ZSNES by zsKnight, _Demo_, and Pharos http://www.zsnes.com ZSNES is a Super Nintendo Entertainment System emulator written mostly in assembler. We would really like to thank the snes9x team for all their help and also for an excellent snes emulator. We also wish them the very best of luck! --------------------------------------------------------------------------- Table of Contents --------------------------------------------------------------------------- 1.) What's New 2.) Disclaimer 3.) System Requirements 4.) Things you should know about ZSNES (Updated v1.00) 5.) Current Progress 6.) Future Progress 7.) ZSNES Default Keys 8.) Extra Pop-Up Menu (F1 Menu) 9.) Configuration File (ZSNES.CFG) 10.) Cheat Codes 11.) Extra Features (SNES Mouse/Super Scope/SuperFX/DSP1/MultiTap/IPS) 12.) Bugs Section 13.) Contact Information 14.) The Debugger 15.) Error Codes 16.) Credits --------------------------------------------------------------------------- 1.) What's New --------------------------------------------------------------------------- See WHATSNEW.TXT --------------------------------------------------------------------------- 2.) Disclaimer --------------------------------------------------------------------------- zsKnight, _Demo_, and Pharos are not responsible for any damages caused by the use of this software. This software also must not be distributed with ROMs. --------------------------------------------------------------------------- 3.) System Requirements --------------------------------------------------------------------------- - Fast Pentium processor strongly recommended - 32MB of RAM - Windows 95/98/ME/2000 or compatible - DirectX 7.0 or higher Recommended System for SFX support : - Fast Pentium processor (P200 - P2-300 (depending on the game)) - 32MB of RAM - Windows 95/98/ME/2000 or compatible - DirectX 7.0 or higher Recommended System for SA-1 support : (Mario RPG) - Fast Pentium processor (P200 or higher) - 32MB of RAM - Windows 95/98/ME/2000 or compatible - DirectX 7.0 or higher *An FPU is required for DSP1 emulation *You can download directx at www.microsoft.com/directx/ --------------------------------------------------------------------------- 4.) Things you should know about ZSNES --------------------------------------------------------------------------- - You can use both keyboard and joystick for player 1 or 2 with some configuration adjustments. Refer to zsnes.faq for details - Several special chip emulation (SA-1) have unknown bugs to them - SuperFX can be slow because it is an extra 10/20mhz cpu that has to be emulated as well as the snes emulation - Screen Snapshot and FPS counter are available through a menu by pressing F1 during emulation - Screen Snapshot currently saves as Image.PCX (256 colors) and Image.BMP (65536 colors). This may change in the future. - FPS counter currently only works when auto frame rate is on. - To use the cheat function, be sure to have the ROM which you want to patch loaded already. - If the cheat codes do not work, chances are that you are using a different version of the rom that was originally used to create them or the codes are converted incorrectly from other code formats. - There are still many bugs left in ZSNES so don't expect it to run all your favorite games. - SNES Mouse support is still missing some features such as speed settings - Pressing the Fast Forward key is equivalent to running ZSNES using -f 9 - If ZSNES doesn't work for you, then don't use it. Use SNES9X, NLKE, SNEESE, or SNEMUL instead! In fact, even if you use ZSNES, use those emulators too! --------------------------------------------------------------------------- 5.) Current Progress --------------------------------------------------------------------------- The following are implemented : - complete 65816 instruction set - SRAM support - LoROM and HiROM support - SlowROM and FastROM support - Full DMA support - HIRQ/VIRQ/NMI Interrupts - Support for most snes file formats - Multi file format support (.1,.2,.3,A.,B.,C.) - Interleaved format support - PAL/NTSC timing support The following are implemented in the new graphics engine 8 bit : - Combination of line by line and tile based graphics engine - Graphic Modes 0,1,2,3,4,5,6,7 - 8x8, 16x16, 32x32 and 64x64 sprite support (flipped in all directions) - 8x8 and 16x16 tiles - 32x32,64x32,32x64,64x64 tile modes - Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc. - Mode 7 rotating and scaling effects - BG priorities - Sprite Priorities - Add/sub of back area - Mosaic Effects - Offset per tile mode (mode 2/vertical