subsubsection
1656 \begin_layout Standard
1657 Do state save to jukebox.
1660 \begin_layout Subsection
1664 \begin_layout Standard
1665 Only available if lua support is compiled in.
1668 \begin_layout Subsubsection
1669 evaluate-lua <luacode>
1672 \begin_layout Standard
1673 Run Lua code <luacode> using built-in Lua interpretter.
1676 \begin_layout Subsubsection
1680 \begin_layout Standard
1681 Run specified lua file using built-in Lua interpretter.
1684 \begin_layout Subsection
1688 \begin_layout Subsubsection
1689 add-watch <name> <expression>
1692 \begin_layout Standard
1693 Adds new watch (or modifies old one).
1696 \begin_layout Subsubsection
1700 \begin_layout Standard
1704 \begin_layout Subsection
1708 \begin_layout Subsubsection
1709 enable-sound <on/off>
1712 \begin_layout Standard
1713 Enable/Disable sound.
1716 \begin_layout Subsubsection
1717 set-sound-device <device>
1720 \begin_layout Standard
1721 Set sound device to <device>
1724 \begin_layout Subsubsection
1728 \begin_layout Standard
1729 Show status of sound system.
1732 \begin_layout Subsubsection
1736 \begin_layout Standard
1737 Show all available devices.
1740 \begin_layout Subsection
1741 SDL Platform commands
1744 \begin_layout Standard
1745 The following are valid on SDL platform.
1748 \begin_layout Subsubsection
1752 \begin_layout Standard
1753 Asks to press a key and then identifies that (pseudo-)key.
1756 \begin_layout Subsubsection
1760 \begin_layout Standard
1761 Toggle between windowed/fullscreen console.
1764 \begin_layout Subsubsection
1768 \begin_layout Standard
1769 Scroll messages window as far back as it goes.
1772 \begin_layout Subsubsection
1776 \begin_layout Standard
1777 Scroll messages window as far forward as it goes.
1780 \begin_layout Subsubsection
1784 \begin_layout Standard
1785 Scroll messages window back one screenful.
1788 \begin_layout Subsubsection
1792 \begin_layout Standard
1793 Scroll messages window forward one screenful.
1796 \begin_layout Section
1800 \begin_layout Subsection
1804 \begin_layout Subsubsection
1808 \begin_layout Standard
1809 Set where bsnes looks for firmware files.
1811 \begin_inset Quotes eld
1815 \begin_inset Quotes erd
1821 \begin_layout Subsubsection
1825 \begin_layout Standard
1827 Numeric, range is 0.001 to
1828 \begin_inset Quotes eld
1832 \begin_inset Quotes erd
1836 Default is native framerate.
1839 \begin_layout Subsubsection
1843 \begin_layout Standard
1844 Set save compression level (integer 0-9).
1845 Default is 7 (0 is no compression).
1848 \begin_layout Subsubsection
1852 \begin_layout Standard
1853 Set the frame advance timeout in milliseconds.
1854 Numeric integer, range is 0-999999999.
1858 \begin_layout Subsection
1862 \begin_layout Subsubsection
1866 \begin_layout Standard
1867 AVI dumper: Always dump at 512x448 or 512x478 regardless of what the console
1871 \begin_layout Subsubsection
1875 \begin_layout Standard
1876 AVI dumper: Set the default left border thickness (unless lua overrides)
1882 \begin_layout Subsubsection
1886 \begin_layout Standard
1887 AVI dumper: Set the default right border thickness (unless lua overrides)
1893 \begin_layout Subsubsection
1897 \begin_layout Standard
1898 AVI dumper: Set the default top border thickness (unless lua overrides)
1904 \begin_layout Subsubsection
1908 \begin_layout Standard
1909 AVI dumper: Set the default bottom border thickness (unless lua overrides)
1915 \begin_layout Subsubsection
1919 \begin_layout Standard
1920 AVI dumper: Maximum number of frames per dump segment (0 => unlimited).
1925 \begin_layout Subsubsection
1929 \begin_layout Standard
1930 AVI dumper: Compression level (0-18).
1933 \begin_layout Itemize
1934 Compression levels 10 and above are not compatible with stock CSCD codec.
1937 \begin_layout Itemize
1938 Recomended level is 7.
1941 \begin_layout Subsubsection
1945 \begin_layout Standard
1946 AVI dumper: Set method of determining the sound rate.
1949 \begin_layout Itemize
1950 0: Pick nearest of 8, 11.025, 12, 16, 22.05, 24, 32, 44.1, 48, 64, 88.2, 96,
1951 128, 176.4 and 192 kHz.
1954 \begin_layout Itemize
1955 1: Round down to nearest integer.
1958 \begin_layout Itemize
1959 2: Round up to nearest ingeter.
1962 \begin_layout Subsection
1966 \begin_layout Subsubsection
1970 \begin_layout Standard
1971 JMD dumper: Compression level (0-9).
1974 \begin_layout Subsection
1975 SDL platform settings
1978 \begin_layout Subsubsection
1979 autorepeat-first-delay
1982 \begin_layout Standard
1983 Sets the delay for first character in typematic autorepeat.
1986 \begin_layout Subsubsection
1987 autorepeat-subsequent-delay
1990 \begin_layout Standard
1991 Sets the delay for subsequent characters in typematic autorepeat.
1994 \begin_layout Section
1998 \begin_layout Subsection
1999 Core (in main table)
2002 \begin_layout Subsubsection
2006 \begin_layout Standard
2007 Print line to message console.
2010 \begin_layout Subsubsection
2011 exec(string command)
2014 \begin_layout Standard
2015 Run command as it was entered on the command line
2018 \begin_layout Subsubsection
2022 \begin_layout Standard
2024 First is time since some epoch in seconds, the second is microseconds mod
2025 10^6 since that epoch.
2028 \begin_layout Subsubsection
2032 \begin_layout Standard
2033 Returns true if emulator has finished booting, false if not (on_startup()
2034 will be issued later).
2037 \begin_layout Subsection
2041 \begin_layout Standard
2042 Bitwise logical functions and related.
2045 \begin_layout Subsubsection
2046 bit.none(number...) / bit.bnot(number...)
2049 \begin_layout Standard
2050 48-bit bitwise NOT / NONE function (set bits that are set in none of the
2054 \begin_layout Subsubsection
2055 bit.any(number...) / bit.bor(number...)
2058 \begin_layout Standard
2059 48-bit bitwise OR / ANY function (set bits that are set in any of the arguments).
2062 \begin_layout Subsubsection
2063 bit.all(number...) / bit.band(number...)
2066 \begin_layout Standard
2067 48-bit bitwise AND / ALL function (set bits that are set in all of the arguments
2071 \begin_layout Subsubsection
2072 bit.parity(number...) / bit.bxor(number...)
2075 \begin_layout Standard
2076 48-bit bitwise XOR / PARITY function (set bits that are set in odd number
2080 \begin_layout Subsubsection
2081 bit.lrotate(number base[, number amount[, number bits]])
2084 \begin_layout Standard
2085 Rotate bits-bit (max 48, default 48) number left by amount (default 1) places.
2088 \begin_layout Subsubsection
2089 bit.rrotate(number base[, number amount[, number bits]])
2092 \begin_layout Standard
2093 Rotate bits-bit (max 48, default 48) number right by amount (default 1)
2097 \begin_layout Subsubsection
2098 bit.lshift(number base[, number amount[, number bits]])
2101 \begin_layout Standard
2102 Shift bits-bit (max 48, default 48) number left by amount (default 1) places.
2103 The new bits are filled with zeroes.
2106 \begin_layout Subsubsection
2107 bit.lrshift(number base[, number amount[, number bits]])
2110 \begin_layout Standard
2111 Shift bits-bit (max 48, default 48) number logically right by amount (default
2113 The new bits are filled with zeroes.
2116 \begin_layout Subsubsection
2117 bit.arshift(number base[, number amount[, number bits]])
2120 \begin_layout Standard
2121 Shift bits-bit (max 48, default 48) number arithmetically right by amount
2123 The new bits are shifted in with copy of the high bit.
2126 \begin_layout Subsection
2130 \begin_layout Standard
2131 Most of these functions can only be called in on_paint and on_video callbacks.
2132 Exceptions are noted.
2135 \begin_layout Standard
2137 Bits 0-7 are the blue component, bits 8-15 are the green component, bits
2138 16-23 are the red component, bits 24-31 are alpha component (0 is fully
2139 opaque, 255 is almost transparent).
2140 -1 is the fully transparent color.
2141 Alpha values greater than 127 do work.
2144 \begin_layout Standard
2145 Origin of coordinates is at top left corner of game display area.
2146 Left and top gaps correspond to negative coordinates.
2149 \begin_layout Subsubsection
2153 \begin_layout Standard
2154 Returns 2-tuple (hresolution, vresolution).
2157 \begin_layout Subsubsection
2158 gui.<class>_gap(number gap)
2161 \begin_layout Standard
2162 Set the <class> (left, right, top, bottom) gap to specified value (max gap
2166 \begin_layout Subsubsection
2167 gui.text(number x, number y, string text[, number fgc[, number bgc]])
2170 \begin_layout Standard
2171 Draw specified text on the GUI (each character cell is 8 or 16 wide and
2176 \begin_layout Itemize
2177 x: X-coordinate to start the drawing from (and x-coordinate at begining
2181 \begin_layout Itemize
2182 y: Y-coordinate to start the drawing from.
2185 \begin_layout Itemize
2186 text: The text to draw.
