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Amiga Format AFCD47 (Issue 131, Xmas 1999).iso
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warpsnes
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Snes9x v1.10 29-SEP-1998
========================
Contents
========
Changes Since Last Release
Introduction
What's Emulated
What's Not
What You Will Need
Getting Started/Command Line Options
Keyboard Controls
Joystick Support
Netplay Support
Super FX
Problems With ROMs
Sound Problems
Converting ROM Images
Speeding up the Emulation
Credits
Changes Since Last Release
==========================
1.10
- Finished NetPlay v1 - allows up to five networked machines to play
multi-player SNES games, one player on each machine.
- Switchable full-screen mode added to Linux X11 port, some code and ideas
nicked from Maciej Babinski's original Snes9x XFree86 DGA Linux port, the
UAE Amiga emulator, plus lots of my own code.
1.08
- Bug fixes to C Super FX emulation - now Winter Gold works correctly again.
1.07
- More DSP1 work. Mario Kart is now playable! The character projection code
is still broken so the opponents and obstacles aren't always positioned
correctly on screen and you keep bumping into them, but I can still keep
coming first!
- Started work on NetPlay support.
- Decreased sound card DMA buffer size on DOS port to improve sound generation
and sound CPU synchronisation in some games.
- Included Linux joystick driver patches from Vojtech Pavlik so the port can
use the new v1.x joystick drivers, again written by Vojtech Pavlik. Allows
use of Micro$oft Sidewinder pads, NES and SNES pads, PlayStation pads,
Gamepad Pros, etc.
- Added halve-the-result colour subtraction.
1.06
- Extended code to allow support for multiple 16-bit screen formats,
switchable at run-time, rather just supporting one, selectable at compile
time.
- Added XFree86 DGA Linux port - code from Maciej Babinski.
- More fixes to the X11 image format conversion and setup code.
- The asm SetByte routine wasn't wrapping writes to S-RAM correctly, allowing
some ROMs to think they were running on a copier and put up an error
screen. Thanks to Nu of #rom for the report.
- Added 'TV-Mode' support (interpolation and scan-lines) to the DOS and
UNIX ports from code based on John Stiles work.
- Added v-sync option to the DOS port.
- Added fix to Pro Action Reply support, thanks to Paul Shoener III.
- Added ggi support (untested) to Linux port using patches from
Alexander Larsson (alla@lysator.liu.se).
- Added 16 to 24/32 bit image conversion routines to the UNIX X11 code.
- The SPC700 OR1 instruction was broken. Thanks to Pyrgopolinices for the
report.
- DOS port was having trouble splitting and joining path names - caused
problems when specifying the full path name of a ROM when the ROM image
was on another drive.
- If a ROM reset the sound DSP and then turned on echo effects but kept
the same echo delay setting, then the echo effects could not be heard.
Thanks to madec@mclink.it for the bug report and freeze file that made it
easy to find the problem.
- DOS port was always using stereo sound setting, if sound card
supported it, regardless of the user preference.
- Linux port X11 port could crash if window was resized while transparency
effects were enabled.
- The colour subtraction accelerator look-up table was slightly wrong, causing
one bit of red, green blue values to 'spill' into the next field.
- Allowed colour window to cut a hole in the main-screen and show the sub-
screen underneath. The effect is used by Illusion of Gaia.
- Added support for colour subtraction, with the halve-the-result flag
set.
- Included DSP1 code from _Demo_. Now you can see the track in Mario Kart and
the ground in Pilot Wings - still can't play the games though due to other
missing commands.
- Added an NMI hack to work around a code bug in Battle Toads: BATTLEMANIACS,
its only by chance that the game works on a real SNES - And disabled it
again because it causes problems for Chrono Trigger.
- A frame skip of zero was actually still skipping one frame. Thanks to
Marius Fodor for the info.
- And yet more X-OR window bug fixes - now the effects during some of the more
'posh' spells look correct in Chrono Trigger.
- Yet another window area inversion bug - off by one pixel on right-hand edge.
- Forgot to put dummy start and end points for XOR window combination modes -
now Uniracers looks correct and Sailor Moon looks like it does on a real
SNES.
- Window clip code was using wrong index into a 2-dimensional array when
the whole of the main or sub-screens were clipped.
1.05
- The master volume disable code was looking that the wrong variable!
- Fixed crash bug in newer sound code if a ROM tried to start a sample
playing who's data went past the end of SPC700 memory. (Cannon Fodder)
1.04
- Fixed DSP1 ROM header detection bug.
