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					ZSNES v1.51 Documentation

================================
    N a v i g a t i o n
================================

    * Index     [Index.txt]

    * Readme     [Readme.txt]

    * GUI      [GUI.txt]
        1.   Game Menu
        2.   Quick Menu
        3.   Config Menu
        4.   Cheat Menu
        5.   Netplay Menu
        6.   Misc Menu
        7.   F1 Menu
        8.   Save Slot Chooser

    * Netplay     [Netplay.txt]

    * Advanced Usage       [Advanced.txt]

    * Games     [Games.txt]

    * FAQ      [FAQ.txt]

    - - - - - - - - - - - - - - - - - -

    * Getting Support       [Support.txt]

    * History     [History.txt]

    * About     [About.txt]

    * License     [License.txt]

    - - - - - - - - - - - - - - - - - -

    * NSRT Guide:       [http://zsnes-docs.sf.net/nsrt]

    * ZSNES Home Page:     [ZSNES.com]


=========================================================================
=======
~                G.    U.    I.      (Graphical User Interface)
=========================================================================
=======

 ------------------------------------------------------------------------
--
| Quick           | Game       | Config   | Cheat    | Netplay | Misc
|
|----------------|------------|----------|----------|----------|---------
--|
| 1.              | Load       | Input    | Add Code | Internet | Misc
Keys |
| 2.              | Run        | Devices | Browse    |----------| GUI Opts
|
| 3.              | Reset      | Chip CFG | Search   |          | Movie
Opt |
| ...             | Save State | Options |----------            | Key
Comb. |
| 8.              | Open State | Video    |                     | Save CFG
|
| 9.              | Pick State | Sound    |                     | About
|
| 0.              | Quit       | Paths    |                      ---------
--
| Freeze Data:    |------------| Saves    |
| Clear All Data |             | Speed    |
  ----------------              ----------

ZSNES uses a custom GUI, introduced in v0.600.

You can move the ZSNES window either by clicking and dragging its title
bar, or
right-clicking anywhere in the ZSNES window and dragging. You can move
dialogs
within ZSNES by clicking and dragging their respective title bars.

If any dialog is open within ZSNES, pressing ESC will close the top-most
window.

If a game is loaded and running, you can press ESC to pause emulation and
show
the GUI. Pressing ESC again will hide the GUI and resume emulation.

Certain options throughout the GUI have an associated hotkey. Notice that
many
options have a letter in them that is underlined; pressing that letter on
your
keyboard will toggle the option.


............................................................
  1.                     Game Menu
............................................................

- - - - - - - - - - - - - - - - - - - -
 .               Load                .
- - - - - - - - - - - - - - - - - - - -

     This opens the file loading dialog. Use this dialog to browse for a ROM
to
  load and begin emulation.

   Filename box - Displays files in the current directory in alphabetical
order.
     Double-click on a file to load it. Use the Show All Extensions option
to
     change what types of files are displayed in this box.
   Directory box - Displays all subdirectories in the current directory.
     Double-click on items in this box to navigate between folders. The
first
     item in this box is always two dots (..); double-click this item to
move
     to the parent directory of the current directory. Displayed below the
     current subdirectories are all drive letters detected on your system.
     Use these drive letters to change between drives.
   Current directory - Below these two boxes, the current directory is
displayed.
     By default, the current directory will be the same directory in which
the
     ZSNES executable is located.
   Address box - By typing letters into this box, you can go to the first
     filename or directory that matches the string of letters you typed.
   Current selection - Below the text box, the current / highlighted
     selection is displayed. In the DOS port, this line does not display
the
     current selection, but instead says "Display Type:".
   Display Type: - Choose what type of filename to display in the Filename
box.
       Long Filename (Win/SDL) or Win9x Long Filename (DOS) displays the
actual
         name of the files in the current directory, along with their
extensions.
       SNES Header Name will display the internal SNES header names of the
files
         in the current directory.
           * ZSNES can display header names using English and Kanji
             characters. Characters in other languages are not supported
and
             will be displayed as garbled text. Improper or invalid header
             names will also be garbled text.
           * The header names of compressed files will not be displayed.
           * If for some reason the header of a file cannot be displayed,
the
             filename of that file will instead be displayed.
           * Warning: Using this option can make navigating folders a slow
             process, since each time you navigate to a new folder, ZSNES
             must scan all files in the folder for their header names.
       DOS 8.3 Format (DOS only, default for DOS) will truncate all
filenames
         to be compatible with DOS filename length restrictions (up to
eight
         letters in the filename, plus a three letter extension).
   Show All Extensions (off by default) - When this option is not checked,
     only files with common SNES ROM extensions (.smc, .sfc, ...) will be
     displayed. When this option is checked, all files will be displayed,
     regardless of extension. When used in combination with the SNES
Header Name
     option above, non-ROM files will be shown as ** Invalid File **.
  Force - Checking these boxes will force ROMs to be loaded as if they
had those
     settings, rather than having ZSNES automatically detect those
settings.
     Don't check any of these boxes unless you know what you're doing.
       * NTSC / PAL: Force one of these display types for all ROMs loaded.
       * HiROM / LoROM: Force one of these memory mapping settings for all
ROMs
           loaded.
  Load button will load the current selection and begin emulation.

  Keyboard usage with the file load dialog is as follows:
      Left / Right Arrows - Switch between the file and directory boxes.
      Up / Down Arrows - Move up and down in the list.
      PageUp / PageDown - Move up and down the list in larger increments.
      Home / End - Go to the top or bottom of the list.
      Typing characters - Go to the first item in the list that matches
the
        typed characters.
      Enter / Return - Load the currently selected file or open the
        currently selected folder.

     Address box details:
         * If you input a single space, ZSNES will *randomly* select a game
or
          folder within the current directory, depending on which box is
          highlighted. Then hit Load or press Enter to open the selection.
        * When you press enter with text in the box without any '\' or ':'
in
          the filename, ZSNES will first look for a directory matching the
text
          and will then change its directory if one is found. Otherwise, it
will
        load the current file or directory highlighted by the selection
cursor.
      * You can type in the full filename or directory including path
(e.g.
        "d:\games\mario.smc" or just "d:").

- - - - - - - - - - - - - - - - - - - -
 .                Run                .
- - - - - - - - - - - - - - - - - - - -

     Hides the GUI and resumes emulation. Equivalent to pressing ESC.

- - - - - - - - - - - - - - - - - - - -
 .               Reset               .
- - - - - - - - - - - - - - - - - - - -

     Resets the game; asks for confirmation.
- - - - - - - - - - - - - - - - - - - -
 .            Save State             .
- - - - - - - - - - - - - - - - - - - -

  Creates a save state of the game in the current save state slot; asks
for
  confirmation. See the Save States section for more information
[Readme.txt].

- - - - - - - - - - - - - - - - - - - -
 .            Load State             .
- - - - - - - - - - - - - - - - - - - -

  Loads a save state from the current save state slot; asks for
confirmation.
  See the Save States section for more information [Readme.txt].

- - - - - - - - - - - - - - - - - - - -
 .            Pick State             .
- - - - - - - - - - - - - - - - - - - -

  Opens a dialog that allows you to pick the current save state slot.
It's
  easier to use the F3 Menu.

  * Select Save Slot: - Click on a radio button to use that save slot.
  * Slot Level: - Use the + and - buttons to choose the slot level.

- - - - - - - - - - - - - - - - - - - -
 .               Quit                .
- - - - - - - - - - - - - - - - - - - -

  Exit the emulator. On exit, ZSNES will save any changes to its
configuration
  files. It will also save any changes to the Save RAM file, although you
can
  also configure ZSNES to write changes to the disk whenever Save RAM
changes.


............................................................
  2.                     Quick Menu
............................................................

- - - - - - - - - - - - - - - - - - - -
 .        The list of numbers        .
- - - - - - - - - - - - - - - - - - - -

  The ten most recently loaded games are displayed here. By clicking on
one
  of these entries, you can load that game. This is a quicker way to load
  a recently played game then using the Game->Load function and
navigating
  to the ROM. The most recently played game is #1.

- - - - - - - - - - - - - - - - - - - -
 .            Freeze Data            .
- - - - - - - - - - - - - - - - - - - -

  Off - The list will change as normal, reflecting the ten most recently
    loaded ROMs.
  On - The list will not change anymore. You can use this feature to
create
    a list of your ten favorite ROMs, for easy access at all times.

- - - - - - - - - - - - - - - - - - - -
 .          Clear All Data           .
- - - - - - - - - - - - - - - - - - - -

  Clears the entire list.