2189 \begin_layout Itemize
2190 fgc: Text color (default is 0xFFFFFF (white))
2193 \begin_layout Itemize
2194 bgc: Background color (default is -1 (transparent))
2197 \begin_layout Subsubsection
2198 gui.textH(number x, number y, string text[, number fgc[, number bgc]])
2201 \begin_layout Standard
2202 Like gui.text, but draw using double-width.
2205 \begin_layout Subsubsection
2206 gui.textV(number x, number y, string text[, number fgc[, number bgc]])
2209 \begin_layout Standard
2210 Like gui.text, but draw using double-height.
2213 \begin_layout Subsubsection
2214 gui.textHV(number x, number y, string text[, number fgc[, number bgc]])
2217 \begin_layout Standard
2218 Like gui.text, but draw using double-width/double-height.
2221 \begin_layout Subsubsection
2222 gui.rectangle(number x, number y, number width, number height[, number thickness[
2223 , number outline[, number fill]]])
2226 \begin_layout Standard
2227 Draw rectangle on the GUI.
2231 \begin_layout Itemize
2232 x: X-coordinate of left edge.
2235 \begin_layout Itemize
2236 y: Y-coordinate of upper edge.
2239 \begin_layout Itemize
2240 width: Width of rectangle.
2243 \begin_layout Itemize
2244 height: Height of rectangle.
2247 \begin_layout Itemize
2248 thickness: Thickness of outline (default is 1).
2251 \begin_layout Itemize
2252 outline: Color of outline (default is 0xFFFFFF (white))
2255 \begin_layout Itemize
2256 fill: Color of fil (default is -1 (transparent))
2259 \begin_layout Subsubsection
2260 gui.pixel(number x, number y[, number color])
2263 \begin_layout Standard
2264 Draw one pixel on the GUI.
2268 \begin_layout Itemize
2269 x: X-coordinate of the pixel
2272 \begin_layout Itemize
2273 y: Y-coordinate of the pixel
2276 \begin_layout Itemize
2277 color: Color of the pixel (default is 0xFFFFFF (white))
2280 \begin_layout Subsubsection
2281 gui.crosshair(number x, number y[, number length[, number color]])
2284 \begin_layout Standard
2289 \begin_layout Itemize
2290 x: X-coordinate of the crosshair
2293 \begin_layout Itemize
2294 y: Y-coordinate of the crosshair
2297 \begin_layout Itemize
2298 length: Length of the crosshair lines (default 10).
2301 \begin_layout Itemize
2302 color: Color of the crosshair (default is 0xFFFFFF (white))
2305 \begin_layout Subsubsection
2306 gui.line(number x1, number y1, number x2, number y2[, number color])
2309 \begin_layout Standard
2314 \begin_layout Itemize
2315 x1: X-coordinate of one end.
2318 \begin_layout Itemize
2319 y1: Y-coordinate of one end.
2322 \begin_layout Itemize
2323 x2: X-coordinate of the other end.
2326 \begin_layout Itemize
2327 y2: Y-coordinate of the other end.
2330 \begin_layout Itemize
2331 color: Color of the line (default is 0xFFFFFF (white)).
2334 \begin_layout Subsubsection
2335 gui.circle(number x, number y, number r[, number thick[, number border[,
2339 \begin_layout Standard
2344 \begin_layout Itemize
2345 x: X-coordinate of the center
2348 \begin_layout Itemize
2349 y: Y-coordinate of the center
2352 \begin_layout Itemize
2353 r: The radius of the circle
2356 \begin_layout Itemize
2357 thick: Border thickness
2360 \begin_layout Itemize
2361 border: Border color (default is 0xFFFFFF (white))
2364 \begin_layout Itemize
2365 fill: Fill color (default is -1 (transparent)).
2368 \begin_layout Subsubsection
2369 gui.bitmap_draw(number x, number y, bitmap bitmap, palette palette)
2372 \begin_layout Standard
2373 Draw a bitmap on screen with specified palette.
2377 \begin_layout Itemize
2378 x: X-coordinate of left edge.
2381 \begin_layout Itemize
2382 y: Y-coordinate of top edge.
2385 \begin_layout Itemize
2386 bitmap: The bitmap to draw
2389 \begin_layout Itemize
2390 palette: The palette to draw the bitmap using.
2393 \begin_layout Subsubsection
2394 gui.bitmap_draw(number x, number y, dbitmap bitmap)
2397 \begin_layout Standard
2398 Draw a bitmap on screen.
2402 \begin_layout Itemize
2403 x: X-coordinate of left edge.
2406 \begin_layout Itemize
2407 y: Y-coordinate of top edge.
2410 \begin_layout Itemize
2411 bitmap: The bitmap to draw
2414 \begin_layout Subsubsection
2418 \begin_layout Standard
2419 Returns a new palette (initially all transparent).
2420 Can be used anywhere.
2423 \begin_layout Subsubsection
2424 gui.bitmap_new(number w, number h, boolean direct)
2427 \begin_layout Standard
2428 Returns a new bitmap/dbitmap.
2429 Can be used anywhere.
2433 \begin_layout Itemize
2434 w: The width of new bitmap
2437 \begin_layout Itemize
2438 h: The height of new bitmap
2441 \begin_layout Itemize
2442 direct: If true, the returned bitmap is dbitmap, otherwise bitmap.
2445 \begin_layout Subsubsection
2446 gui.bitmap_load(string file)
2449 \begin_layout Standard
2450 Returns loaded bitmap/dbitmap (if bitmap, the second return value is palette
2452 Can be used anywhere.
2456 \begin_layout Itemize
2457 file: The name of file to load.
2460 \begin_layout Subsubsection
2461 gui.palette_set(palette palette, number index, number color)
2464 \begin_layout Standard
2465 Sets color in palette.
2466 Can be used anywhere.
2470 \begin_layout Itemize
2471 palette: The palette to manipulate
2474 \begin_layout Itemize
2475 index: Index of color (0-65535).
2478 \begin_layout Itemize
2479 color: The color value.
2482 \begin_layout Subsubsection
2483 gui.bitmap_pset(bitmap/dbitmap bitmap, number x, number y, number color)
2486 \begin_layout Standard
2487 Sets specified pixel in bitmap.
2488 Can be used anywhere.
2492 \begin_layout Itemize
2493 bitmap: The bitmap to manipulate
2496 \begin_layout Itemize
2497 x: The x-coordinate of the pixel.
2500 \begin_layout Itemize
2501 y: The y-coordinate of the pixel.
2504 \begin_layout Itemize
2505 color: If bitmap is a bitmap, color index (0-65535).
2506 Otherwise color value.
2509 \begin_layout Subsubsection
2510 gui.bitmap_size(bitmap/dbitmap bitmap)
2513 \begin_layout Standard
2515 Can be used anywhere.
2519 \begin_layout Itemize
2520 bitmap: The bitmap to query.
2523 \begin_layout Standard
2524 The first return is the width, the second is the height.
2527 \begin_layout Subsubsection
2528 gui.bitmap_blit(bitmap/dbitmap dest, number dx, number dy, bitmap/dbitmap
2529 src, number sx, number sy, number w, number h[, number ck])
2532 \begin_layout Standard
2533 Blit a part of bitmap to another.
2534 Can be used anywhere.
2538 \begin_layout Itemize
2539 dest: Destination to blit to.
2542 \begin_layout Itemize
2543 dx: left edge of target
2546 \begin_layout Itemize
2547 dy: Top edge of target
2550 \begin_layout Itemize
2551 src: The source to blit from.
2552 Must be of the same type as destination.
2555 \begin_layout Itemize
2556 sx: left edge of source
2559 \begin_layout Itemize
2560 sy: Top edge of source
2563 \begin_layout Itemize
2567 \begin_layout Itemize
2568 h: Height of region.
2571 \begin_layout Itemize
2573 Pixels of this color are not blitted.
2577 \begin_layout Itemize
2578 If bitmaps are bitmaps, this is color index of colorkey.
2579 Values outside range 0-65535 cause no key to be used as colorkey.
2582 \begin_layout Itemize
2583 If bitmaps are dbitmaps, this color value of colorkey.
2586 \begin_layout Itemize
2587 May be absent or nil for no colorkey blit.
2591 \begin_layout Subsubsection
2595 \begin_layout Standard
2596 Request on_repaint() to happen as soon as possible.
2597 Can be used anywhere.
2600 \begin_layout Subsubsection
2601 gui.subframe_update(boolean on)
2604 \begin_layout Standard
2605 Request subframe updates (calling on_paint() on subframes) to happen (on=true)
2606 or not happen (on=false).
2607 Can be used anywhere.
2610 \begin_layout Subsubsection
2611 gui.screenshot(string filename)
2614 \begin_layout Standard
2615 Write PNG screenshot of the current frame (no drawings) to specified file.
2616 Can be used anywhere.
2619 \begin_layout Subsubsection
2620 gui.color(number r, number g, number b[, number a])
2623 \begin_layout Standard
2624 Returns color (in notation Lua scripts use) corresponding to color (r,g,b),
2625 each component in scale 0-255.
2626 If a is specified, that is alpha (0 is fully transparent, 256(sic) is fully
2628 The default alpha is 256.
2631 \begin_layout Subsubsection
2632 gui.status(string name, string value)
2635 \begin_layout Standard
2637 \begin_inset Quotes eld
2641 \begin_inset Quotes erd
2644 to <value> in status area.
2645 Can be used anywhere.
2648 \begin_layout Subsection
2652 \begin_layout Standard
2654 Only available in on_input callback.
2657 \begin_layout Subsubsection
2658 input.get(number controller, number index)
2661 \begin_layout Standard
2662 Read the specified index (0-11) from specified controller (0-7).
2666 \begin_layout Itemize
2667 Uses physical controller numbering.
2668 Gamepad in port 2 is controller 4, not 1!
2671 \begin_layout Subsubsection
2672 input.set(number controller, number index, number value)
2675 \begin_layout Standard
2676 Write the specified index (0-11) from specified controller (0-7), storing
2681 \begin_layout Itemize
2682 Uses physical controller numbering.
2683 Gamepad in port 2 is controller 4, not 1!
2686 \begin_layout Subsubsection
2687 input.reset([number cycles])
2690 \begin_layout Standard
2692 If cycles is greater than zero, do delayed reset.
2693 0 (or no value) causes immediate reset.