only) - High res 512 resolution and 448/478 vertical resolution - Windowing effects - High res Mode 7 (only in 640x480x256 video mode/disable Eagle/Scanlines) The following are implemented in the old graphics engine : - Line by line based graphics engine - Graphic Modes 0,1,2,3,4,5,6,7 - 8x8, 16x16, 32x32 and 64x64 sprite support (flipped in all directions) - Mosaic effects - 8x8 and 16x16 tiles - 32x32,64x32,32x64,64x64 tile modes - Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc. - Mode 7 rotating and scaling effects - Single and Dual Windowing Routines - BG priorities - Sprite Priorities - Add/sub of back area - 16-bit graphics support - offset per tile mode (mode 2/vertical only) - High res 512 horizontal resolution (missing in 16x16) Following are present in 16-bit graphics mode : - Palette changing in the middle of a screen - Screen Addition (full and half) - Screen Subtraction (full) - Fixed Color Addition/Subtraction - Window clipping for Fixed Color The following are implemented in the new graphics engine 16 bit : - All of old graphics engine 16bit - Combination of line by line and tile based graphics engine - High resolution mode 7 - High resolution 16x16 tiles for mode 5 - full 15bit color transparencies (instead of the previous 13bit speed hack) for improved picture quality (MMX compatible CPUs only) The following are present in sound : - 16bit digital stereo sound - SPC700 Sound CPU - DSP Sound Processor - Echo Effects - FIR Filter - ADSR volume effects - GAIN volume effects - Noise effects - Pitch Modulation The following are extra features emulated : - Super NES Mouse Support - Super NES Super Scope Support - SuperFX support (Still has a bug or 2 left) - MultiTap (Multiplayer 5) support (4 players on a single computer, 5 players remote (ipx/modem)) - DSP1 emulation (not complete) - SA-1 emulation (not complete) The following are the features present in ZSNES : - Game State Save (F2=Save, F3=Select, F4=Load). Warning : A state file takes 260 kbytes of HD space! - Auto frame rate to give you constant Super Nintendo speed up to 9 frame skips - configuration file support (ZSNES.CFG) - 2 player support w/ Joystick and Gamepad support The following features are missing : - Pseudo 512 snes horizontal resolution (Haven't seen any game that uses them yet) - Some modes in Offset Per Tile Mode - Some Direct Color Modes (Haven't seen any game that uses them yet) What will not run (or not play properly) : - Some Super FX games such as Dirt Trax FX or Winter Gold (causes instability) - DSP1 games such as Pilotwings - Games with other special chips such Street Fighter Alpha 2, Star Ocean (S-DD1), and Far East of Eden 2 (SPC7110) - Games which doesn't have a valid header - Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines - Games that require special timing --------------------------------------------------------------------------- 6.) Future Progress --------------------------------------------------------------------------- This section is removed --------------------------------------------------------------------------- 7.) ZSNES Default Keys --------------------------------------------------------------------------- Here are the default keys while running the emulator. They can be changed through the GUI except for F1 and ESC : Disable Backgrounds 1,2,3,4 = 1,2,3,4 Disable Sprites = 5 Panic Key (enable all) = 6 Enable SNES Mouse/SuperScope = 7 Enable New Graphics Engine = 8 Disable Windowing = 9 Disable OffsetMode = 0 Fast Forward Key = ~ PopUp Extra Menu = F1 Save State = F2 Switch State = F3 Load State = F4 Disable Sound Channel = F5 - F12 Quit = ESC Here are the default keys for the game play (unless modified through the GUI): Player 1 : Up,Down,Left,Right : Cursor Keys A,B,X,Y : X,Z,S,A L,R : D,C Start, Select : Enter, RShift --------------------------------------------------------------------------- 8.) Extra Pop-Up Menu (F1 Menu) --------------------------------------------------------------------------- Save Snapshot - Saves a snapshot as either .PCX (8-bit color) or .BMP (16-bit color) Show/Hide FPS - Shows or hides the frame per second display which appears on the bottom-left corner of the screen. This can only be enabled in auto-frame rate mode. Save SPC Data - Selecting this will search for the beginning of the next song and save the data into a .spc file which saves it similarly as a .srm file. To capture a song, it is best recommended to initiate this feature approx 2 seconds before the next song starts. This does have potential to fail though so don't expect it to work