............................................................
  3.                    Config Menu
............................................................

- - - - - - - - - - - - - - - - - - - -
 .               Input               .
- - - - - - - - - - - - - - - - - - - -

  This dialog allows you to customize the input options for all five SNES
  controllers.

  Tabs #1-#5 - Choose the SNES controller to configure. You can use the
Tab key
     to cycle through these tabs.
  Device: - Use your mouse to choose your desired device, and use the Set
button
     to set your choice.
         None - Equivalent to unplugging the SNES controller from that
port.
         Keyboard/Gamepad (Win/SDL only) - Equivalent to plugging in the
SNES
           controller to that port. Using this device should allow input
from
           all attached keyboards, gamepads and joysticks.
         If you are using the DOS port, you must manually choose the
appropriate
           device from the list.
  Current: - Shows the device that is currently active.
  Buttons
       Set - Set your choice made in the Device: box. Using this button
will
         reset key assignments to their defaults.
       Set Keys - ZSNES will automatically cycle through each of the
standard
         SNES buttons, prompting you to assign a key to each one.
       Calibrate (DOS only) - This option is here for those older
joysticks that
         need to be calibrated in-game before they can be used properly.
   Keys: - These are the standard SNES buttons, and the only ones required
to
     be configured. Click inside the black box beside each one of these to
     configure a key for it. Press ESC to clear the current assignment.
   Turbo: - You can assign keys to these buttons in the same way you
assign
     them to the standard SNES buttons. Holding down the key assigned to
the
     turbo button is the same as if you were repeatedly pressing the
normal
     button very, very fast. You can control the rate of key presses per
second
     with the "Turbo at 30Hz" option, below.
   Diagonals: - It may be more convenient to assign a single key to a
     diagonal direction of the D-Pad, rather than pressing two keys at the
     same time. Just in case it's not obvious: DL=Down+Left,
DR=Down+Right,
     UL=Up+Left, UR=Up+Right.
   Game Specific - This option allows for input configurations that are
specific
     to individual games.
   Sidewinder Fix (DOS port only) - If your Sidewinder doesn't work after
     disabling the Sidewinder profiler and having pressed the mode button
twice,
     enable this.
   Allow U+D/L+R - This option allows for the simultaneous pressing of
opposing
     directional keys (up and down; left and right) on the SNES pad. This
feature
     was implemented for those who need it to exploit bugs in certain
games for
     recording "speed-run" ZMVs. Warning: Do not use this for normal
gameplay,
     as the resulting bugs disrupt the "natural" gaming experience.
   Turbo at 30Hz - Default: Checked. When enabled, turbo keys will equal
30
     button presses per second in NTSC games or 25 presses per second in
PAL
     games. Otherwise, turbo keys will repeat 60 times per second in NTSC
games
     or 50 times per second in PAL games. This option is enabled by
default
     mainly because some games can't handle excessive key presses.
   Use Pl3/4 as Pl1/2 - The key assignments for Player 3, in addition to
     those for Player 1, will be used for SNES controller port #1. The key
     assignments for Player 4, in addition to those for Player 2, will be
     used for SNES controller port #2. As a result, MultiTap support will
be
     disabled (which means only two controllers will be active). The
primary
      use of this option is to allow you to assign two different devices
for
     the same SNES controller. For example, you might use a gamepad as
input
     for Player 1, and a keyboard as input for Player 3. Then, with this
     option enabled, you may use either one of these devices (or both
     simultaneously) to control Player 1.
  Use Joystick Port 209H (DOS only) - Use the 209H hardware port; use
this
     if you have moved the port's jumper (or if your joystick does not
work
     when this feature is disabled).

  Note: A keyboard is a poor replacement for a proper gamepad. SNES games
are
    designed to be played with a gamepad, so if you find that you're
having
    trouble with the keyboard, use a gamepad.

   There is another important limitation with keyboards. Many keyboards
have
   a limit on the maximum number of simultaneous key-presses, above which
they
   will not detect input. This means combinations of, for example, three
or
   more keys may not be properly detected. One way to get around this kind
   of keyboard limitation is to assign multiple SNES buttons to the same
   keyboard key. There is a slightly longer explanation in the FAQ
[FAQ.txt].

- - - - - - - - - - - - - - - - - - - -
 .              Devices              .
- - - - - - - - - - - - - - - - - - - -

    This dialog allows you to select special input devices for Ports 1 and
2
    of the SNES.

  Port 1: - Select a device to be plugged    into Port 1. The SNES Mouse is
the
     only special device supported on Port   1.
         Gamepad - Use the key assignments   for Player #1, configured in
the
           Input dialog.
         Mouse - Use your computer's mouse   just like it is a connected
SNES
           Mouse.
  Port 2: - Select a device to be plugged    into Port 2.
         Gamepad - Use the key assignments   for Player #2, configured in
the
           Input dialog.
         Mouse - Use your computer's mouse   just like it is a connected
SNES
           Mouse.
        Super Scope - Use your mouse as if it were a Super Scope. Default
          key assignments are in the Default Keys section [Readme.txt].
        1 Justifier - Simulates the movements for the Konami Justifier;
          required for only one game, Lethal Enforcers.
        2 Justifiers -
  Cycle P1:, Cycle P2: - You can assign a key to each of these functions.
    Pressing the key will cycle through the list of special controllers
    available for that port.
  Left Handed - Check one of these boxes to reverse the mouse buttons for
the
    special controllers on that port.
  Super Scope Keys: - They can now be customized!
        Auto-Fire - Default: =. Toggle auto-fire on or off.
        SS Pause - Default: Backspace. Assign a key for the Super Scope
pause
          button.

  Note: ZSNES will automatically enable the appropriate add-on for
special
     controller games that have NSRT headers [http://nsrt.edgeemu.com]
(e.g.
     The SNES mouse will automatically hook up after loading Mario Paint).
  Note: ZSNES supports the ManyMouse [http://icculus.org/manymouse/]
library
     by Ryan C. Gordon, which means that ZSNES can emulate two SNES
devices
     (one connected in each port) if you have two mice plugged in. For a
list
     of known affected games (and for other information), please see the
     ManyMouse section of the Games page [Games.txt].

- - - - - - - - - - - - - - - - - - - -
 .             Chip CFG              .
- - - - - - - - - - - - - - - - - - - -

  These are special settings for the Nintendo Super System. Generally,
there
  is no need for a user to change these settings.

  Super System: - Set which DIP switches are enabled.
        DIP 1/2/3/4/5/6 -

  The Nintendo Super System was an arcade machine that used the SNES
hardware.
  Changing the settings in this window will only affect games
  designed for the NSS. You can find information at Coin-Op Museum
  [http://www.klov.com/game_detail.php?letter=N&game_id=8894] and
  Wikipedia [http://en.wikipedia.org/wiki/Nintendo_Super_System].

- - - - - - - - - - - - - - - - - - - -
 .              Options              .
- - - - - - - - - - - - - - - - - - - -

  You can change various options here, some of which affect gameplay,
  while others merely change GUI behavior.