2696 \begin_layout Itemize
2697 Only available with subframe flag false.
2700 \begin_layout Subsubsection
2704 \begin_layout Standard
2705 Returns table of tables of all available keys and axes.
2706 The first table is indexed by key name (platform-dependent!), and the inner
2707 table has the following fields:
2710 \begin_layout Itemize
2711 last_rawval: Last reported raw value for control.
2714 \begin_layout Itemize
2715 ktype: Type of key (disabled, key, mouse, axis, axis-inverse, hat, pressure-m0,
2716 pressure-mp, pressure-0m, pressure-0p, pressure-pm, pressure-p0).
2719 \begin_layout Itemize
2720 cal_left: Minimum calibration value.
2721 Only meaningful with axis and pressure types.
2724 \begin_layout Itemize
2725 cal_center: Center calibration value.
2726 Only meaningful with axis and pressure types.
2729 \begin_layout Itemize
2730 cal_right: Maximum calibration value.
2731 Only meaningful with axis and pressure types.
2734 \begin_layout Itemize
2735 cal_tolerance: Dead zone tolerance.
2736 Only meaningful with axis and pressure types.
2739 \begin_layout Subsubsection
2740 input.keyhook(key, state)
2743 \begin_layout Standard
2744 Requests that keyhook events to be sent for key (state=true) or not sent
2748 \begin_layout Subsection
2752 \begin_layout Standard
2753 Host memory handling (extra memory saved to savestates).
2754 Host memory starts empty.
2757 \begin_layout Subsubsection
2758 hostmemory.read(number address)
2761 \begin_layout Standard
2762 Reads hostmemory slot address.
2763 Slot numbers out of range return false instead of numeric.
2766 \begin_layout Subsubsection
2767 hostmemory.write(number address, number value)
2770 \begin_layout Standard
2771 Writes hostmemory slot with 0-255.
2772 Slot numbers out of range cause extension of host memory slot space.
2775 \begin_layout Subsubsection
2776 hostmemory.readbyte(number address)
2779 \begin_layout Standard
2780 Read unsigned byte (1 element) from given address.
2781 Slots out of range return false.
2784 \begin_layout Subsubsection
2785 hostmemory.writebyte(number address, number value)
2788 \begin_layout Standard
2789 Write unsigned byte (1 element) to given slot.
2790 Slot numbers out of range cause extension.
2793 \begin_layout Subsubsection
2794 hostmemory.readsbyte(number address)
2797 \begin_layout Standard
2798 Read signed byte (1 element) from given address.
2799 Slots out of range return false.
2802 \begin_layout Subsubsection
2803 hostmemory.writesbyte(number address, number value)
2806 \begin_layout Standard
2807 Write signed byte (1 element) to given slot.
2808 Slot numbers out of range cause extension.
2811 \begin_layout Subsubsection
2812 hostmemory.readword(number address)
2815 \begin_layout Standard
2816 Read unsigned word (2 elements) from given address.
2817 Slots out of range return false.
2820 \begin_layout Subsubsection
2821 hostmemory.writeword(number address, number value)
2824 \begin_layout Standard
2825 Write unsigned word (2 elements) to given slot.
2826 Slot numbers out of range cause extension.
2829 \begin_layout Subsubsection
2830 hostmemory.readsword(number address)
2833 \begin_layout Standard
2834 Read signed word (2 elements) from given address.
2835 Slots out of range return false.
2838 \begin_layout Subsubsection
2839 hostmemory.writesword(number address, number value)
2842 \begin_layout Standard
2843 Write signed word (2 elements) to given slot.
2844 Slot numbers out of range cause extension.
2847 \begin_layout Subsubsection
2848 hostmemory.readdword(number address)
2851 \begin_layout Standard
2852 Read unsigned doubleword (4 elements) from given address.
2853 Slots out of range return false.
2856 \begin_layout Subsubsection
2857 hostmemory.writedword(number address, number value)
2860 \begin_layout Standard
2861 Write unsigned doubleword (4 elements) to given slot.
2862 Slot numbers out of range cause extension.
2865 \begin_layout Subsubsection
2866 hostmemory.readsdword(number address)
2869 \begin_layout Standard
2870 Read signed doubleword (4 elements) from given address.
2871 Slots out of range return false.
2874 \begin_layout Subsubsection
2875 hostmemory.writesdword(number address, number value)
2878 \begin_layout Standard
2879 Write signed doubleword (4 elements) to given slot.
2880 Slot numbers out of range cause extension.
2883 \begin_layout Subsubsection
2884 hostmemory.readqword(number address)
2887 \begin_layout Standard
2888 Read unsigned quadword (8 elements) from given address.
2889 Slots out of range return false.
2892 \begin_layout Subsubsection
2893 hostmemory.writeqword(number address, number value)
2896 \begin_layout Standard
2897 Write unsigned quadword (4 elements) to given slot.
2898 Slot numbers out of range cause extension.
2901 \begin_layout Subsubsection
2902 hostmemory.readsqword(number address)
2905 \begin_layout Standard
2906 Read signed quadword (8 elements) from given address.
2907 Slots out of range return false.
2910 \begin_layout Subsubsection
2911 hostmemory.writesqword(number address, number value)
2914 \begin_layout Standard
2915 Write signed quadword (8 elements) to given slot.
2916 Slot numbers out of range cause extension.
2919 \begin_layout Subsection
2923 \begin_layout Standard
2927 \begin_layout Subsubsection
2928 movie.currentframe()
2931 \begin_layout Standard
2932 Return number of current frame.
2935 \begin_layout Subsubsection
2939 \begin_layout Standard
2940 Return number of frames in movie.
2943 \begin_layout Subsubsection
2947 \begin_layout Standard
2948 Return true if in readonly mode, false if in readwrite.
2951 \begin_layout Subsubsection
2952 movie.set_readwrite()
2955 \begin_layout Standard
2956 Set readwrite mode (does not cause on_readwrite callback).
2959 \begin_layout Subsubsection
2960 movie.frame_subframes(number frame)
2963 \begin_layout Standard
2964 Count number of subframes in specified frame (frame numbers are 1-based)
2968 \begin_layout Subsubsection
2969 movie.read_subframe(number frame, number subframe)
2972 \begin_layout Standard
2973 Read specifed subframe in specified frame and return data as array (100
2974 elements, numbered 0-99 currently).
2977 \begin_layout Subsection
2981 \begin_layout Standard
2982 Routines for settings manipulation
2985 \begin_layout Subsubsection
2986 settings.get(string name)
2989 \begin_layout Standard
2990 Get value of setting.
2991 If setting is blank, returns false.
2992 If setting value can't be obtained, returns (nil, error message).
2995 \begin_layout Subsubsection
2996 settings.set(string name, string value)
2999 \begin_layout Standard
3000 Set value of setting.
3001 If setting can't be set, returns (nil, error message).
3004 \begin_layout Subsubsection
3005 settings.is_set(string name)
3008 \begin_layout Standard
3009 Returns if setting is set.
3010 If setting does not exist, returns (nil, error message).
3013 \begin_layout Subsubsection
3014 settings.blank(string name)
3017 \begin_layout Standard
3018 Blanks a setting and returns true.
3019 If setting can't be blanked, returns (nil, error message).
3022 \begin_layout Subsection
3026 \begin_layout Standard
3027 Contains various functions for managing memory
3030 \begin_layout Subsubsection
3034 \begin_layout Standard
3035 Returns the number of VMAs
3038 \begin_layout Subsubsection
3039 memory.read_vma(number index)
3042 \begin_layout Standard
3043 Reads the specified VMA (indices start from zero).
3044 Trying to read invalid VMA gives nil.
3045 The read VMA is table with the following fields:
3048 \begin_layout Itemize
3049 region_name (string): The readable name of the VMA
3052 \begin_layout Itemize
3053 baseaddr (number): Base address of the VMA
3056 \begin_layout Itemize
3057 lastaddr (number): Last address in the VMA.
3060 \begin_layout Itemize
3061 size (number): The size of VMA in bytes.
3064 \begin_layout Itemize
3065 readonly (boolean): True of the VMA corresponds to ROM.
3068 \begin_layout Itemize
3069 native_endian (boolean): True if the VMA has native endian as opposed to
3073 \begin_layout Subsubsection
3074 memory.find_vma(number address)
3077 \begin_layout Standard
3078 Finds the VMA containing specified address.
3079 Returns table in the same format as read_vma or nil if not found.
3082 \begin_layout Subsubsection
3083 memory.readbyte(number address)
3086 \begin_layout Standard
3087 Reads the specified address as unsigned byte and returns the result.
3090 \begin_layout Subsubsection
3091 memory.readsbyte(number address)
3094 \begin_layout Standard
3095 Reads the specified address as signed byte and returns the result.
3098 \begin_layout Subsubsection
3099 memory.writebyte(number address, number value)
3102 \begin_layout Standard
3103 Writes the specified value (negative values undergo 2's complement) to specified
3104 address (as a byte).
3107 \begin_layout Subsubsection
3108 memory.readword(number address)
3111 \begin_layout Standard
3112 Reads the specified address as unsigned word and returns the result.
3115 \begin_layout Subsubsection
3116 memory.readsword(number address)
3119 \begin_layout Standard
3120 Reads the specified address as signed word and returns the result.
3123 \begin_layout Subsubsection
3124 memory.writeword(number address, number value)
3127 \begin_layout Standard
3128 Writes the specified value (negative values undergo 2's complement) to specified
3129 address (as a word).