- More DSP1 work; still nothing works, although I know the multiply command
is correct because I've compared the results against a real DSP1.
1.03
- Oops, the multi-player 5 disable code change broke the multi-player 5 being
the default controller.
- Implemented the colour window on the main screen - now Zelda's oval zoom
window displays correctly and Krusty's Super Fun House clips the left-most
8 pixels as it does on the real SNES.
- TERRANIGMA didn't like me returning a random value when it attempted to
read a channel's the current sample byte.
- Hacked in initial support for mode 7 priority-per-pixel - the priority bit
doesn't actually change the priority of the pixel but the two games that I
know of that use the feature look OK. (Winter Extreme Skiing and the
intro of Tiny Toons Adventures).
- Colour addition/subtraction code now uses RGB565 rather than RGB555
calculations - helps a little with the loss of the bottom bit of SNES
colour data.
- DSP1 emulation started - nothing works yet.
1.02
- Switched to adding back drop colour rather than fixed colour when
sub-screen addition is enabled but there's nothing on the sub-screen.
Uniracers seems to need it. - DISABLED it again. Causes problems for
other ROMs and Uniracers itself on later screens.
- Fixed XOR window logic combination mode and area inversion code, now
Uniracers works correctly.
- Oops, if colour window and half colour addition/subtraction were both
switched on, area outside colour window was still being halved, it shouldn't.
Hacky fix at the moment until I implement the correct fix.
- Fixed several bugs with the mosaic effect and 16x16 tiles and a few
possible background scroll offset bugs and the mosaic effect.
- Optimised the sound sample generation code for cases when the SNES
sample playback frequency was higher than the sound card playback rate.
- Fixed possible click sound when a sample was first started to be played.
1.01
- Corrected scanline count for PAL games - should be 312 lines verses 262 for
NTSC. Was causing slow music on PAL games.
- Added error correction code to the SPC700 timer update code - the
SPC700 timers are updated using the emulated h-blank handler which is
called every emulated 63.6 microseconds (15.720KHz) but the SPC700 timers
need to be updated at multiples of 8KHz, hence the error. Was causing
music to be played slightly too fast.
- Switched back to using C SPC700 code - the old SPC700 asm code was lacking
several optimisations that the C version had. It also had multiple
speed hack cycle skipping bugs. Plus I hadn't even finished optimising
all the code from the last time I converted the C compiler output.
- Optimised SPC700 memory access routines a little.
- Disabled code that prevented ROMs updating SPC700 timer values while the
timer was running - it seems like it is allowed, even though docs on the
'net I've seen say its not.
Introduction
============
Snes9x is a portable, freeware Super Nintendo Entertainment System (SNES)
emulator. It basically allows you to play most games designed for the SNES
and Super Famicom Nintendo game systems on your PC or Workstation; they
include some real gems that were only ever released in Japan.
Snes9x is the result of well over a year and a half's worth of part-time
hacking, coding, recoding, debugging, divorce, etc. (just kidding about the
divorce bit). Snes9x is coded in C++, with three assembler CPU emulation
cores on the i386 Linux and Windows ports.
Snes9x is better than a real SNES:
o Freeze a game at any position, then restore the game to that exact spot at
a later date - ideal for saving a game just before a difficult bit.
o Built-in cheat cartridge.
o Built-in peripheral emulation. The SNES mouse, Multi-player 5 and SuperScope
external add-ons are all emulated, they cost extra money with a real SNES.
o Stereo sound - yes I know the SNES produced stereo sound, but who actually
paid the inflated price for the special lead just so you could hear it?
o No more cartridge contact cleaning!
o Some SNES hardware features that be turned on and off during game play,
games might be using one of these features to deliberately make a section
of the game more difficult. Easy, just turn the feature off.
o Networked game play.
Snes9x is worse than a real SNES:
o Unless your computer is very fast (Pentium II+), some games just can't
hit every frame being rendered and the emulator starts to omit rendering
some frames to keep the emulator running at a constant speed - to you
it appears as if the graphics aren't moving as smoothly as they should.
o Not all games work; bugs and missing features cause some games to fail to
work or renders them un-playable.
o You have to wait for your computer to boot before you can play games,
no waiting on the real SNES!
o The SNES has an analog low-pass sound filter that give a nice bass to
all the sounds and music - Snes9x doesn't emulate this. If you have
a posh sound card, you could try fiddling with it mixer controls to produce
a similar effect. Lower the playback rate can have a similar effect.