   System:
       Enable MMX Support - Enables MMX copying routines for a slight
speed
         increase (MMX processors only). Certain video filters, audio
         interpolation and low-pass filters require MMX support. These
options
         will not be visible unless the MMX Support option is checked.
         (See below for the particular options requiring MMX support).
       Pause Emu in Background (Win only) - If enabled, then game
emulation
         will automatically be paused when the ZSNES window loses focus,
and it
         will unpause when ZSNES regains focus.
       Increase Emu Priority (Win only) - Enabling this will give ZSNES
more
         processor time, if needed. This may improve the performance of
ZSNES on
         your machine; however, it will reduce the amount of resources
given to
         applications running in the background. Processing priority is
set to
         "High" on a Win9x OS and "Above Normal" on 2k/XP/2003/Vista.
       Disable Power Management (Win only) - Disables power management
while
         ZSNES is running, so that your gameplay will not be interrupted
if
         you're using a gamepad.
   Gfx Engines:
       Use New Gfx Eng - Default: Checked. Check to use the new graphics
engine;
         uncheck to use the old graphics engine. The new graphics engine
should
         be adequate for most games; however, the old one may be necessary
for
         some. You can read about the differences in Current Progress
         [Readme.txt].
       Use Alt Old Gfx Eng - Only visible when the new graphics engine is
         disabled, this will enable the Old Gfx Engine Mode 2, which fixes
many
         transparency bugs that currently plague ZSNES in the current
engine.
         However, it also creates some new ones. This mode can be slower
at
         times, so it's recommended that you only turn it on when you need
it.
   SShots: - Choose what image format to use for snapshots of the game
screen.
     This setting is also configurable via the F1 Menu.
       * BMP - Snapshots will be saved as bitmap pictures (16-bit color).
If you
           are using an 8-bit video mode in the DOS port, the bitmap will
be
           saved with 8-bit color.
       * PNG - Snapshots will be saved as PNG ("Portable Network
Graphics") files
           (32-bit ARGB color). This option is not available if you did
not
           compile with PNG support.
  ROM:
       Enable IPS Auto-Patching - When checked, ZSNES will automatically
         soft patch ROMs if a corresponding .ips file is found in your
Saves
         directory. More information about the IPS patching feature can be
found
         in the Readme.
       Show ROM Info on Load - Briefly displays some internal information
about
         the ROM when loaded. Please refer to this information when
submitting
         bug reports (also see [Support.txt]).
       Log ROM Info - When checked, ZSNES will create a file named
rominfo.txt
         when you load a ROM; it contains information about the ROM.
  Overlays:
       Show FPS Cntr On Emu Load - When checked, the Frames per Second
counter
         will be enabled each time you start ZSNES, even if it has been
disabled
         during a session. The FPS counter can be manually
enabled/disabled via
         the F1 Menu or with the 'Display FPS' quick key, once it has been
         assigned. This counter is only visible when using Auto Frame
Rate.
       Show Clock - The current system time will be displayed in the lower
         right-hand corner of the game screen.
             12 Hour Mode - Used in conjunction with the option above,
this will
               display the system time in 12 hour mode instead of the
default 24
               hour mode.
             Show Clock Box - Also used in conjunction with "Enable
Clock",
               this option places a black box behind the clock to increase
               readability.
  Messages:
       Use Small Message Text - On-screen messages that pop up when you
save a
         state, disable a background, etc. will be smaller.
       Use Transparent Text - On-screen messages will be slightly
transparent
         rather than solid. Using the Small Message Text option overrides
this
         choice.


- - - - - - - - - - - - - - - - - - - -
 .               Video               .
- - - - - - - - - - - - - - - - - - - -

     This dialog allows you to change the numerous video settings available
in
     ZSNES.

  Please note that the internal resolution of the SNES is 256x224.
Certain
  special high-resolution modes can produce up to 512x448 resolution. You
  may notice that the internal resolution has an 8:7 aspect ratio. SNES
  video output is not intended to be viewed at this aspect ratio,
however.
  The 8:7 video signal would normally be scaled to a more-typical 4:3
  aspect ratio when viewed on a television.

 - - - - - -
  Modes tab
 - - - - - -
  Video Mode box - The large box on the left lists all available video
modes.
     You can use your mouse or the Up/Down/PgUp/PgDown/Home/End keys to
scroll
     through this list.
       Win/SDL port:
           First column: lists the resolution, in pixels, W x H.
               W x H - These video modes use a fixed resolution, in
pixels,
                 of the width and height shown.
               Variable (SDL only) - Video output is scaled to the size of
the
                 window, and the window can be resized with the mouse;
however,
                 aspect ratio is locked, depending on which options are
set.
               Custom - Specify a custom, fixed resolution in the boxes
                 to the right.
           Second column:
               O (SDL only) - Indicates whether the video mode uses the
                 OpenGL API.
               D - The video mode supports graphics-enhancing filters.
                 Non-'D' modes will usually be (automatically)
interpolated
                 by your graphics card.
               R - The video aspect ratio is locked to the internal SNES
                 ratio of 8:7.
               S - Video output is stretched to fill the entire window.
           Third column: indicates whether the video mode is Windowed or
             Fullscreen.
       DOS port:
           First column: lists the resolution (in pixels) and color depth
             (in bits), W x H x B.
           Second column: shows the mode type
                ModeQ - A tweaked VGA video mode. Supports 256x256
resolution
                  and 256 colors. Accesses hardware directly.
                ModeX - A different tweaked VGA video mode, similar to
ModeQ,
                  although slower. Accesses hardware directly.
                Vesa1 - VESA ("Video Electronic Standards Association") VBE
                  ("Video BIOS Extension") 1.2. A standardized method of
                  accessing VGA cards.
                Vesa2 - VESA VBE 2. Faster and more features than VESA1.
                  Read the Wikipedia article for an overview
                  [http://en.wikipedia.org/wiki/VESA_BIOS_Extensions].
                  The first [http://www.ddj.com/184409592] and third
                  [http://www.faqs.org/faqs/pc-hardware-faq/supervga-
programming/]
                 external links from that article provide some more
detailed
                 information.
       Your video card may be compatible with only some of the video modes
         listed. You should try each video mode to find the right
combination
         of speed, compatibility, and enhancement features (listed below).
  Set button - use the currently selected/highlighted video mode. ZSNES
will now
    attempt to change to the new video mode. If the new video mode does
not
    work, wait for ten seconds without pressing any keys, and ZSNES will
return
    to the previous mode. Pressing Enter does the same thing as the Set
button.
  Custom: (Win/SDL only) - use in conjunction with one of the custom
    video modes at the bottom of the list to set a custom resolution.
         Set button - save the current custom resolution.
         Type in the custom width and height, respectively, in pixels,
           in the two black boxes.
  Current: - shows the current video mode.

  Note: Some video modes may work better / faster than others, depending
    on your system configuration. Play around to see what's best.

 - - - - - - -
  Filters tab
 - - - - - - -
  Video Filters: - Choose one video filter. You must use a D video mode
    to use any of these filters. Furthermore, filters marked with a *
    require MMX Support.
      Interpolation - Enable interpolation, a simple filter that smooths
the
        image and makes it appear less pixellated. This is software-
driven and
        can be accelerated with MMX support.
      Bilinear Filter
[http://wiki.beyondunreal.com/wiki/Bilinear_Filtering]
         (OpenGL modes only) - This produces an effect similar to
Interpolation.
         The option replaces Interpolation and, as long as you aren't
using Mesa
         [http://www.mesa3d.org], is hardware-driven. This means that as
long as
         you aren't using Mesa, it requires less CPU overhead. Another
advantage
         of the bilinear filter is that it can also be used alongside the
other
         filters, though this may be slow.
       NTSC [http://www.slack.net/~ant/libs/ntsc.html] (Win/SDL only) -
         Written by blargg. It is recommended to use a video mode with at
least
         602x448 resolution. Makes the video output appear to be that of
an NTSC
         CRT [http://en.wikipedia.org/wiki/Cathode_ray_tube] television
         [http://en.wikipedia.org/wiki/Ntsc]. This filter is not available
         in the SDL port while using OpenGL modes.
       2xSaI Engine* [http://elektron.its.tudelft.nl/~dalikifa/] - Written
by
         Kreed. SaI stands for "Scale and Interpolation." This is a
"smart"
         filter that tries to make a lo-res image (like SNES video output)
         appear to have a higher resolution. The image should look
smoother,
         less blocky, when using this filter.
       Super Eagle* - Written by Kreed. Similar to the 2XSaI engine, but
         does more blending.
       Super 2xSaI* - Written by Kreed. This filter smoothes the graphics,
         but it blends more than the Super Eagle engine.
       HQ2X* [http://www.hiend3d.com/hq2x.html] (Win/SDL only) - Written
by
         MaxSt. Applies an advanced algorithm to smooth the appearance of
a
         low-resolution image. It is recommended to use a 2x scaled image
with
         this filter.
       HQ3X* [http://www.hiend3d.com/hq3x.html] (Win only) - Written by
MaxSt.
         More advanced than HQ2X, and it is recommended to use a 3x scaled
image
         with this filter.
       HQ4X* [http://www.hiend3d.com/hq4x.html] (Win only) - Written by
MaxSt.
         More advanced than HQ3X, and it is recommended to use a 4x scaled
image
         with this filter.
       Note: The HQxX filters and the NTSC filter have particularly high
         system requirements to run smoothly.
   Scanlines: - Choose one Scanline mode. Requires a 'D' video mode.
       None - This will disable scanlines.
       25% - This will enable scanline mode, except that each line is 25%
darker
           than the line above it.
         50% - This will enable scanline mode, except that each line is 50%
darker
         than the line above it.
       Full - This mode adds a blank line in between every line to produce
         a scanline effect similar to a TV.
   Misc Filters: - Choose miscellaneous filters.
       Grayscale Mode - Makes the game display in monochrome color, i.e.
         black and white. This option is just there for fun and is
probably not
         something you want to use continuously.
       Hi-Res Mode 7 - Requires a 'D' video mode and at least 512x448
resolution.
         Enabling this will double the vertical resolution used when
rendering
         Mode 7 graphics. Thus, the resolution becomes 256*448 rather than
the
         normal 256*224.
   Monitor Sync: - Select monitor synchronization options.
       VSync (Win/DOS only) - Synchronizes frame drawing to the monitor's
         refresh rate. This may reduce frame rate on your computer, but
will
         reduce screen tearing.
       Triple Buffering (Win/DOS only) - This setting is only visible
while
         using a fullscreen video mode, and only applies while in
fullscreen.
         Whereas VSync has only two frame buffers: the frame being drawn
and
         the frame waiting to draw, Triple Buffering can write frame data
to
         a third buffer. The primary use is to reduce the impact of VSync
on
         slower systems. This option has precedence over VSync in
Fullscreen
         modes.
   Display Options: - Select how you want the image to be displayed.
       Use 4:3 Ratio (Win/SDL only) - This only applies when using a
custom mode.
         Using this option will lock the video output at 4:3 aspect ratio,
         regardless of the aspect ratio of the custom resolution you've
chosen.
       Small Screen (DOS only) - Video output will be at 256x224 (the
native
         internal resolution of the SNES), instead of whatever resolution
         you are using.
       Full Screen / Wide Screen (DOS only) - Horizontally stretches video
output
         to fill the screen.
   Not all of the video options above are available in every video mode
     and every port of ZSNES. Also note that you will need a fast computer
     for some of them if you don't want to see any slow-downs in
emulation.
 - - -   - - -
  NTSC   tab
 - - -   - - -
  Only   visible when using the NTSC filter.