3132 \begin_layout Subsubsection
3133 memory.readdword(number address)
3136 \begin_layout Standard
3137 Reads the specified address as unsigned doubleword and returns the result.
3140 \begin_layout Subsubsection
3141 memory.readsdword(number address)
3144 \begin_layout Standard
3145 Reads the specified address as signed doubleword and returns the result.
3148 \begin_layout Subsubsection
3149 memory.writedword(number address, number value)
3152 \begin_layout Standard
3153 Writes the specified value (negative values undergo 2's complement) to specified
3154 address (as a doubleword).
3157 \begin_layout Subsubsection
3158 memory.readqword(number address)
3161 \begin_layout Standard
3162 Reads the specified address as unsigned quadword and returns the result.
3165 \begin_layout Subsubsection
3166 memory.readsqword(number address)
3169 \begin_layout Standard
3170 Reads the specified address as signed quadword and returns the result.
3173 \begin_layout Subsubsection
3174 memory.writeqword(number address, number value)
3177 \begin_layout Standard
3178 Writes the specified value (negative values undergo 2's complement) to specified
3179 address (as a quadword).
3182 \begin_layout Subsection
3186 \begin_layout Standard
3187 Contains copy of global variables from time of Lua initialization.
3191 \begin_layout Subsection
3195 \begin_layout Standard
3196 Various callbacks to Lua that can occur.
3199 \begin_layout Subsubsection
3200 Callback: on_paint(bool not_synth)
3203 \begin_layout Standard
3204 Called when screen is being painted.
3205 Any gui.* calls requiring graphic context draw on the screen.
3208 \begin_layout Standard
3209 not_synth is true if this hook is being called in response to received frame,
3213 \begin_layout Subsubsection
3214 Callback: on_video()
3217 \begin_layout Standard
3218 Called when video dump frame is being painted.
3219 Any gui.* calls requiring graphic context draw on the video.
3222 \begin_layout Subsubsection
3223 Callback: on_frame_emulated()
3226 \begin_layout Standard
3227 Called when emulating frame has completed and on_paint()/on_video() calls
3228 are about to be issued.
3231 \begin_layout Subsubsection
3232 Callback: on_frame()
3235 \begin_layout Standard
3236 Called on each starting whole frame.
3239 \begin_layout Subsubsection
3240 Callback: on_startup()
3243 \begin_layout Standard
3244 Called when the emulator is starting (lsnes.rc and --run files has been run).
3247 \begin_layout Subsubsection
3248 Callback: on_rewind()
3251 \begin_layout Standard
3252 Called when rewind movie to beginning has completed.
3255 \begin_layout Subsubsection
3256 Callback: on_pre_load(string name)
3259 \begin_layout Standard
3260 Called just before savestate/movie load occurs (note: loads are always delayed,
3261 so this occurs even when load was initiated by lua).
3264 \begin_layout Subsubsection
3265 Callback: on_err_load(string name)
3268 \begin_layout Standard
3269 Called if loadstate goes wrong.
3272 \begin_layout Subsubsection
3273 Callback: on_post_load(string name, boolean was_savestate)
3276 \begin_layout Standard
3277 Called on successful loadstate.
3278 was_savestate gives if this was a savestate or a movie.
3281 \begin_layout Subsubsection
3282 Callback: on_pre_save(string name, boolean is_savestate)
3285 \begin_layout Standard
3286 Called just before savestate save occurs (note: movie saves are synchronous
3287 and won't trigger these callbacks if called from Lua).
3290 \begin_layout Subsubsection
3291 Callback: on_err_save(string name)
3294 \begin_layout Standard
3295 Called if savestate goes wrong.
3298 \begin_layout Subsubsection
3299 Callback: on_post_save(string name, boolean is_savestate)
3302 \begin_layout Standard
3303 Called on successful savaestate.
3304 is_savestate gives if this was a savestate or a movie.
3307 \begin_layout Subsubsection
3311 \begin_layout Standard
3312 Called when emulator is shutting down.
3315 \begin_layout Subsubsection
3316 Callback: on_input(boolean subframe)
3319 \begin_layout Standard
3320 Called when emulator is just sending input to bsnes core.
3321 Warning: This is called even in readonly mode, but the results are ignored.
3324 \begin_layout Subsubsection
3325 Callback: on_reset()
3328 \begin_layout Standard
3329 Called when SNES is reset.
3332 \begin_layout Subsubsection
3333 Callback: on_readwrite()
3336 \begin_layout Standard
3337 Called when moving into readwrite mode as result of
3338 \begin_inset Quotes eld
3342 \begin_inset Quotes erd
3345 command (note: moving to rwmode by Lua won't trigger this, as per recursive
3349 \begin_layout Subsubsection
3350 Callback: on_snoop(number port, number controller, number index, number
3354 \begin_layout Standard
3355 Called each time bsnes asks for input.
3356 The value is the final value to be sent to bsnes core (readonly mode, autohold
3357 and autofire have been taken into account).
3358 Might be useful when translating movies to format suitable for console
3360 Note: There is no way to modify the value to be sent.
3363 \begin_layout Subsubsection
3364 Callback: on_keyhook(string keyname, table state)
3367 \begin_layout Standard
3368 Sent when key that has keyhook events requested changes state.
3369 Keyname is name of the key (group) and state is the state (same kind as
3370 table values in input.raw).
3373 \begin_layout Section
3374 Memory watch expression syntax
3377 \begin_layout Standard
3378 Memory watch expressions are in RPN (Reverse Polish Notation).
3379 At the end of expression, the top entry on stack is taken as the final
3383 \begin_layout Standard
3387 \begin_layout Itemize
3388 Evaluation order is strictly left to right.
3391 \begin_layout Itemize
3392 a is the entry on top of stack
3395 \begin_layout Itemize
3396 b is the entry immediately below top of stack
3399 \begin_layout Itemize
3400 ; separates values to be pushed (no intermediate pop).
3403 \begin_layout Itemize
3404 After end of element, all used stack slots are popped and all results are
3408 \begin_layout Itemize
3409 When pushing multiple values, the pushes occur in order shown.
3412 \begin_layout Standard
3413 The following operators are available:
3416 \begin_layout Itemize
3420 \begin_layout Itemize
3424 \begin_layout Itemize
3428 \begin_layout Itemize
3432 \begin_layout Itemize
3436 \begin_layout Itemize
3440 \begin_layout Itemize
3441 b : read_signed_byte(a)
3444 \begin_layout Itemize
3448 \begin_layout Itemize
3449 d : read_signed_dword(a)
3452 \begin_layout Itemize
3456 \begin_layout Itemize
3458 \begin_inset Formula $\pi$
3464 \begin_layout Itemize
3465 q : read_signed_qword(a)
3468 \begin_layout Itemize
3472 \begin_layout Itemize
3476 \begin_layout Itemize
3480 \begin_layout Itemize
3484 \begin_layout Itemize
3485 w : read_signed_word(a)
3488 \begin_layout Itemize
3492 \begin_layout Itemize
3493 B : read_unsigned_byte(a)
3496 \begin_layout Itemize
3497 C<number>z : Push number <number> to stack.
3500 \begin_layout Itemize
3501 D : read_unsigned_dword(a)
3504 \begin_layout Itemize
3505 C0x<number>z : Push number <number> (hexadecimal) to stack.
3508 \begin_layout Itemize
3509 Q : read_unsigned_qword(a)
3512 \begin_layout Itemize
3513 R<digit> : round a to <digit> digits.
3516 \begin_layout Itemize
3517 W : read_unsigned_word(a)
3520 \begin_layout Subsection
3524 \begin_layout Standard
3525 C0x007e0878zWC0x007e002czW-
3528 \begin_layout Enumerate
3529 Push value 0x7e0878 on top of stack (C0x007e0878z).
3532 \begin_layout Enumerate
3533 Pop the value on top of stack (0x7e0878), read word value at that address
3534 and push the result,call it x1 (W).
3537 \begin_layout Enumerate
3538 Push value 0x7e002c on top of stack (C0x007e002cz).
3541 \begin_layout Enumerate
3542 Pop the value on top of stack (0x7e002c), read word value at that address
3543 and push the result,call it x2 (W).
3546 \begin_layout Enumerate
3547 Pop the two top numbers on stack, x1 and x2, substract x1 from x2 and push
3551 \begin_layout Enumerate
3552 Since the expression ends, the final memory watch result is the top one
3553 on stack, which is x2 - x1.
3556 \begin_layout Section
3557 Modifier and key names:
3560 \begin_layout Subsection
3564 \begin_layout Subsubsection
3568 \begin_layout Standard
3569 Following modifier names are known:
3572 \begin_layout Itemize
3573 ctrl, lctrl, rctrl: Control keys
3576 \begin_layout Itemize
3577 alt, lalt, ralt: ALT keys.
3580 \begin_layout Itemize
3581 shift, lshift, rshift: Shift keys.
3584 \begin_layout Itemize
3585 meta, lmeta, rmeta: Meta keys.
3588 \begin_layout Itemize
3589 num, caps: Numlock/Capslock (these are sticky!)