all the time. Also, this feature doesn't work in the new gfx engine. Sound Buffer Dump - This dumps the sound buffer in zsnes 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. Snapshot/Increment Frame - Same as snapshot, but it returns to the F1 menu after a couple frames. Useful for making animations. --------------------------------------------------------------------------- 9.) Configuration File (ZSNESW.CFG) --------------------------------------------------------------------------- Almost everything in zsnes.cfg should now be editable through the gui --------------------------------------------------------------------------- 10.) Cheat Codes --------------------------------------------------------------------------- Currently, ZSNES supports Game Genie, Pro Action Replay and GoldFinger codes Here are the steps to get the codes working : 1.) Load the ROM which you want to patch 2.) Exit to the GUI, enter the code of your choice in the cheat menu 3.) After that, you may have to RESET the game to get the cheat code to work. Sometimes, it is not necessary. You also may have to click on the FIX button. NOTE : Some cheat codes are meant to be for different versions of the game. If a cheat code doesn't work and there is one for both Game Genie and Pro Action Replay, try them both. --------------------------------------------------------------------------- 11.) Extra Features (SNES Mouse/Super Scope/SuperFX/DSP1/MultiTap) --------------------------------------------------------------------------- To Enable SNES Mouse, Press 7 once for 1st player and twice for 2nd player To Enable SNES Super Scope, Press 7 three times To disable either one, either press 6 or press 7 until you see a disable message onscreen. Here are the controls for the Super Scope : Fire = Left Mouse button Cursor Mode Button = Right Mouse button Pause = Backspace Key on keyboard Enable/Disable Autofire = =/+ key on keyboard, should be located to the left of the backspace key DSP1 is enabled automatically. Currently, it runs mario kart and some other games, but it does not run pilotwings due to a lack of dsp1 functions that are implemented. Zsnes auto-detects the SFX emulation from the header and enables it when found. Also, take note that the SFX is an additional 10Mhz(Ver1) or 20Mhz(Ver2) chip which also has to be emulated with the snes and will most likely produce a very noticeable slow down in emulation if you don't have a fast computer. Sometimes, the Multitap isn't compatible with some games. If that happens, disable Multitap by setting Player3,4, and 5's input device to 'None' in the GUI IPS patcher : Rename your .IPS file to the rom filename with the .IPS extension (eg. If your rom is SD3.SMC and your rom is SD3V05.IPS, rename SD3V05.IPS to SD3.IPS) and ZSNES will patch the rom realtime without modifying the rom file's contents. --------------------------------------------------------------------------- 12.) Bugs Section --------------------------------------------------------------------------- - 65816 lacks correct timing. Although ZSNES bases the timing on a variable cycle/instruction, it does not deduct correct values such as 16bit instructions should deduct 1 more cycle than 8bit instructions. 100% cycles of zsnes isn't 100% cycles of a snes because of that. This means that a lot of games either won't run or will produce horrible displays. Sometimes adjusting the % of execution can fix those problems. This is due to inaccurate documentation used when the 65816 was written. There is no plans on re-writing the 65816 timing yet. - Games sometimes tend to not display things properly because of graphic features that aren't implemented yet - The Sound DSP chip still has its bugs (not many though) --------------------------------------------------------------------------- 13.) Contact Information --------------------------------------------------------------------------- The ZSNES homepage is located at : http://www.zsnes.com If you have any questions about zsnes and you have read ZSNES.FAQ, README.TXT, and GUINOTES.TXT to make sure the answer isn't there. And your question is NOT a ROM Request or asking about a newer version, you can post your question at the zsnes www board located at : http://www.zsnes.com/board/ Remember : This board should be mainly used for zsnes related questions. ROM requests (or asking for games, a link to a rom site, or where to find them) are forbidden!!! Be sure to also read the RULES! The rules are located at the top of the page. If you wish to contact the authors, you may contact them through : (Remember - No ROM requests please! and don't send any files without permission!) zsknight@zsnes.com _demo_@zsnes.com pharos@zsnes.com Try not to send a copy of your e-mail to all of us since that will just waste our time. Also, don't expect to get a reply since we are often busy. --------------------------------------------------------------------------- 14.) The Debugger --------------------------------------------------------------------------- Note : The debugger is disabled when you don't enter zsnes with a -d Here are the keys: 1 : Enable/Disable spc700 display 2 : Enable/Disable 65816 display T : Trace (in 65816 opcodes) B : 65816 break point S : SPC break point C : Clear Counter M : 65816 modify A : SPC modify D : Debug Dump (SPC/DSPRam Dump Only) W : Break at signal (Used only by the programmers) F1 : Exit debugger and return to Game F2 : Save State F4 : Load State ESC : Exit entire program --------------------------------------------------------------------------- 15.) Error Codes --------------------------------------------------------------------------- -blank- --------------------------------------------------------------------------- 16.) Credits --------------------------------------------------------------------------- ZSNES uses NASM, DJGPP, WDOSX, and CWSDPMI (source codes & binary updates located at http://www.dbit.com/pub/cwsdpmi ) as the compilers and dos extenders. Thanks to those who produced these fine programs! Special thanks to wnelson! Without him, ZSNES would have never existed! Also to Y0SHi for his excellent snes docs, his help, and his excellent support! Also Thanks to : The_Teach of snes9x for some great info and the nice chats! Trepalium of snes9x for some great info and help! Gary of Snes9x and Steve Snake of KGen for being the source of info for sound decompression! Gary of Snes9x for being the source of info for TCall/PCall and also for lots of help! MrGrim for his great support! Crono for info on Sound Blaster Programming, Surround Sound, Sound Interpolation, and other sound stuff! Aquis for the zsnes logo! Alucard for helping us with an issue in the 65816! Vertigo for making a compatibility list! EFX for being a great supporter and also giving a lot of help and stuff! Zophar for being a great supporter and also maintaining the mirror site! Chris Hickman for redesigning the ZSNES web page! CSoft for hosting our web page! (www.csoft.net) Marius Fodor for the code for VSync, Sidewinder, Gamepad Pro, and some optimisation info! Sardu for some great info and help! Lord Esnes for some great help! Robert Grubbs for the sidewinder info! Nerlaska for some useful info on optimising and also for some help! Diskdude for writing sneskart which we used for the info on cheat codes! DarkForce for some great help! Pharos for some keyboard coding help! Ivar and Gary of the snes9x team for all the great help which includes their superfx info and code, DSP1 info, info on interleave formats (hirom & superfx), offset per tile mode, FIR filter, some spc700 and hdma bugs! WolfWings ShadowFlight for help on several issues of nasm! Wildfire for some help! A CoolMan for the algorithm for EAGLE! X-Sykodad and darklore for maintaining the ZSNES www board! Neill Corlett for some info on the .IPS format and also helping out a lot on improving the sound engine! Kreed (derek-liauw@usa.net) for the 2xSaI and Super Eagle Source Codes! 2xSaI homepage: http://members.xoom.com/derek_liauw/index.html Markus Oberhumer & Laszlo Molnar for the UPX compression utility UPX homepage: http://cdata.tvnet.hu/~ml/upx.html Jean-loup Gailly, Mark Adler, and Gilles Vollant for the unzip routines! Kode54 for the low pass filter routines! Andy Goth for some help on the design of the key combination engine! Yamaha of XYZZ (Scott Scriven) for his water effect code Yamaha's homepage: http://www.VIS.colostate.edu/~scriven/) All those people who helped us by either sending us docs, helping us, supporting us, and reporting bugs! Special Thanks to : Ashley, Barubary, CyberWarriorX, DCX, DooMStalK, Fanwen, GreenImp, Hucard, Kaiden, Stalphos Knight, Star Creator, TeleKawaru, the people in #zsnes efnet, and the regulars of the ZSNES message board! And also to all those whom we forgot! Special Thanks to all our beta testers for being a great help! Info on 256x256x256 scanlines mode is from the MAME source. Thanks to those behind MAME! Also, good luck to all those who are writing emulators, especially those who are writing snes emulators, including Snes9x, Nlke, SNEeSe, and SNEMul! And also good luck to the makers of TheSE!