  Blend Frames - Enable this for smoother transitions between frames when
using
    a non-60Hz refresh rate.
  Refresh - If this is enabled, changes to the NTSC filter will be
applied
    as you are adjusting the sliders (below), rather than when you
release
    the mouse button.
  The sliders below are used to adjust various properties of the NTSC
output.
      Hue
      Saturation
      Contrast
      Brightness
      Sharpness
  Presets - Press the appropriate button for instant configuration of the
    filter, instead of manually configuring.
      Composite
      S-Video
      RGB
      Monochrome
  Reset button - Reset all settings on this tab only to their defaults.
  Reset All button - Reset all settings on both NTSC tabs to their
defaults.

 - - - - - - - -
  Adv NTSC tab
 - - - - - - - -
  Only visible when using the NTSC filter.

  The sliders below are used to adjust various properties of the NTSC
output.
      Gamma
      Resolution
      Artifacts
      Fringing
      Bleed
      Hue Warping
  Reset button - Reset all settings on this tab only to their defaults.
  Reset All button - Reset all settings on both NTSC tabs to their
defaults.

- - - - - - - - - - - - - - - - - - - -
 .               Sound               .
- - - - - - - - - - - - - - - - - - - -

  Configure various sound settings here.
  The default settings are those that are most accurate to a Super
Nintendo.

   Sound Switches:
       Disable SPC Emulation - Disables the emulation of the SPC700 chip.
         Do not disable this unless you are having severe performance
issues
         (i.e. ZSNES is unacceptably slow and you've tried everything
else).
         Disabling this will likely result in sound errors.
       Enable Sound - Default: Checked. Unchecking this disables sound
output.
         Do not disable this unless you are having severe performance
issues
         (i.e. ZSNES is unacceptably slow and you've tried everything
else).
         If you wish to mute ZSNES, just move the volume slider down to
0%.
       Enable Stereo Sound - Default: Checked. Unchecking this will
disable
         *stereo* sound output; thus, sound output will be mono instead.
         Disabling this is a relatively safe way to improve speed, if
necessary.
       Reverse Stereo Channels - Reverse/swap the left and right stereo
channels.
         This makes no difference if stereo sound is disabled.
       Simulate Surround Sound - This is a novelty feature that simulates
         surround sound in games that don't have it natively. Do *not* use
this
         in conjunction with games that have native surround sound. This
option
         is only available when stereo sound is enabled.
       Force 8-bit Output (DOS only) - Force ZSNES to output sound in 8-
bit mode.
         Using this may work around problems with certain sound cards, but
will
         reduce sound quality. Note that if you use stereo sound in
addition to
         this option, you will not be able to use sampling rates above
22050Hz.
       Use Primary Buffer (Win only) - Enable this only if your sound card
is
         having problems designating the sound buffer with DirectSound.
This will
         prevent sharing the sound card with other programs. This option
is
         primarily useful for troubleshooting in Win9x. You must restart
ZSNES
         for this feature to take effect.
   Sampling Rate: - Default: 32000Hz. Click inside the black box to cycle
through
     all available sampling rates. Note that if you use sampling rates
that are
     below the default, the sound will be distorted and inaccurate.
Sampling
     rates higher than 32000Hz can also cause problems; however, sampling
rates
     of 41000Hz and higher may resolve crackling issues that occur with
some
     onboard sound cards.
   Volume Level - To change, just slide the bar. Sliding this to 0% is a
better
     method of muting sound output than unchecking the Enable Sound box.
   Interpolation: - This feature smoothes out the wave forms of lower
frequency
     sounds.
         None - Use no interpolation. This is *not* accurate to the SNES!
         Gaussian - Default. Based on the Gaussian curve, it smoothes the
           transition of the sound effects. This method of interpolation
is used
           by a real SNES.
         Cubic Spline - This method is calculated by a cubic equation
rather than
           being based on a curve like the Gaussian method. This results
in
           better approximation than the Gaussian method.
         8-point* - Takes 8 points on the sound curve and smoothes them
out.
   LowPass: - Low-pass filters accentuate bass frequencies by reducing
higher
     frequencies. None of these filters are native to the SNES; if you
want
     authentic SNES sound, do not use any of these. Using a filter will
probably
     be most noticeable if you have a subwoofer.
         None - Use no low-pass filter.
         Simple - Allows lower frequencies to pass through (e.g. drums and
           the like). Certain higher ranges are not heard though.
         Dynamic - Allows greater range of frequencies to pass through;
           the music will seem more detailed depending on the loudness or
           softness of the audio.
         Hi Quality* - It's better than the simple filter, and seems to
work well
           with lower quality speakers that have decent sound cards.
   *Requires MMX Support.

- - - - - - - - - - - - - - - - - - - -
 .               Paths               .
- - - - - - - - - - - - - - - - - - - -

  Set and change paths used for save directories, graphics packs, and
base
  cartridges.

  Saves: - Configure the directory where ZSNES will save and load SRAM,
save
     state, and ZMV files. If you do not specify a path here, ZSNES Win
and DOS
     will save all files to the same directory as the currently loaded
ROM.
     ZSNES SDL will place them in "~/.zsnes". ZSNES SDL under Mac OS X
will place
     them in "~/Library/Application Support/ZSNES".
  Snapshots: - Configure the directory to which in-game snapshots will be
saved.
     If you do not specify a path here, snapshots will be saved to your
Saves
     directory (above).
  SPCs: - Configure the directory to which SPC700 sound dumps (.spc; SNES
     music files) and sound buffer dumps will be saved. If you do not
specify
     a path here, these files will be saved to your Saves directory
(above).
  BIOS/Base Carts - Set the path to BIOS and base cartridges of various
     special games.
         BS-X: - Specify the full path and filename to the Broadcast
Satellaview
           BIOS. Currently, the BIOS is *not* required to run BS games.
         Sufami Turbo - Specify the full path and filename to the Sufami
Turbo
           BIOS, which is required to play ST games.
         Same Game: - Specify the full path and filename to the Same Game
base
           cartridge ROM.
         SD Gundam G-Next - Specify the full path and filename to the SD
Gundam
           G-Next base cartridge ROM.
  SPC7110 Graphic Packs - Enter the directories that contain SPC7110
graphic
     packs in the appropriate fields here. More information about this
chip is
     in the Games page [Games.txt].
         FEOEZ: - Far East of Eden Zero
         FEOEZ-SJNS: - Far East of Eden Zero - Shounen Jump no Shou
         MDH: - Momotarou Dentetsu Happy
         SPL4 - Super Power League 4

  Notes:
    * One limitation of ZSNES is that it only accepts one case of input.
       Since most UNIX-based systems are case-sensitive, SDL port users
should
       edit their paths in the configuration file instead.
    * Paths can be absolute (e.g. C:\ZSNES\saves) or relative
       (e.g. ..\..\saves).
    * If you are using the Win port, you can paste text from the
clipboard
       into the text boxes by using the key combination Ctrl+V.
    * Remember to always press Enter or Return after typing in your path,
       or it may not work!
- - - - - - - - - - - - - - - - - - - -
 .               Saves               .
- - - - - - - - - - - - - - - - - - - -

  Configure various options regarding save states and in-game saves.