3592 \begin_layout Itemize
3596 \begin_layout Subsubsection
3600 \begin_layout Standard
3601 Following key names are known:
3604 \begin_layout Itemize
3605 backspace, tab, clear, return, pause, escape, space, exclaim, quotedbl,
3606 hash, dollar, ampersand, quote, leftparen, rightparen, asterisk, plus,
3607 comma, minus, period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon,
3608 less, equals, greater, question, at, leftbracket, backslash, rightbracket,
3609 caret, underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n,
3610 o, p, q, r, s, t, u, v, w, x, y, z, delete, world_0, world_1, world_2,
3611 world_3, world_4, world_5, world_6, world_7, world_8, world_9, world_10,
3612 world_11, world_12, world_13, world_14, world_15, world_16, world_17, world_18,
3613 world_19, world_20, world_21, world_22, world_23, world_24, world_25, world_26,
3614 world_27, world_28, world_29, world_30, world_31, world_32, world_33, world_34,
3615 world_35, world_36, world_37, world_38, world_39, world_40, world_41, world_42,
3616 world_43, world_44, world_45, world_46, world_47, world_48, world_49, world_50,
3617 world_51, world_52, world_53, world_54, world_55, world_56, world_57, world_58,
3618 world_59, world_60, world_61, world_62, world_63, world_64, world_65, world_66,
3619 world_67, world_68, world_69, world_70, world_71, world_72, world_73, world_74,
3620 world_75, world_76, world_77, world_78, world_79, world_80, world_81, world_82,
3621 world_83, world_84, world_85, world_86, world_87, world_88, world_89, world_90,
3622 world_91, world_92, world_93, world_94, world_95, kp0, kp1, kp2, kp3, kp4,
3623 kp5, kp6, kp7, kp8, kp9, kp_period, kp_divide, kp_multiply, kp_minus, kp_plus,
3624 kp_enter, kp_equals, up, down, right, left, insert, home, end, pageup,
3625 pagedown, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13, f14,
3626 f15, numlock, capslock, scrollock, rshift, lshift, rctrl, lctrl, ralt,
3627 lalt, rmeta, lmeta, lsuper, rsuper, mode, compose, help, print, sysreq,
3628 break, menu, power, euro, undo
3631 \begin_layout Itemize
3632 Names of form 'key<n>' where <n> is 0-255 are interpretted as key having
3633 hardware-dependent scan code of <n> (useful to bind those keys that don't
3634 have symbolic names).
3637 \begin_layout Subsubsection
3638 Joystick pseudo-keys:
3641 \begin_layout Itemize
3642 joystick<num>button<button>: Joystick <num> (0-based) button <button> (0-based).
3645 \begin_layout Itemize
3646 joystick<num>hat<hat>n: Joystick <num> (0-based) hat <hat> (0-based) up.
3649 \begin_layout Itemize
3650 joystick<num>hat<hat>w: Joystick <num> (0-based) hat <hat> (0-based) left.
3653 \begin_layout Itemize
3654 joystick<num>hat<hat>s: Joystick <num> (0-based) hat <hat> (0-based) down.
3657 \begin_layout Itemize
3658 joystick<num>hat<hat>e: Joystick <num> (0-based) hat <hat> (0-based) right.
3661 \begin_layout Itemize
3662 joystick<num>axis<axis>-: Joystick <num> (0-based) axis <axis> negative
3663 position (axis modes axis and axis_inverse).
3666 \begin_layout Itemize
3667 joystick<num>axis<axis>+: Joystick <num> (0-based) axis <axis> positive
3668 position (axis modes axis and axis_inverse).
3671 \begin_layout Itemize
3672 joystick<num>axis<axis>: Joystick <num> (0-based) axis <axis> pressure (axis
3676 \begin_layout Subsubsection
3680 \begin_layout Itemize
3681 Escape: Enter/Exit Command mode, cancel modal dialogs.
3684 \begin_layout Itemize
3685 Return (also KPEnter): Execute command, ok modal dialog.
3688 \begin_layout Itemize
3689 Pgup/Up (also KP8/9 if no num lock; command mode): Previous command in command
3693 \begin_layout Itemize
3694 Pgdn/Down(also KP2/3 if no num lock; command mode): Next command in command
3698 \begin_layout Itemize
3699 Home (also KP7 if no num lock; command mode): Beginning of command.
3702 \begin_layout Itemize
3703 End (also KP1 if no num lock; command mode): End of command.
3706 \begin_layout Itemize
3707 Left (also KP4 if no num lock; command mode): Move cursor left.
3710 \begin_layout Itemize
3711 Right (also KP6 if no num lock; command mode): Move cursor right.
3714 \begin_layout Itemize
3716 if no num lock; command mode): Delete character to right of cursor.
3719 \begin_layout Itemize
3720 Insert (also KP0 if no num lock; command mode): Toggle between insert /
3724 \begin_layout Itemize
3725 Backspace (command mode): Delete character to left of cursor.
3728 \begin_layout Itemize
3729 LCTRL+LALT+ESCAPE: Ungraceful shutdown (leaves dump corrupted!).
3732 \begin_layout Subsection
3736 \begin_layout Subsubsection
3740 \begin_layout Standard
3741 Following modifier names are known:
3744 \begin_layout Itemize
3748 \begin_layout Itemize
3752 \begin_layout Itemize
3756 \begin_layout Itemize
3760 \begin_layout Itemize
3764 \begin_layout Subsubsection
3768 \begin_layout Standard
3769 Following key names are known:
3772 \begin_layout Itemize
3773 back, tab, return, escape, space, exclaim, quotedbl, hash, dollar, percent,
3774 ampersand, quote, leftparen, rightparen, asterisk, plus, comma, minus,
3775 period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon, less, equals,
3776 greater, question, at, a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p,
3777 q, r, s, t, u, v, w, x, y, z, leftbracket, backslash, rightbracket, caret,
3778 underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p,
3779 q, r, s, t, u, v, w, x, y, z, leftcurly, pipe, rightcurly, tilde, delete,
3780 start, lbutton, rbutton, cancel, mbutton, clear, shift, alt, control, menu,
3781 pause, capital, end, home, lefT, up, right, down, select, print, execute,
3782 snapshot, insert, help, numpad0, numpad1, numpad2, numpad3, numpad4, numpad5,
3783 numpad6, numpad7, numpad8, numpad9, multiply, add, separator, subtract,
3784 decimal, divide, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13,
3785 f14, f15, f16, f17, f18, f19, f20, f21, f22, f23, f24, numlock, scroll,
3786 pageup, pagedown, numpad_space, numpad_tab, numpad_enter, numpad_f1, numpad_f2,
3787 numpad_f3, numpad_f4, numpad_home, numpad_left, numpad_up, numpad_right,
3788 numpad_down, numpad_pageup, numpad_pagedown, numpad_end, numpad_begin,
3789 numpad_insert, numpad_delete, numpad_equal, numpad_multiply, numpad_add,
3790 numpad_separator, numpad_subtract, numpad_decimal, numpad_divide, windows_left,
3791 windows_right, windows_menu, command, special1, special2, special3, special4,
3792 special5, special6, special7, special8, special9, special10, special11,
3793 special12, special13, special14, special15, special16, special17, special18,
3794 special19, special20
3797 \begin_layout Section
3801 \begin_layout Standard
3802 Movie file is .zip archive in itself, normal ZIP archive tools work on it
3803 (note: If you recompress it, do not use compression methods other than
3804 store and deflate and especially do not use encryption of any kind).
3807 \begin_layout Subsection
3808 Detecting clean start/SRAM/Savestate
3811 \begin_layout Itemize
3813 \begin_inset Quotes eld
3817 \begin_inset Quotes erd
3820 it is savestate, otherwise:
3823 \begin_layout Itemize
3824 If file has members with names starting
3825 \begin_inset Quotes eld
3829 \begin_inset Quotes erd
3832 it is movie starting from SRAM, otherwise:
3835 \begin_layout Itemize
3836 It is movie starting from clear state.
3839 \begin_layout Subsection
3843 \begin_layout Standard
3844 Type of game ROM and region (as one line).
3848 \begin_layout Standard
3849 \begin_inset Tabular
3850 <lyxtabular version="3" rows="8" columns="3">
3851 <features tabularvalignment="middle">
3852 <column alignment="center" valignment="top" width="0">
3853 <column alignment="center" valignment="top" width="0">
3854 <column alignment="center" valignment="top" width="0">
3856 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3859 \begin_layout Plain Layout
3865 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
3868 \begin_layout Plain Layout
3874 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
3877 \begin_layout Plain Layout
3885 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3888 \begin_layout Plain Layout
3894 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3897 \begin_layout Plain Layout
3903 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3906 \begin_layout Plain Layout
3914 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3917 \begin_layout Plain Layout
3923 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3926 \begin_layout Plain Layout
3932 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3935 \begin_layout Plain Layout
3943 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3946 \begin_layout Plain Layout
3952 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3955 \begin_layout Plain Layout
3961 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3964 \begin_layout Plain Layout
3972 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3975 \begin_layout Plain Layout
3981 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
3984 \begin_layout Plain Layout
3990 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
3993 \begin_layout Plain Layout
4001 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4004 \begin_layout Plain Layout
4010 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4013 \begin_layout Plain Layout
4019 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
4022 \begin_layout Plain Layout
4030 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4033 \begin_layout Plain Layout
4039 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4042 \begin_layout Plain Layout
4048 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
4051 \begin_layout Plain Layout
4059 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
4062 \begin_layout Plain Layout
4068 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
4071 \begin_layout Plain Layout
4077 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
4080 \begin_layout Plain Layout
4094 \begin_layout Standard
4098 \begin_layout Standard
4099 \begin_inset Tabular
4100 <lyxtabular version="3" rows="3" columns="2">
4101 <features tabularvalignment="middle">
4102 <column alignment="center" valignment="top" width="0">
4103 <column alignment="center" valignment="top" width="0">
4105 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
4108 \begin_layout Plain Layout
4114 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
4117 \begin_layout Plain Layout
4125 <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
4128 \begin_layout Plain Layout
4134 <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
4137 \begin_layout Plain Layout
4145 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
4148 \begin_layout Plain Layout
4154 <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
4157 \begin_layout Plain Layout
4171 \begin_layout Subsection
4175 \begin_layout Standard
4176 Contains type of port #1 (as one line).
4177 Valid values are 'none', 'gamepad', 'multitap' and 'mouse'.
4178 If not present, defaults to 'gamepad'.
4181 \begin_layout Subsection
4185 \begin_layout Standard
4186 Contains type of port #2 (as one line).
4187 Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
4188 'justifier' and 'justifiers'.