What's Emulated
===============
- The 65c816 main CPU.
- The Sony SPC700 sound CPU.
- SNES variable length cycles.
- 8 channel DMA and H-DMA (raster effects).
- All background modes, 0 to 7.
- Sound DSP, with eight 16-bit stereo channels, compressed samples, hardware
attack-decay-sustain-release volume processing, echo, pitch modulation
and digital FIR sound filter.
- 8x8, 16x8 and 16x16 tile sizes, flipped in either direction.
- 32x32, 32x64, 64x32 and 64x64 screen tile sizes.
- H-IRQ, V-IRQ and NMI.
- Mode 7 screen rotation, scaling and screen flipping.
- Vertical offset-per-tile in modes 2, and 4.
- 256x224, 256x239, 512x224, 512x239, 512x448 and 512x478 SNES screen
resolutions.
- Sub-screen and fixed colour transparency effects.
- Mosaic effect.
- Single and dual graphic clip windows, with all four logic combination modes.
- Colour effects only inside a window.
- 128 8x8, 16x16, 32x32 or 64x64 sprites, flipped in either direction.
- SNES palette changes during frame (15/16-bit internal rendering only).
- Super FX, a 21/10MHz RISC CPU found in the cartridge of several games.
- SNES mouse.
- SuperScope (light gun) emulated using computer mouse.
- Multi-player 5 - allowing up to five people to play games simultaneously on
games that support that many players.
- Game-Genie, Action Replay and Gold Finger cheat codes.
- Multiple ROM image formats, with or without a 512 byte copier header.
- Single or split images, compressed using gzip, and interleaved in one of two
ways.
- Auto S-RAM (battery backed RAM) loading and saving.
- Freeze-game support, now portable between different Snes9x ports.
What's Not
==========
- Only partial DSP1 support, enough to play Mario Kart but no more. The DSP1
is a math co-processor chip that was inside the cartridge of some games,
notably Mario Kart and Pilot Wings.
- Any other odd chips that manufactures sometimes placed inside the
cartridge to enhance games and as a nice side-effect, also act as an
anti-piracy measure.
- Direct colour mode - uses tile and palette-group data directly as RGB value.
- Pseudo hi-res. mode - SNES hardware uses interpolation to give apparent
increase in horizontal resolution, use the TV mode to get the same effect.
- Mosaic effect on mode 7.
- A couple of SPC700 instructions that I can't work out what they should do.
- Fixed colour and mosaic effects in SNES hi-res. (512x448) modes.
- Offset-per-tile in mode 6. Luckily I haven't found a game that uses it, yet.
- Horizontal offset-per-tile in modes 2, 4 and 6. Just noticed that Chrono
Trigger uses that.
- Cycle counting on SPC700 emulation.
- Executing SPC700 instructions during SNES DMA operation.
- Exact sound CPU and sound generation synchronisation.
- Various pixel priority problems with sprites and transparency effects.
What You Will Need
==================
CPU
---
Faster the better, but 486DX4 100 minimum when using 8-bit graphics and
minimal or no sound, Pentium 166 or higher for transparency effects and
Pentium 200 or higher for Super FX games.
Memory
------
16Mb or more for Linux. Sun workstations shouldn't have a problem.
Screen
------
X Window System ports needs an 8, 15, 16, 24 or 32 bit X server running;
transparency effects are available at all depths, but don't look good with
only an 8-bit display. For maximum emulation speed, have the X server switched
to 8-bit and don't enable transparency effects, or 15 or 16-bit with
transparency effects enabled.
The Linux SVGA port is very limited at the moment due to no 16-bit screen
modes being supported on my two main development machines. However, the
Linux X Window System version now has a full-screen mode, so there's hopefully
no need to use the SVGA version.
Disk Space
----------
1Mb for the emulator.
Software
--------
Access to SNES ROM images in *.smc, *.sfc, *.fig or *.1, *.2, or sf32xxxa,
sf32xxxb, etc., format otherwise you will have nothing to run!
Please note, it is illegal in most countries to have commercial ROM images
without also owning the actual SNES ROM cartridge.
Getting Started
===============
From a shell just type:
snes9x <ROM filename>
to start the X Window System port or
ssnes9x <ROM filename>
to start the Linux SVGA port.