  # of Rewind States - This sets how many times you can rewind back.
     Note that you must restart your game for this feature to take effect.
  1/5 Seconds Per Rewind - This sets how many fifths of a second ZSNES
will
     rewind back each time.
  Do Not Save SRAM - When enabled, SRAM will never be saved at any given
point.
     This is useful when you want to look into savestates or movies
without
     saving the modified data to disk. This also prevents SRAM Check+Save
from
     working.
  SRAM Check+Save - Normally, ZSNES will write SRAM data to disk when you
exit
     the emulator or exit to the GUI. When this option is enabled, ZSNES
will
     instead write SRAM data shortly after a game modifies it. If you have
     problems with in-game saves not working correctly, or if you fear
something
     may prevent ZSNES from exiting normally (i.e. crashing), turn this
on.
     The reason this is not enabled by default is because some games use
SRAM as
     working memory instead of for persistent saved games. Since these
games
     constantly modify SRAM, ZSNES would write to the disk every few
seconds
     (if this option is enabled).
  Load Save State w/ SRAM - When enabled, the SRAM data from the save
states
     you load will overwrite any other SRAM data for the game that you
have.
     Beware, though: if you are really far in a certain game, loading an
old
     save state from a point earlier in the game will make you lose all of
     your progress beyond that save state. However, this option may be
needed
     to load complete states in certain games.
  Start at Latest Save - With this enabled, every time you load a ROM,
the
     save state slot containing the most recent save state for that game
will
     be set as the currently selected slot.
  Auto Increment Save Slot - When enabled, the save slot will
automatically
     move to the next slot after you save a state. This option is very
useful
     in that it decreases the risk of accidentally saving over a previous
     save state, if you forget to manually advance the chosen slot.
  Auto State Save/Load - If this is enabled, ZSNES will automatically
create a
     save state when you quit a game (either by loading another game or by
     exiting the emulator). When you return to the game at a later time,
ZSNES
     will automatically load the save state it created before.
  Pause After... - Press the P key to unpause.
         Loading State - Pauses emulation after you load a save state.
         Pause After Rewind - Pauses emulation after you press the rewind
key.
  State Shortcuts: - Click in a black box to assign a key to that
function.
     Press ESC to clear the current assignment.
         ST0 through ST9 - Choose which save state slot to use.
         ST+ - Increment the selected save state slot by one.
         ST- - Decrement the selected save state slot by one.
         Save - Default: F2. Save a state to the current slot.
         Load - Default: F4. Load a state from the current slot.
         Pick - Default: F3. Open a dialog to choose the current save
state slot.
           This will show a graphical preview of each save state. Learn
more
           about how to use this dialog in the Save State Slot Chooser
section
           at the bottom of the GUI page [GUI.txt].
         Rewind - With each use, this key will backtrack the gameplay
           incrementally, according to the options you have set for
           '# of Rewind States' and '1/5 Seconds Per Rewind' (see above).

- - - - - - - - - - - - - - - - - - - -
 .               Speed               .
- - - - - - - - - - - - - - - - - - - -

  Change speed settings and frame skipping settings here.

  Max Frame Skip - Set the maximum number of frames that may be skipped
     in direct sequence when rendering, only as needed to keep a constant
     emulation speed. Applicable only when using Auto Frame Rate (below).
  Frame Rate - Set a static number of frames to skip rendering between
each
     rendered frame, when *not* using Auto Frame Rate (below).
  FastFwd Ratio - Set the number by which the default emulation speed
will be
     multiplied while using Fast Forward.
  SlowDwn Ratio - Set the number by which the default emulation speed
will be
     divided while using Slow Down (e.g. "4" is 1/4 of normal speed).
  Shortcuts: - Assign keys to various speed options.
       Fast Forward - Default: ~ key. When used, the speed of emulation
will
         increase (according to the FastFwd Ratio, above). Useful for
quickly
         bypassing game intros or other sequences that you may not want to
watch.
       Slow Down - When used, the speed of emulation will decrease
(according to
         the SlowDwn Ratio, above). This function requires having Auto
Frame Rate
         (below) enabled. You might use this to watch very fast animated
         sequences, or to give yourself an advantage when you need to
react
         quickly to something in the game.
       + Emu Speed - Move the Emu Speed slider to the right by one step,
         increasing emulation speed sequentially (e.g. 1x -> 2x, 2x -> 3x,
etc.).
       + Frame Rate - Increase the static number of frames to skip
rendering.
         Using this key will disable Auto Frame Rate.
       Reset Speed - Sets the emulation speed back to normal (1x).
       - Emu Speed - Move the Emu Speed slider to the left by one step,
         decreasing emulation speed sequentially (e.g. 1x -> 1/2x, 1/2x ->
1/3x,
         etc.).
       - Frame Rate - Decrease the static number of frames to skip
rendering.
         If you decrease it enough times, Auto Frame Rate will be enabled.
       Pause Game - Default: P key. Pauses emulation.
       Increment Frame - Only usable when emulation is paused, this
feature will
         increment one frame each time the key is pressed.
  Toggled FFwd/SlwDwn - When unchecked, you must hold down the Fast
Forward or
     Slow Down keys for as long as you want them to operate. When checked,
press
     and release the assigned key once to enable the desired mode, and
once again
     to turn it off.
  Auto Frame Rate - Default: Checked. When enabled, ZSNES will attempt to
     maintain emulation at full speed. If necessary to maintain full-speed
     emulation, ZSNES will skip rendering frames of video. When disabled,
ZSNES
     will skip a static number of frames for each rendered frame. If your
     priority is full-speed emulation, you should have this enabled, and
increase
     Max Frame Skip (above) to its maximum. If your priority is to have
every
     frame of video rendered, you should either have this enabled and set
Max
     Frame Skip to zero OR disable this and set Frame Rate (above) to
zero.
  Emu Speed: - Default: 1x. Only available when using Auto Frame Rate.
This
     slider sets the number by which normal emulation speed will be
multiplied or
     divided (to speed up or slow down emulation speed, respectively).
............................................................
  4.                     Cheat Menu
............................................................

The Cheat dialogs are only accessible if a game is loaded.

Read the Cheat Codes section in the Readme [Readme.txt] for general
information.

Nach, the creator of NSRT, has a complete list of all official Game Genie
codes,
available at [http://nsrt.edgeemu.com/forum/kb.php?mode=article&k=3].

- - - - - - - - - - - - - - - - - - - -
 .           Cheat Browser           .
- - - - - - - - - - - - - - - - - - - -

  Selecting Add Code from the Cheat menu opens this dialog with the
cursor in
  the Enter Code: text box. Selecting Browse from the Cheat menu starts
with
  the cheat list highlighted.

  Use this dialog to add, remove, and browse cheat codes.

  Cheat Browser - This lists all cheats that you have added for the
currently
     loaded game. You can have up to 255 codes per game. Each cheat is
     represented on a single row (except in the case of multi-line
cheats).
     Each column gives different information about the cheat, as follows:
       Address - Memory address that the cheat edits.
       CV - Current value of the selected memory address.
       PV - Previous value of the selected memory address.
       Tgl - Shows whether the cheat is toggled (active) or not.
       Description - The description for the cheat that you typed into
         the Description: box when adding the cheat.
  Buttons
       Remove - Remove the currently highlighted cheat.
       Toggle - Toggle on or off the currently highlighted cheat. This can
also
         be accomplished by double-clicking on a code.
       Save - Save all cheats in the list to a .cht file.
       Load - If a .cht file exists in your saves directory, this will
load all
         cheats from that file into the Cheat Browser.
       Fix - If you have entered a cheat and it doesn't appear to work,
you can
         try using this button to change the memory address that the cheat
edits,
         which might fix the problem.
  Enter Code: - Type in the cheat code. Game Genie, Pro Action Replay,
and
     GoldFinger codes are supported. Remember that Game Genie codes
require
     the - (dash).
   Description: - Type in a description for your code.
   Add button - Add the code to the Cheat Browser once you have filled in
the
     previous two boxes.
   Auto-load .cht file at game load - When you load a ROM, ZSNES will look
in
     your saves directory for a matching .cht file, and load it. This
prevents
     you from having to hit the Load button, above.