4189 If not present, defaults to 'none'.
4192 \begin_layout Subsection
4196 \begin_layout Standard
4197 Contains name of the game (as one line).
4200 \begin_layout Subsection
4204 \begin_layout Standard
4205 Contains authors, one per line.
4206 Part before '|' is the full name, part after is the nickname.
4209 \begin_layout Subsection
4213 \begin_layout Standard
4215 \begin_inset Quotes eld
4219 \begin_inset Quotes erd
4223 Used to reject other saves.
4226 \begin_layout Subsection
4227 Member: controlsversion
4230 \begin_layout Standard
4232 \begin_inset Quotes eld
4236 \begin_inset Quotes erd
4240 Used to identify what controls are there.
4243 \begin_layout Subsection
4245 \begin_inset Quotes eld
4249 \begin_inset Quotes erd
4255 \begin_layout Standard
4256 Contains bsnes core version number (as one line).
4259 \begin_layout Subsection
4263 \begin_layout Standard
4264 Contains project ID (as one line).
4265 Used to identify if two movies are part of the same project.
4268 \begin_layout Subsection
4269 Member: {rom,slota,slotb}{,xml}.sha256
4272 \begin_layout Standard
4273 Contains SHA-256 of said ROM or ROM mapping file (as one line).
4274 Absent if corresponding file is absent.
4277 \begin_layout Subsection
4278 Member: moviesram.<name>
4281 \begin_layout Standard
4282 Raw binary startup SRAM of kind <name>.
4283 Only present in savestates and movies starting from SRAM.
4286 \begin_layout Subsection
4290 \begin_layout Standard
4291 Contains frame number (as one line) of frame movie was saved on.
4292 Only present in savestates.
4295 \begin_layout Subsection
4299 \begin_layout Standard
4300 Current value of lag counter (as one line).
4301 Only present in savestates.
4304 \begin_layout Subsection
4305 Member: pollcounters
4308 \begin_layout Standard
4309 Contains poll counters (currently 100 of them), one per line.
4310 Each line is raw poll count if DRDY is set for it.
4311 Otherwise it is negative poll count minus one.
4312 Only present in savestates.
4315 \begin_layout Subsection
4319 \begin_layout Standard
4320 Raw binary dump of host memory.
4321 Only present in savestates.
4324 \begin_layout Subsection
4328 \begin_layout Standard
4329 The raw binary savestate itself.
4330 Savestate detection uses this file, only present in savestates.
4333 \begin_layout Subsection
4337 \begin_layout Standard
4338 Screenshot of current frame.
4339 Only present in savestates.
4340 First 2 bytes are big-endian width of image, rest are 24-bit RGB image
4342 Height of image is inferred from the width and size of data.
4345 \begin_layout Subsection
4349 \begin_layout Standard
4350 Raw binary SRAM of kind <name> at time of savestate.
4351 Only present in savestates.
4354 \begin_layout Subsection
4358 \begin_layout Standard
4359 The actual input track, one line per subframe (blank lines are skipped).
4362 \begin_layout Itemize
4363 If the first byte of each line is '.', ' ', <tab> or '|', then the line is
4364 part of same frame as previous, otherwise it starts a new frame.
4367 \begin_layout Itemize
4368 First subframe must start a new frame.
4371 \begin_layout Standard
4372 Length of movie in frames is number of lines in input file that start a
4376 \begin_layout Subsection
4380 \begin_layout Standard
4381 Contains textual base-10 rerecord count (as one line; emulator just writes
4382 this, it doesn't read it) + 1.
4385 \begin_layout Subsection
4389 \begin_layout Standard
4390 This member stores set of load IDs.
4391 There is one load ID per rerecord (plus one corresponding to start of project).
4394 \begin_layout Itemize
4395 This member constists of concatenation of records
4398 \begin_layout Itemize
4399 Each record is 2-36 bytes long and can represent 1-16,843,009 consequtive
4403 \begin_layout Itemize
4404 IDs are interpretted as 256-bit big-endian integers with warparound.
4407 \begin_layout Itemize
4408 Initial predicted ID is all zeroes.
4411 \begin_layout Standard
4412 Format of each record is:
4415 \begin_layout Itemize
4416 1 byte: Opcode byte.
4417 Bits 0-4 are prefix length (prefixlen), bits 5-6 are count length (countlen).
4421 \begin_layout Itemize
4422 32-prefixlen bytes of ID.
4425 \begin_layout Itemize
4426 countlen bytes of big-endian count (count).
4429 \begin_layout Standard
4430 Records are processed as follows:
4433 \begin_layout Itemize
4434 To form the first ID encoded by record, take the first prefixlen bytes predicted
4435 ID and append the read ID value to it.
4436 The result is the first ID encoded.
4439 \begin_layout Itemize
4440 If countlen is 0, record encodes 1 ID.
4443 \begin_layout Itemize
4444 If countlen is 1, record encodes 2+count IDs.
4447 \begin_layout Itemize
4448 If countlen is 2, record encodes 258+count IDs.
4451 \begin_layout Itemize
4452 If countlen is 3, record encodes 65794+count IDs.
4455 \begin_layout Itemize
4456 The new predicted ID is the next ID after last one encoded by the record.
4459 \begin_layout Standard
4460 The number of rerecords + 1 is equal to the sum of number of IDs encoded
4464 \begin_layout Subsection
4465 Member: starttime.second
4468 \begin_layout Standard
4469 Movie starting time, second part.
4470 Epoch is Unix epoch.
4471 Default is 1,000,000,000.
4474 \begin_layout Subsection
4475 Member: starttime.subsecond
4478 \begin_layout Standard
4479 Movie starting time, subsecond part.
4484 \begin_layout Subsection
4485 Member: savetime.second
4488 \begin_layout Standard
4489 Movie saving time, second part.
4490 Default is starttime.second.
4491 Only present in savestates.
4494 \begin_layout Subsection
4495 Member: savetime.subsecond
4498 \begin_layout Standard
4499 Movie saving time, subsecond part.
4500 Default is starttime.subsecond.
4501 Only present in savestates.
4504 \begin_layout Section
4505 Quick'n'dirty encode guide
4508 \begin_layout Enumerate
4509 Start the emulator and load the movie file.
4512 \begin_layout Enumerate
4513 Set large AVI option 'set-setting avi-large on'
4516 \begin_layout Enumerate
4517 Enable dumping 'dump-avi tmpdump'
4520 \begin_layout Enumerate
4521 Unpause and let it run until you want to end dumping.
4524 \begin_layout Enumerate
4525 Close the emulator (closing the window is the easiest way).
4529 \begin_layout Enumerate
4530 For each tmpdump*.avi file created, on command prompt, do 'x264 --crf 10
4531 -o tmpdump_<numbers>.mkv tmpdump_<numbers>.avi'.
4534 \begin_layout Enumerate
4535 Do 'sox tmpdump.sox tmpdump.ogg rate -v 32000'
4538 \begin_layout Enumerate
4539 Do 'mkvmerge -o tmpdump_video.mkv tmpdump_0000000.mkv + tmpdump_0000001.mkv
4540 + tmpdump_0000002.mkv' (list every tmpdump_<numbers>.mkv, with + in between).