ROM images are normally loaded from the directory ./roms. This can be
changed by specifying a pathname with the image name or setting the
environment variable SNES96_ROM_DIR to point to a different directory.
Freeze game files and S-RAM save files are normally read from and written to
the directory $HOME/.snes96_snapshots. This can be changed by setting the
environment variable SNES96_SNAPSHOT_DIR to point to a different directory.
The Linux SVGA port and to get access to full-screen mode on the Linux X
Window System port, Snes9x needs root permissions. In the directory where
Snes9x is located:
su root
chown root snes9x ssnes9x
chmod 4755 snes9x ssnes9x
Some command line flags are available:
Graphics options:
-tr or transparency (default: off)
Enable transparency effects, also enables 16-bit screen mode selection.
Transparency effects are automatically enabled if the depth of your X
server is 15 or greater.
-16 or -sixteen (default: off)
Enable 16-bit internal screen rendering, allows palette changes but no
transparency effects.
-hires or -hi (default: lo-res.)
Enable support for SNES hi-res. and interlace modes. USE ONLY IF GAME
REQUIRES IT (FEW DO) BECAUSE IT REALLY SLOWS DOWN THE EMULATOR.
-y or -interpolate (default: off)
Enables 'TV mode', hires support, 16-bit internal rendering and
transparency effects. TV mode scales the SNES image by x2 by inserting an
extra blended pixel between each SNES pixel and 80% brightness 'scan-lines'
between each horizontal line. The result looks very nice but needs a fast
machine. Use with the full-screen X mode and a 15 or 16 depth X server,
or the SVGA port for fastest operation.
-nms or -nomodeswitch (default: switch modes)
The Linux X Windows System port can change the screen resolution when
switching to full-screen mode so the SNES display fills the whole screen.
Specify this option to stop it if causes you problems.
-scale or -sc (default: off)
Stretch the SNES display to fit the whole of the computer display.
Linux X Window System full-screen mode or SVGA port only. Use only if you
have a very fast machine.
Sound options:
-ns or -nosound
Disable sound CPU emulation and sound output, useful for the few ROMs
where sound emulation causes them to lock up due to timing errors.
-sk 0-3 or -soundskip 0-3 (default: 0)
ONLY USED IF SOUND IS DISABLED.
-stereo or -st (default: stereo)
Enable stereo sound output.
-mono (default: stereo)
Enable mono sound output. Faster, but doesn't sound as nice.
-r 0-7 or -soundquality or -sq 0-7 (default: 4)
Sound playback rate/quality:
0 - disable sound, 1 - 8192, 2 - 11025, 3 - 16500, 4 - 22050 (default),
5 - 29300, 6 - 36600, 7 - 44000.
-b size or -buffersize size or -bs size (default: auto-select)
Sound playback buffer size in bytes 128-4096.
-envx or -ex (default: off)
Enable volume envelope height reading by the sound CPU. Can cure sound
repeat problems with some games (e.g. Mortal Kombat series), while causing
others to lock if enabled (eg. Bomberman series).
-nosamplecaching or -nsc or -nc (default: on)
Disable decompressed sound sample caching. Decompressing samples takes time,
slowing down the emulator. Normally the decompressed samples are saved
just in case they need to be played again, but the way samples are stored
and played on the SNES, it can result in a click sound or distortion when
caching samples with loops in them.
-noecho or -ne (default: on)
Turn off sound echo and FIR filter effects. Processing these effects can
really slow down a non-MMX Pentium machine due to the number of calculations
required to implement these features.
-ratio 1+ or -ra 1+ (default: 2)
Ratio of 65c816 to SPC700 instructions. Default of 2 is fine for most
games, but 3 gets Fifa 96 and games written by the software house Human
working. 5 gets The Empire Strikes Back working. There will be others.
-nomastervolume or -nmv (default: on)
Disable emulation of the sound DSP master volume control. Some ROMs set
the volume level very low requiring you to turn up the volume level of
your speakers introducing more background noise. Use this option to
always have the master volume set on full and to by-pass a bug which
prevents the music and sound effects being heard on Turrican.
Cheat options:
-gg <code> or -gamegenie <code>
Supply a Game Genie code for the current ROM. Up to 10 codes can be in
affect at once. Game Genie codes for many SNES games are available from:
http://game-genie.nvc.cc.ca.us
-ar <code> or -actionreplay <code>
Supply a Pro-Action Reply code for the current ROM. Up to 10 codes can be in
affect at once. At the moment, codes which alter RAM do not work.