   Notes on usage:
     * To use a multi-line cheat code, just enter each line as a separate
code!
     * You can also quickly modify the value of the currently selected
cheat code
       (in the browse window) by typing a 2 digit hex number in the cheat
code
       enter space.
     * You can allow a value of one cheat code to be mirrored from a value
of
       another cheat code. To do this, type an 'R' at the end of any cheat
code
       as the destination, then type another cheat code (Without the 'R')
as the
       source. For example, if you want address 7E1000 to reflect the
value at
       address 7F2000 (whatever value written to 7F2000 from the game will
also
       be written to 7E1000), enter cheat code 7E1000FFR, then cheat code
       7F2000FF (where FF can be any value).

  Keyboard usage:
     * Use the Up and Down arrows to scroll through the Cheat Browser.
     * Use the R, T, S, L, and F keys to duplicate the functions of the
five
       buttons below the Cheat Browser.
     * Use Tab to move from the Enter Code: box to the Description: box.

- - - - - - - - - - - - - - - - - - - -
 .              Search               .
- - - - - - - - - - - - - - - - - - - -

  Selecting Seach from the Cheat menu opens the Cheat Search dialog. Use
this
  to search for values in memory such as life, score, etc. and change
their
  values as you please.

 - - - - - - - -
  Setup Search
 - - - - - - - -
  Select Size and Format:
       Size: You can choose the data size to use in your search. If you
know the
         numerical values of the data you want to view, select the
smallest
         number range that fits the data values. (For example, if you know
the
         value cannot go higher than 50000, select 2 BYTES [0..65535]
instead of
         3 BYTES [0..16777215]). Sometimes you don't know the numerical
value (in
         the case of life bars), so you have to guess the size.
             1 Byte [0..255] - Value is stored in 8 bits.
             2 Bytes [0..65535] - Value is stored in 16 bits.
             3 Bytes [0..16777215] - Value is stored in 24 bits.
             4 Bytes [0..4294967295] - Value is stored in 32 bits.
       Format: In general, it's recommended that you use decimal, although
there
         are some cases that have the values in memory stored as binary-
coded
         decimal. For example, "34 lives" could be stored in a byte as
34h, and
         if you were searching for it in the decimal mode, it would
actually have
         a value of 52.
             Dec (Base 10) - The number you search for will be treated as
a
               decimal number.
             Hex (Base 16) - The number you search for will be treated as
a
               hexadecimal number.
  Select Search Type:
       Exact Value Search - In this mode, you have to enter the exact
numerical
         value that you want to find. If you have 3 lives left, then
search for
         the value 3. The cheat search engine also looks for "value - 1"
since
         even if a game tells you that you have 3 lives left, it usually
stores
         the value as 2 in memory.
       Comparative Search - In this mode, you select whether the value is
less
         than, greater than, equal to, or not equal to the previous value.
So if
         you have a life bar and the life bar suddenly decreases, go back
to the
         cheat search engine and select "less than" to search for any
value that
         has decreased.
  Start button - Move to the next step of the search, entering a value.

- - - - - - - - - - - - - - - - - - - -
 .       Exact Value Searches        .
- - - - - - - - - - - - - - - - - - - -

 - - - - - - -
  Input Value
 - - - - - - -

  Enter Value: - Enter the value for which you want to search and press
the
    Search button.
  Max Value: - This is a reminder of the maximum value for which you can
search.
    Change this on the Setup Page (first step).
  # of Results: - Displays the number of results for the current search.
    Before you start a search, this will display the number of searchable
    memory addresses for the currently loaded game.
  Buttons
      Restart - Move back to the Setup Page to change options.
      View - View the results of the current search. If you have not yet
run
         your own search, this will display all searchable memory
addresses for
         the currently loaded game.
      Search - Search for the value you entered in the box above. After
you
         press this button, this page will change to reflect the number of
         results for your search. Press the View button to see those
results.

 - - - - - - - -
  View Results
 - - - - - - - -

  This page lists all the results of your current search. If you pressed
the
  View button before running a search, this page will list all searchable
  memory addresses for the currently loaded game.

  This list has two columns, the left column showing the memory Address,
the
  right column showing the Value at that address.

  * Return - Move back to the Input Page.
  * Add - Use this to select the currently highlighted address for
editing.

 - - - - - -
  Add Cheat
 - - - - - -

  On this page, you can add the previously selected memory address as a
cheat.

  Enter New Value: - Enter a value to insert into the memory address.
   Enter Cheat Description: - Do just what it says.
   PAR Code Equivalent: - This box will display the equivalent Pro Action
Replay
     code for the value and memory address you are working with.
   Max Value: - This is a reminder of the maximum value for which you can
search.
     Change this on the Setup Page (first step).
   Use Only Upper Byte - Use this option to change how PAR Code Equivalent
is
     calculated.
   Return button - Return to the Results Page.
   Add button - Add the new cheat to the Cheat Browser.

- - - - - - - - - - - - - - - - - - - -
 .        Comparative Searches       .
- - - - - - - - - - - - - - - - - - - -

  This section isn't finished yet. Hopefully you can figure it out given
the
  description of Comparative searches in the Cheat Setup dialog, above.


............................................................
  5.          Netplay Menu (Win and SDL Only)
............................................................

Netplay has been disabled for the indefinite future, until the core
becomes more
accurate and/or non-random. We recommend using ZSNES v1.36 or v1.42n
[http://nsrt.edgeemu.com/forum/viewtopic.php?t=448] until this is
resolved.

The Netplay dialog is only accessible if a game is loaded.

- - - - - - - - - - - - - - - - - - - -
 .             Internet              .
- - - - - - - - - - - - - - - - - - - -

  Port - Default: 7845. This is the port on which ZSNES will communicate.
While
     the number can range from 0 to 65535, it is recommended that you stay
above
     5000 to avoid conflicts with other services.
  Nickname - This is the name you will use, displayed in the Chat window
(which
     appears once you connect).
  Start as Server - Use this button to be the host of the Netplay game.
Your
     opponent will connect to you and be the client.
  Client Options: - Setup options here if you are going to be the client,
not
     the host.
         IP: - Enter the IP ("Internet Protocol") address of the host.
         Connect to Server - Use this button to attempt to connect to the
          above-entered IP address.
  Your IP: - Helpfully displays your current IP address. If you are going
to be
    the host, give your opponents this number so they can connect to you.
  Use UDP instead of TCP - Decide which protocol to use for
communication.
    TCP ("Transmission Control Protocol") guarantees delivery of packets,
    but has more overhead, and may thus be slower than UDP ("User
Datagram
    Protocol"). Try switching between the two to see which works best.

- - - - - - - - - - - - - - - - - - - -
Establishing a Connection (Chat Window)
- - - - - - - - - - - - - - - - - - - -

  Window - This is quite obvious. You and your partner chat to each other
     through this window. Simply type your message and press Return/Enter
on your
     keyboard, just like on an IRC or IM client.
  Player Select - This indicates which players will be hosted locally and
which
     will be hosted remotely. A checked box means that your computer will
have
     control of that player. An 'X'ed box means the remote computer will
have
     control of that player. A blank box means that player is not enabled.
  Latency - Default: 3. ??????????????????
  Back Buffer - Default: Enabled. ??????????????????
  Save Data - Determine whether the SRAM from your computer (local) or
the other
     computer (remote) should be used. You can also choose to not load any
SRAM
     at all.
  Disconnect - Closes the connection and ends the netplay session.


............................................................
  6.                     Misc Menu
............................................................

- - - - - - - - - - - - - - - - - - - -
 .     Misc (Miscellaneous) Keys     .
- - - - - - - - - - - - - - - - - - - -

  Here you can change various function keys that are not configured
elsewhere.
  Clicking inside a black box will bring a box, prompting you to assign a
key
  to that function. Press the key you wish to assign, or press ESC to
clear
  the existing assignment.