4543 \begin_layout Enumerate
4544 Do 'mkvmerge -o final.mkv tmpdump_video.mkv tmpdump.ogg'.
4545 Now final.mkv contains quick'n'dirty encode.
4548 \begin_layout Section
4549 Axis configurations for some gamepad types:
4552 \begin_layout Subsection
4556 \begin_layout Standard
4557 Axes 2 and 5 (joystick<n>axis2 and joystick<n>axis5) should be set to pressure-+.
4560 \begin_layout LyX-Code
4561 set-axis joystick0axis2 pressure-+
4564 \begin_layout LyX-Code
4565 set-axis joystick0axis5 pressure-+
4568 \begin_layout Itemize
4569 This is needed for SDL only.
4570 EVDEV sets those types correctly.
4573 \begin_layout Subsection
4575 \begin_inset Quotes eld
4579 \begin_inset Quotes erd
4585 \begin_layout Standard
4586 Axes 8-19 should be disabled.
4589 \begin_layout LyX-Code
4590 set-axis joystick0axis8 disabled
4593 \begin_layout LyX-Code
4594 set-axis joystick0axis9 disabled
4597 \begin_layout LyX-Code
4598 set-axis joystick0axis10 disabled
4601 \begin_layout LyX-Code
4602 set-axis joystick0axis11 disabled
4605 \begin_layout LyX-Code
4606 set-axis joystick0axis12 disabled
4609 \begin_layout LyX-Code
4610 set-axis joystick0axis13 disabled
4613 \begin_layout LyX-Code
4614 set-axis joystick0axis14 disabled
4617 \begin_layout LyX-Code
4618 set-axis joystick0axis15 disabled
4621 \begin_layout LyX-Code
4622 set-axis joystick0axis16 disabled
4625 \begin_layout LyX-Code
4626 set-axis joystick0axis17 disabled
4629 \begin_layout LyX-Code
4630 set-axis joystick0axis18 disabled
4633 \begin_layout LyX-Code
4634 set-axis joystick0axis19 disabled
4637 \begin_layout Section
4641 \begin_layout Subsection
4642 Problems from BSNES core:
4645 \begin_layout Itemize
4646 The whole pending save stuff.
4649 \begin_layout Itemize
4650 Lack of layer hiding.
4653 \begin_layout Itemize
4654 It is slow (especially accuracy).
4657 \begin_layout Itemize
4658 Firmwares can't be loaded from ZIP archives.
4661 \begin_layout Subsection
4665 \begin_layout Itemize
4666 Modifiers don't work with pseudo-keys (SDL, EVDEV).
4669 \begin_layout Itemize
4670 Audio for last dumped frame is not itself dumped.
4673 \begin_layout Itemize
4674 Audio in UI is pretty bad in quality if game doesn't run at full speed.
4677 \begin_layout Itemize
4678 AVI compression levels 10-18 are not compatible with AVISynth AVISource.
4681 \begin_layout Itemize
4682 No menus, command based interface (SDL).
4685 \begin_layout Itemize
4686 Long commands don't scroll.
4689 \begin_layout Itemize
4690 Wxwidgets UI is still buggy.
4693 \begin_layout Section
4697 \begin_layout Subsection
4701 \begin_layout Itemize
4705 \begin_layout Itemize
4706 Fix dumper video corruption with levels 10-18.
4709 \begin_layout Subsection
4713 \begin_layout Itemize
4717 \begin_layout Itemize
4718 Lots of code cleanups
4721 \begin_layout Itemize
4722 Lua interface to settings
4725 \begin_layout Itemize
4726 Allow specifying AVI borders without Lua
4729 \begin_layout Itemize
4730 Fix scaling if vscale > 1 and originx > 0 (left border exists)
4733 \begin_layout Itemize
4734 on_snoop lua callback
4737 \begin_layout Itemize
4738 Faster movie loading and saving.
4741 \begin_layout Subsection
4745 \begin_layout Itemize
4749 \begin_layout Subsection
4753 \begin_layout Itemize
4757 \begin_layout Itemize
4758 Save jukebox functionality.
4761 \begin_layout Subsection
4765 \begin_layout Itemize
4766 Try to fix some nasty failing movie load edge cases
4769 \begin_layout Itemize
4770 Allow specifying scripts to run on command line.
4773 \begin_layout Subsection
4777 \begin_layout Itemize
4778 Major source code reorganization.
4781 \begin_layout Itemize
4782 Backup savestates before overwriting.
4785 \begin_layout Itemize
4786 Don't crash if loading initial state fails.
4789 \begin_layout Subsection
4793 \begin_layout Itemize
4797 \begin_layout Itemize
4798 Fix author name parsing
4801 \begin_layout Itemize
4802 Fix rerecord counting
4805 \begin_layout Itemize
4806 (SDL) Print messages to console if SDL is uninitialized
4809 \begin_layout Itemize
4810 Add movieinfo program
4813 \begin_layout Itemize
4814 Fix loading movies starting from SRAM.
4817 \begin_layout Subsection
4821 \begin_layout Itemize
4822 Add support for unattended dumping
4825 \begin_layout Itemize
4826 Fix compiling for Win32
4829 \begin_layout Itemize
4830 Don't lock up if sound can't be initialized
4833 \begin_layout Itemize
4834 Strip trailing CR from commands
4837 \begin_layout Itemize
4838 Don't try to do dubious things in global ctors (fix crash on startup)
4841 \begin_layout Subsection
4845 \begin_layout Itemize
4846 Small documentation tweaking
4849 \begin_layout Itemize
4853 \begin_layout Itemize
4854 Fix major bug in modifier matching
4857 \begin_layout Subsection
4861 \begin_layout Itemize
4862 Lots of documentation fixes
4865 \begin_layout Itemize
4866 Use dedicated callbacks for event backcomm., not commands.
4869 \begin_layout Itemize
4870 Ensure that the watchdog is not hit when executing delayed reset.
4873 \begin_layout Itemize
4874 Remove errant tab from joystick message.
4877 \begin_layout Subsection
4881 \begin_layout Itemize
4882 Make autofire operate in absolute time, not linear time
4885 \begin_layout Itemize
4886 Reinitialize controls when resuming from loadstate
4889 \begin_layout Itemize
4890 Some more code cleanups
4893 \begin_layout Itemize
4894 If Lua allocator fails, call OOM_panic()
4897 \begin_layout Itemize
4898 Byte/word/dword/qword sized host memory write/read functions.
4901 \begin_layout Itemize
4902 Dump at correct framerate if dumping interlaced NTSC (height=448).
4905 \begin_layout Subsection
4909 \begin_layout Itemize
4910 Actually include the complete source code
4913 \begin_layout Itemize
4917 \begin_layout Subsection
4921 \begin_layout Itemize
4922 Document {save,start}time.{,sub}second.
4925 \begin_layout Itemize
4926 Intercept time() from bsnes core.
4929 \begin_layout Subsection
4933 \begin_layout Itemize
4934 Allow disabling time() interception (allow build on Mac OS X)
4937 \begin_layout Itemize
4938 Use SDLMain on Mac OS X (make SDL not crash)
4941 \begin_layout Itemize
4942 Disable delayed resets (just plain too buggy for now).
4945 \begin_layout Itemize
4949 \begin_layout Itemize
4950 Use 16-bit for graphics/video instead of 32-bit.
4953 \begin_layout Itemize
4954 gui.rectangle/gui.pixel
4957 \begin_layout Itemize
4961 \begin_layout Itemize
4962 New CSCD writer implementation.
4965 \begin_layout Subsection
4969 \begin_layout Itemize
4970 Fix interaction of * and +.
4973 \begin_layout Itemize
4977 \begin_layout Itemize
4978 Use gettimeofday()/usleep(), these seem portable enough.
4981 \begin_layout Itemize
4982 Move joystick axis manipulation to keymapper code.
4985 \begin_layout Itemize
4986 Changes to how read-only works.
4989 \begin_layout Itemize
4990 Refactor controller input code.
4993 \begin_layout Subsection
4997 \begin_layout Itemize
4998 Fix mouseclick scale compensation.
5001 \begin_layout Itemize
5002 Draw area boundaries correctly in SDL code.
5005 \begin_layout Itemize
5009 \begin_layout Itemize
5010 Fix CSCD output (buffer overrun and race condition).
5013 \begin_layout Subsection
5017 \begin_layout Itemize
5018 JMD dumping support.
5021 \begin_layout Itemize
5022 Allow unattended dumping to JMD.
5025 \begin_layout Itemize
5029 \begin_layout Itemize
5030 Switch back to 32-bit colors.
5033 \begin_layout Itemize
5034 Add Lua function gui.color.
5037 \begin_layout Itemize
5038 Use some new C++11 features in GCC 4.6.
5041 \begin_layout Itemize
5042 Be prepared for core frequency changes.
5045 \begin_layout Itemize
5046 Pass colors in one chunk from Lua.
5049 \begin_layout Subsection
5053 \begin_layout Itemize
5054 New lua functions gui.line(), gui.status() and gui.circle(), memory.vma_count(),
5055 memory.read_vma() and memory.find_vma().
5058 \begin_layout Itemize
5059 Numerious documentation fixups
5062 \begin_layout Itemize
5063 RTC time format changed
5066 \begin_layout Itemize
5067 Reformat flags display
5070 \begin_layout Itemize
5071 Allow lua package name to be overridden
5074 \begin_layout Itemize
5075 SDUMP (high-quality dumping).
5078 \begin_layout Itemize
5079 Split platform support to plugins.
5082 \begin_layout Itemize
5083 Make all sound plugins support basic sound commands
5086 \begin_layout Itemize
5087 Support portaudio for sound.
5090 \begin_layout Itemize
5091 Allow disable Lua/SDL searching.
5094 \begin_layout Itemize
5095 Upconvert colors when copying lcscreen to screen.
5098 \begin_layout Itemize
5099 Reorganize source tree.
5102 \begin_layout Itemize
5103 Evdev joystick support.
5106 \begin_layout Itemize
5107 Refactor more code into generic window code.
5110 \begin_layout Subsection
5114 \begin_layout Itemize
5115 Refactor message handling.
5118 \begin_layout Itemize
5122 \begin_layout Itemize
5126 \begin_layout Itemize
5127 Finish pending saves before load/quit.
5130 \begin_layout Itemize
5131 Wxwidgets graphics plugin.
5134 \begin_layout Subsection
5138 \begin_layout Itemize
5139 Get rid of win32-crap.[ch]pp.
5142 \begin_layout Itemize
5143 Move files around a lot.
5146 \begin_layout Itemize
5147 Get rid of need for host C++ compiler.
5150 \begin_layout Itemize
5154 \begin_layout Itemize
5155 Refactor inter-component communication.
5158 \begin_layout Itemize
5162 \begin_layout Itemize
5163 Fix crash on multiline aliases.
5166 \begin_layout Itemize
5167 Load/Save settings in wxwidgets gui.
5170 \begin_layout Subsection
5174 \begin_layout Itemize
5175 Patch problems in bsnes core
5178 \begin_layout Itemize
5179 SNES is little-endian, not big-endian!
5182 \begin_layout Itemize
5183 Fix memory corruption in lcscreen::load()
5186 \begin_layout Subsection
5190 \begin_layout Itemize
5191 Fix interpretting repeat counts in rrdata loading.
5194 \begin_layout Itemize
5195 New lua callback: on_frame()
5198 \begin_layout Itemize
5199 Remove calls to runtosave() that aren't supposed to be there
5202 \begin_layout Itemize
5203 Lua function: movie.read_rtc()
5206 \begin_layout Itemize
5207 Ignore src/fonts/font.cpp
5210 \begin_layout Itemize
5211 Fix more bsnes core problems
5214 \begin_layout Itemize
5215 Control bsnes random seeding
5218 \begin_layout Itemize
5222 \begin_layout Itemize
5223 Some bsnes core debugging features (state dump and state hash)
5226 \begin_layout Itemize
5227 Fix titlebar version number (no, the last version wasn't 'lsnes-0-beta21',
5228 it was 'lsnes rr0-beta21').