  BG Disables:
      BG1 through BG4 - Toggle the various graphical background layers
           on or off. Normally, they should be left on.
         OBJ - Toggle the sprite/background layer on or off.
     Sound Keys:
         Ch1 through Ch8 - Toggle the various sound channels on or off.
         +Vol - Increase the volume.
         -Vol - Decrease the volume.
     Quick Keys:
         Load - Opens the Load dialog (accessed from the Game menu).
         Reset - Performs a soft reset of the game. Also available under
           Game->Reset.
         Exit - Exits ZSNES.
         Clock - Toggle the clock, displaying system time on-screen during
           gameplay.
         Chat - This is available only while using Netplay. After pressing
           this key, type your message, then press Enter/Return to send it
to
        the other user.
      Snapshot - Save a snapshot of the game screen and place it in your
        Snapshots directory. Also accessible through the F1 Menu.
      Save SPC - Save SPC data to your SPCs directory. Also accessible
through
        the F1 Menu.
  Misc Toggles:
      Use PL12/34 - Toggles on or off the Use Pl3/4 as Pl1/2 option under
        Config->Options.
      Panic Key - Restores default settings for several toggles. Enables
        Offset Mode, Windowing, and all Backgrounds, Sprites, and Sound
        Channels; disables Add-ons; resets Emu Speed throttle.
      Display FPS - Toggles on or off the Frames per Second counter. Also
        accessible through the F1 Menu. You can also make this a
persistent
        option under Config->Options.
      Battery Power (Win/SDL only) - Displays the amount of battery life
        remaining and, if possible, time remaining, as reported by your
        operating system. This feature is intended for laptop or notebook
PCs.
  GFX Toggles:
      New GFX Engine - Switches between the faster, newer graphics engine
        (default) and an older one. The new one is recommended, but using
        the older one may fix graphics corruption in some games.
      BG Window - A graphical feature that toggles windowing effects in
        certain SNES games.
      Offset Mode - A graphical feature that toggles using offsets for
tiles
        in certain SNES games.
      + Gamma - Increase gamma level. This makes the video appear
brighter.
      - Gamma - Decrease gamma level. This makes the video appear darker.

- - - - - - - - - - - - - - - - - - - -
 .        GUI Opts (Options)         .
- - - - - - - - - - - - - - - - - - - -
  Configure various GUI settings not set elsewhere (like Config-
>Options).

  GUI Switches:
       RClick Opens GUI - When enabled, clicking the right mouse button
will
         switch to and from the GUI when running a game (similar to
pressing
         ESC). However, this can slow down emulation, since ZSNES has to
check
         the mouse button status once in a while. If you are running in a
         windowed video mode, the right-click button won't return back to
         the game.
       Swap L/R MButtons - Enabling this will swap the functions of
buttons 0
         and 1 of your mouse.
       Show Mouse Shadow - Disables/Enables the mouse shadow.
       Mice Wrap GUI Win - Allows the mouse pointer to wrap (to the other
side of
         the screen) at the borders of the screen. You should probably
only
         enable this while in Fullscreen; in Windowed mode this behavior
         can be annoying.
       Trap Mouse Cursor (Win only) - Prevents the mouse cursor from
exiting the
         ZSNES GUI. You will have to move the mouse with extra speed to
make the
         cursor exit the GUI with this feature enabled.
       Wheel Mice Scroll (Win only) - This feature allows you to use your
mouse
         wheel to quickly scroll through various lists in the GUI (e.g.
game list
         in load menu, video modes, etc.). In the SDL port, the Wheel
should
         always be enabled.
       ESC to Game Menu - While running a game, pressing Esc will take you
back
         to the GUI with the Game Menu open, regardless of which menu was
open
         last. It will also make the Game Menu be already open when you
start
         ZSNES. If this is unchecked, you will have difficulty navigating
the GUI
         without a mouse.
       Ctrl GUI w/GPad1 - When enabled, it allows you to use the device
         configured for SNES Controller #1 to access the GUI. This way you
can
         use your gamepad or joystick instead of your mouse/keyboard. The
         equivalent SNES keys to the keyboard keys are:
             SNES D-Pad = Move mouse cursor
             SNES A = Enter
             SNES B = Esc
             SNES L = PageUp
             SNES R = PageDown
       Filtered GUI - Any video filter settings will be applied to the
GUI, in
         addition to the game video output.
       Use Custom Font - When checked, ZSNES will load font data from
zfont.txt.
       Save GUI Win Pos - When enabled, the GUI doesn't reset the
locations of
         the windows when you exit/enter the GUI.
   BG Effects: - Only one of the following screen saver-like effects can
be
     enabled at a time. They are visible in the background while the GUI
is open.
       * None - no effect is active.
       * Snow - Looks like falling snow.
       * Burning - Looks like fire rising from the bottom of the window.
       * Smoke - Looks like smoke rising from the bottom of the window.
       * Water A - Looks like a water strider skimming across water.
       * Water B - Looks like rain drops falling on water and creating
ripples.
   Color: - This section allows you to customize the colors used by the
GUI.
       Choose which part of the GUI to configure by selecting one of the
         following:
           * Back - Configure the color of the background of the GUI.
               Defaults: R=10; G=15; B=31.
           * Title - Configre color of the GUI's title bar.
               Defaults: R=0; G=10; B=31.
           * Win - Configure the background color of a dialog window.
Dialog
               title bar colors are not configurable. Defaults: R=8; G=8;
B=25.
       Use the sliders to change the relative quantities of Red, Green,
and Blue
         color for the part of the GUI you have chosen to configure.
   Main Windows Options:
       Emu Always on Top (Win only) - ZSNES will stay visible above other
         windows, even if it loses focus. Minimize ZSNES if you need to
access
         other windows.
       Save Main Window Position (Win only) - Saves the location of the
ZSNES
         window between sessions.
       Allow Multiple Instances of Emu (Win only) - Allows you to open
more than
         one instance of ZSNES at a time. In the SDL port, multiple
instances are
         always allowed.

- - - - - - - - - - - - - - - - - - - -
 .        Movie Opt (Options)        .
- - - - - - - - - - - - - - - - - - - -

  The Movie Options dialog is only accessible if a game is loaded.
   You can record your gameplay so that you can play it back at a later
date
   either to amuse your friends, torture your friends, or whatever. Also
be
   sure to check out the Movies section of the Readme [Readme.txt], where
   you can find more information on subtitles, re-recording, and more.

  Warning: Playing back a previously recorded movie will overwrite any
SRAM data
     for the current game with the SRAM data contained in the ZMV file.
This
     means you should back up your SRAM files when playing around with
movies!!

  Select Movie: - Choose the movie recording slot to be used for
    recording/playback. The number of the slot corresponds to the ZMV
extension
    (0 corresponding to .zmv, 1 to .zm1, ... 9 to .zm9).
  Status: - Simply tells you if a record/playback is currently in
progress.

 - - - - - - - -
  Controls tab
 - - - - - - - -
  Record From:
       Now - Begins recording the movie from the current point in the
game.
       Power - This will perform a hard reset (equivalent to shutting off
the
         SNES, then turning it back on again), then begin recording.
       Reset - This will perform a soft reset (equivalent to using the
Reset
         button on the SNES), then begin recording.
       Power+SRAM Clear - Performs a hard reset, then clears SRAM data
         (in-game save data). Useful if, for example, you don't want to
see
         your saved games in the game menu when making your movie.
  Main controls:
       Play - Begins playing the movie that is recorded in the current
slot.
       Record - Begins recording a movie to the current slot. While in
playback
         mode, you can use this to start recording and redo the remainder
of the
         movie.
       Stop - Stops playing or recording a movie.
       Append - This is usable only if you already have an existing ZMV
using the
         new ZMV format. It allows you to continue recording a movie from
the
         point where it is stopped. Press this button only when the movie
status
         is inactive.
     Chapters: - You can assign a key to each of these functions by clicking
in
     the black box next to each button and pressing a key.
       Insert - During recording or playback, this can create a point
(chapter)
         to which you can seek during playback.
       Previous - Only usable during playback, this "rewinds" the movie to
a
         previous chapter earlier in the movie.
       Next - Only usable during playback, this "fast forwards" the movie
to a
         chapter that is found at a later point in the movie.
       There is currently no method for deleting a chapter.
  On Movie State Load: - Allow mode status to be changed when you are
loading a
     movie state.
       Do Not Switch Modes - Don't change the current mode.
       Switch to Record - Set the current mode to Record on load.
       Switch to Playback - Set the current mode to Playback on load.
  Display Frame Counter - Enable this to see the frame counter in the
     bottom-left corner of the screen during playback/recording. This is
useful
     for determining where you can insert movie subtitles and for deciding
where
     you want to end a movie when dumping it with the Dump # of Frames
option.

 - - - - - - -
  Dumping tab
 - - - - - - -
  Video/Audio Dumping is recommended only for advanced users. More
information
  is found in the Movie Dumping section of the Advanced Usage page
  [Advanced.txt].