5231 \begin_layout Subsection
5235 \begin_layout Itemize
5236 Fix memory corruption due to macro/field mixup
5239 \begin_layout Itemize
5240 search-memory update
5243 \begin_layout Itemize
5244 Allow direct-mapped framebuffer
5247 \begin_layout Itemize
5248 SDL: Use SDL_ANYFORMAT if possible
5251 \begin_layout Itemize
5252 SDMP2SOX: 2s delay modes.
5255 \begin_layout Itemize
5259 \begin_layout Itemize
5260 Use sed -E, not sed -r.
5261 Fixes building on Mac OS X.
5264 \begin_layout Itemize
5265 Wxwidgets: Save jukebox on exit
5268 \begin_layout Itemize
5269 Fix RTC if using load-movie on savestate.
5272 \begin_layout Itemize
5273 Fix crash related to full console mode.
5276 \begin_layout Subsection
5280 \begin_layout Itemize
5281 Wxwidgets: Allow bringing application to foreground on Mac OS X.
5284 \begin_layout Itemize
5285 Wxwidgets: Allow compiling on Mac OS X.
5288 \begin_layout Itemize
5289 Use movie compare instead of movie hashing (faster save/load).
5292 \begin_layout Itemize
5296 \begin_layout Subsection
5300 \begin_layout Itemize
5301 sdmp2sox: Pad soundtrack if using -l or -L.
5304 \begin_layout Itemize
5305 sdmp2sox: Fix NTSC overscan.
5308 \begin_layout Itemize
5309 sdmp2sox: Add AR correction mode.
5312 \begin_layout Itemize
5313 call lua_close() when exiting.
5316 \begin_layout Itemize
5317 Fix zip_writer bug causing warnings from info-zip and error from advzip.
5320 \begin_layout Subsection
5324 \begin_layout Itemize
5325 Fix IPS patching code (use bsnes core IPS patcher).
5328 \begin_layout Itemize
5329 Implement BPS patching (using bsnes core IPS patcher).
5332 \begin_layout Itemize
5333 Add feature to load headered ROMs.
5336 \begin_layout Subsection
5340 \begin_layout Itemize
5341 Show command names when showing keybindings
5344 \begin_layout Subsection
5348 \begin_layout Itemize
5349 Fix pause-on-end to be actually controllable
5352 \begin_layout Itemize
5353 SDL: Poll all events in queue, not just first one (fixes slowness in command
5357 \begin_layout Itemize
5358 Wxwidgets: Fix ROM loading.
5361 \begin_layout Subsection
5365 \begin_layout Itemize
5366 Lua: Add gui.textH, gui.textV, gui.textHV
5369 \begin_layout Itemize
5370 Fix text colors on SDL on Mac OS X
5373 \begin_layout Itemize
5374 Mode 'F' for finished in readonly mode.
5377 \begin_layout Itemize
5381 \begin_layout Itemize
5382 Reliably pause after skip poll
5385 \begin_layout Itemize
5386 Split UI and core into their own threads
5389 \begin_layout Subsection
5393 \begin_layout Itemize
5394 Remove leftover dummy SRAM slot
5397 \begin_layout Itemize
5398 Fix controller numbers.
5401 \begin_layout Subsection
5405 \begin_layout Itemize
5406 Fix lsnes-dumpavi after interface change.
5409 \begin_layout Itemize
5410 Also give BSNES patches for v085.
5413 \begin_layout Itemize
5414 Pack movie data in memory.
5417 \begin_layout Subsection
5421 \begin_layout Itemize
5422 Fix framecount/length given when loading movies.
5425 \begin_layout Itemize
5426 Controller command memory leak fixes.
5429 \begin_layout Itemize
5430 Don't leak palette if freeing screen object.
5433 \begin_layout Subsection
5437 \begin_layout Itemize
5441 \begin_layout Itemize
5442 Wxwidgets: Allow controlling dumper from the menu.
5445 \begin_layout Subsection
5449 \begin_layout Itemize
5450 Rewrite parts of manual
5453 \begin_layout Itemize
5454 Lua: Make it work with Lua 5.2.
5457 \begin_layout Subsection
5461 \begin_layout Itemize
5462 Win32: Fix compile errors.
5465 \begin_layout Subsection
5469 \begin_layout Itemize
5470 Refactor controller input code.
5473 \begin_layout Itemize
5474 Fix crash when using command line on SDL / Mac OS X.
5477 \begin_layout Subsection
5481 \begin_layout Itemize
5482 Delete core/coroutine (obsolete)
5485 \begin_layout Itemize
5486 Lag input display by one frame.
5489 \begin_layout Itemize
5490 Rewind movie to beginning function.
5493 \begin_layout Itemize
5494 Fix wrong frame number reported to Lua when repainting after loadstate
5497 \begin_layout Itemize
5498 Support UI editing of jukebox
5501 \begin_layout Itemize
5502 Wxwidgets: Save settings on exit.
5505 \begin_layout Itemize
5506 Support ${project} for filenames
5509 \begin_layout Itemize
5510 SDL: Fix command history
5513 \begin_layout Subsection
5517 \begin_layout Itemize
5518 Fix some order-of-global-ctor bugs.
5521 \begin_layout Subsection
5525 \begin_layout Itemize
5526 Fix crashes when quitting on Win32.
5529 \begin_layout Subsection
5533 \begin_layout Itemize
5534 EVDEV: Queue keypresses from joystick, don't send directly
5537 \begin_layout Itemize
5538 Wxwidgets: Load-Preserve that actually works.
5541 \begin_layout Subsection
5545 \begin_layout Itemize
5546 Wxwidgets: GUI for memory search.
5549 \begin_layout Itemize
5550 Warn about using synchronous queue in UI callback.
5553 \begin_layout Subsection
5557 \begin_layout Itemize
5558 Remember last saved file for each ROM
5561 \begin_layout Itemize
5562 Support MT dumping via boost.
5565 \begin_layout Itemize
5569 \begin_layout Itemize
5573 \begin_layout Itemize
5574 Make mouse be ordinary input instead of special-casing
5577 \begin_layout Itemize
5578 SDL: Don't screw up commands with NUL codepoints.
5581 \begin_layout Subsection
5585 \begin_layout Itemize
5586 Merge status panel and main window
5589 \begin_layout Itemize
5590 True movie slot support (the rest of it)
5593 \begin_layout Itemize
5594 SDL: Fix compilation error
5597 \begin_layout Itemize
5598 Elminate cross calls in dump menu code.
5601 \begin_layout Subsection
5605 \begin_layout Itemize
5606 Cancel pending saves command
5609 \begin_layout Itemize
5610 Wxwidgets: Code refactoring
5613 \begin_layout Itemize
5614 Wxwidgets: Fix system -> reset
5617 \begin_layout Itemize
5618 Wxwidgets: Read watch expressions in the right thread
5621 \begin_layout Subsection
5625 \begin_layout Itemize
5626 Wxwidgets: Don't prompt for member when running Lua script (Lua doesn't
5630 \begin_layout Itemize
5631 Wxwidgets: 128 -> 1024 Autohold slots (in case more are needed).
5634 \begin_layout Itemize
5635 Don't append trailing '-' to prefix when saving movie.
5638 \begin_layout Itemize
5639 Fix ROM/savestate handling (don't let user mismatch ROM and savestates).
5642 \begin_layout Subsection
5646 \begin_layout Itemize
5647 Document memory watch syntax.
5650 \begin_layout Subsection
5654 \begin_layout Itemize
5655 Fix unattended dumping (lsnes-dumpavi)
5658 \begin_layout Itemize
5662 \begin_layout Itemize
5663 Use adv_dumper instead of the old interface in lsnes-dumpavi (changes syntax)
5666 \begin_layout Itemize
5667 Add option to control sample rate preturbation in AVI dumper
5670 \begin_layout Subsection
5674 \begin_layout Itemize
5675 Wxwidgets: Fix dumper submodes
5678 \begin_layout Itemize
5679 Set core controller types before loadstate
5682 \begin_layout Subsection
5686 \begin_layout Itemize
5687 Fix compiling with bsnes v086.
5690 \begin_layout Subsection
5694 \begin_layout Itemize
5695 Don't prompt before quitting
5698 \begin_layout Itemize
5699 Start unpaused, preserve pause/unpause over load.
5702 \begin_layout Itemize
5703 Try to autodetect if ROM is headered.
5706 \begin_layout Itemize
5707 Wxwidgets: Only bring up ROM patching screen if specifically requested.
5710 \begin_layout Itemize
5711 Allow configuring some hotkeys.
5714 \begin_layout Subsection
5718 \begin_layout Itemize
5719 Lots of code cleanups
5722 \begin_layout Itemize
5723 Fix JMD compression (JMD dumping was broken)
5726 \begin_layout Itemize
5727 Don't crash if Lua C function throws an exception.
5730 \begin_layout Itemize
5731 Support bitmap drawing in Lua.
5734 \begin_layout Itemize
5735 Fix bsnes v085/v086 patches.
5738 \begin_layout Itemize
5739 Improve stability on win32.
5742 \begin_layout Subsection
5746 \begin_layout Itemize
5747 Don't corrupt movie if movie length is integer multiple of frames per page.