  Video Options: - You can only choose one of the following.
       No Video Dump - Use this option when you want only audio.
       Raw Video (No compression) - Dump raw 24 bit BGR video. This
produces a
         file that no typical media player can read. Only use this option
if you
         plan on manually encoding it. On UNIX systems, you can use a FIFO
file
         to encode this in real-time, as an alternative to ZSNES's
internal use
         of MEncoder. Caution: Raw movies require a tremendous amount of
disk
         space, so make sure you have plenty of room before you begin!
       FFV1 (Some compression) - Dump in an AVI container using FFMPEG's
lossless
         video codec. The size of this file will be about 8% of the size
of the
         raw video file.
       x264 Lossless (Most compression) - Dump in an AVI container using
the very
         advanced x264 codec in practically lossless mode (slow). The size
of
         this file will be about 38% of the size of an XviD file, about 6%
of the
         size of an FFV1 file, and about 0.5% of the size of a raw video
file.
       XviD Lossless (More compression) - Dump in an AVI container using
the
         popular XviD codec in practically lossless mode (fast). The size
of this
         file will be about 15% of the size of an FFV1 file, and about 1%
of the
         size of a raw video file.
       Custom - Uses alternative, user-defined parameters from the
zmovie.cfg
         file. This option allows the use of multi-pass movie dumping to
         massively reduce the size of the outputted video file. Caution:
This
         mode dumps lossy video; however, the default settings should look
good
         for most games.
   Audio Options: - You can choose any combination of the following.
       Dump Audio - Enable audio dumping.
       Compress Audio - Audio output will be compressed to MP3 as it is
dumped.
         We recommend that you use this setting. When unchecked, audio
output
         will be in WAV format.
       Merge With Video - Place the outputted audio in the AVI along with
the
         video.
   Dumping Length: - Choose the length of the video/audio file(s) to be
created.
       ZMV Length - Simply dump the entire movie.
       Dump # of Frames - This sets the exact number of frames of the
movie to
         dump, according to what you have typed in the black box at the
right.
       Until Stop - Keep recording until you stop dumping. This is
primarily used
         for recording a movie even after the ZMV has completed playback.
You may
         want to dump the ending of a game, which TAS (Tool-Assisted
Speedruns)
         reach but often don't capture in the ZMV.
   Dumping:
       Start - Start dumping the movie in the selected slot, using the
current
         settings.
       Stop - Use this to stop dumping a movie before the process has
finished.
  Saving or loading a state during recording will allow you to undo
mistakes,
  i.e. re-record, while making a movie. These states created during
record
  can also be loaded during playback, like chapters. However, unlike
chapters,
  you're limited to 100 of them.

  Loading another game will halt the play/record process.

  Movie dumping options can be tweaked by advanced users in the
zmovie.cfg file
  [Advanced.txt].

- - - - - - - - - - - - - - - - - - - -
  Key Comb. (Key Combination Editor) .
- - - - - - - - - - - - - - - - - - - -

  Allows you to specify certain keyboard combination routines with a
single
  keystroke/joystick button press.

  List of combinations
  Clear - Clears the current key combination field.
  Add - Adds the key combination fields below as a new entry.
  Replace - Copies the contents of the key combination fields below to
the
     current highlighted key combination above.
  Delete - Deletes the highlighted key combination above.
  Key - Clicking on this box will allow you to select which key/button to
use.
  Description - Allows you type in the description of the combination
key.
  P# - Selects which player # will use those keys.
  > = Last </> - Enabling this would mean that the event symbol > will
mean the
     last left or right direction the user presses in the game and the
symbol <
     is the opposite of that direction. When disabled, > means right and <
means
     left.
  Game Specific - Enabling this will tell ZSNES to use separate key
combination
     files for each individual game.
  Combination Keys - This window will display the sequence of events
selected by
     the user.
  Events:
       Press+Rel - The key will be pressed and held. It will be released
once
         another key is pressed after any amount of frame or second delay.
       Press Only - The key will be pressed and held.
       Rel Only - The key will be released if it is pressed by a press
only
          event.
        Frame Delay - Delays for the specified number of frames.
        Second Delay - Delays for the specified number of seconds.
        Del - Deletes the event at the end of the combination keys list if
one
          exists.

  Note: A 1 frame delay exists after the combination key list has
finished
    processing.

  Example Key Combination: (Down / Down+Right / Right / L):
    Method 1: Press+Rel Down / 2 Frame Delay / Press+Rel Down / Press+Rel
Right
        / 2 Frame Delay / Press+Rel Right / 2 Frame Delay / Press+Rel L
    Method 2: Press Only Down / 2 Frame Delay / Press Only Right / 2
Frame Delay
        / Rel Only Down / 2 Frame Delay / Rel Only Right / Press Only L

- - - - - - - - - - - - - - - - - - - -
 .             Save CFG              .
- - - - - - - - - - - - - - - - - - - -

  Saves the configuration files. ZSNES normally writes to the
configuration
  files on exit. This function overrides the "cfgdontsave" option in the
  .cfg file.

- - - - - - - - - - - - - - - - - - - -
 .               About               .
- - - - - - - - - - - - - - - - - - - -

  Just shows some information about ZSNES.

  *   Version number
  *   Build date
  *   Port name
  *   www.ZSNES.com button (Win/SDL only) - Opens your default web browser
        and loads the ZSNES.com Home Page [http://www.zsnes.com].
  *   Documentation button (Win/SDL only) - Opens your default web browser
        and loads the ZSNES Documentation Home Page.
        [http://zsnes-docs.sourceforge.net]
  *   Coded By: - Main developers are listed. More information in the About
        page of the documentation [About.txt].
  *   Assistant Coders: - Assistant developers are listed. More information
        in the About page of the documentation [About.txt].
  *   Disclaimer. Please read the GNU General Public License [License.txt].


............................................................
  7.                      F1 Menu
............................................................
Use this menu to access oft-used functions. Most of these are related to
dumping
data from the game you are running.

   Save Snapshot - Creates an image of the game screen in your Snapshots
     directory.
   Show/Hide FPS - Shows or hides the frames-per-second display which
appears
     on the bottom-left corner of the screen. The value shown on the right
side
     of the display is the rate that the SNES should be maintaining. This
     counter is available only when in auto frame rate mode. You can have
     this display enabled by default under Config->Options.
   Save SPC Data - Using this will search for the beginning of the next
song and
     save the data into an SPC file. To capture a song, it is
best/recommended to
     initiate this feature approximately 2 seconds before the next song
starts.
     This does have potential to fail though, so don't expect it to work
all the
     time. The .spc file will be placed in your SPCs directory.
   Sound Buffer Dump - This dumps ZSNES' sound buffer and also filters out
any
     unoccupied space. The sound buffer contains decompressed samples
which are
     written to when ZSNES plays/decodes a sample from sound memory.
Because of
     the way ZSNES buffers the sound data, this can produce inaccurate
results.
     The dump will be placed in your SPCs directory.
   Snapshot/Incr Frame - Same as snapshot, but it returns to the F1 menu
after
     a couple of frames. Useful for making animations.
   Incr Frame Only - Move forward one frame without taking a snapshot.
   Move This Window - Moves the F1 menu to a different location.
   Image Format: - Choose what image format to use for snapshots of the
game
     screen. This setting is also configurable under Config->Options.
       * BMP - Snapshots will be saved as bitmap pictures (16-bit color).
If you
           are using an 8-bit video mode in the DOS port, the bitmap will
be
           saved with 8-bit color.
       * PNG - Snapshots will be saved as PNG ("Portable Network
Graphics") files
           (32-bit ARGB color). This is not selectable while using an 8-
bit mode
           or if you did not compile with PNG support.


............................................................
  8.              Save State Slot Chooser
............................................................
Use this dialog to pick which save state slot to use. A graphical preview
of the
save state will be shown above this dialog (it is not visible in the
above
picture).

How to Use:
    1. Press F3 to open this dialog.
    2. Use Up/Down arrow keys to move between save state levels.
    3. Use Left/Right arrow keys to move between save states on a certain
level.
    4. Use Enter or Return or ESC to use the selected save slot.
    5. Use either F2 to save a state or F4 to load a state in the slot
you just
       selected.

Color   Key:
    *   Slots with blue backgrounds do not have a save state in them.
    *   Slots with red backgrounds have a save state in them.
    *   The slot with the orange background contains the most recent save
state
        within that state level.


. . . . . . . . . . . . . . . .
This documentation is best viewed in a fixed-width font such as "Courier
New".

Copyright (C) ZSNES Team & ZSNES Documentation Team [License.txt]

				
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