-gf <code> or -goldfinger <code>
Supply a Gold Finger code for the current ROM. Up to 10 codes can be in
affect at once.
Speed up/slow down options: (See "Speeding Up The Emulation")
-f <frame skip count> or -frameskip <frame skip count> (default: auto-adjust)
Set this value to deliberately fix the frame skip rate and disable auto-
speed regulation. Use a larger value faster emulation but more jerky
movement and a smaller value for smooth but slower screen updates.
Use '+' and '-' keys to modify the value during a game.
Ideal for some Super FX games that confuse the auto-adjust code or
for games that deliberately flash the screen every alternate frame.
-frametime <time in milliseconds> or -ft <time in milliseconds>
(default: 16.6ms NTSC games and 20ms for PAL games)
If auto-adjust frame skip option is in effect, then the emulator will try
to maintain a constant game and music speed locked to this value by skipping
the rendering of some frames or waiting until the required time is reached.
Increase the value to slow down games, decrease it to speed up games.
During a game the value can be adjusted in millisecond steps by pressing
Shift '-' or Shift '+'.
-h <0-200> or -cycles <0-200>(default: 100)
Percentage of CPU cycles to execute per scan line, decrease value to
increase emulation frame rate. Most ROMs work with a value of 85 or above.
-j or -nojoy
Turn off joystick, SideWinder and GrIP detection (joystick polling on the
PC slows the emulator down).
ROM image format options:
-i or -interleaved (default: auto-detect)
Force interleaved ROM image format.
-i2 or -interleaved (default: can't be auto-detected)
Force alternate interleaved format (i.e. most Super FX games).
-hirom or -fh or -hr (default: auto-detect)
Force Hi-ROM memory map for ROMs where the Hi-ROM header test fails.
-lorom or -fl or -lr (default: auto-detect)
Force Lo-ROM memory map for ROMs where the Hi-ROM header test fails)
-header or -hd (default: auto-detect)
Force the detection of a ROM image header. Some ROM images have been
hand-edited to remove unused space from the end of the file; if the
resultant image size is not a multiple of 32k then Snes9x can't
auto-detect the presense of a 512 byte ROM image header.
-noheader or -nhd (default: auto-detect)
Force Snes9x into thinking no ROM image header is present. See -header
above.
-p or -pal (default: auto-detect)
Fool ROM into thinking this is a PAL SNES system and adjust frame time
to 20ms (50 frames per second)
-n or -ntsc (default: auto-detect)
Fool ROM into thinking this is a NTSC SNES system and adjust frame time
to 16.7ms (60 frames per second)
-l or -layering (default: off)
Swap background layer priorities from background involved in sub-screen
addition/subtraction. Can improve some games play-ability - no need to
constantly toggle background layers on and off to read text/see maps, etc.
Toggle feature on and off during game by pressing '8'.
Not used if transparency effects are enabled.
-l <freeze game file name> or -loadsnapshot <freeze game file name>
Load snapshot file and restart game from saved position.
-nh or -nohdma (default: H-DMA enabled)
Turn off the H-DMA emulation. Pressing '0' during a game toggles H-DMA on
and off.
-n or -nospeedhacks (default: speed hacks)
Turn off a couple of speed hacks. The hacks boost the speed of many ROMs
but cause problems a few ROMs.
-nw or -nowindows (default: graphics windows emulated)
Disable graphics windows emulation. Use 'backspace' key during a game to
toggle the emulation on and off.
Joystick options:
-joymap[1|2|3|4] followed by 8 numbers
Specify the SNES joypad buttons to Linux joystick driver buttons mapping for
each of the four supported joypads.
Specify the Linux joystick button number for the corresponding SNES button
in the following order: A, B, X, Y, TL, TR, Start and Select
The default map is: 1 0 4 3 6 7 8 9
which is suitable for Sidewinder gamepads.
-s or -swap
Swap emulated joy-pad 1 and 2 around, pressing '6' during a game does the
same thing.
-j or -nojoy
Turn off joystick, SideWinder and GrIP detection (joystick polling on the
PC slows the emulator down).
For example, to start a game called "mario", with sound, and transparency
effects, type:
snes9x -tr mario.smc
Keyboard Controls
=================
While the emulator is running:
'Escape' Quit the emulator
'Pause' or 'Scroll Lock' Pause the emulator
Alt+'f' or PrtSc Toggle the X11 port full-screen mode on and off.
Joy-pad 1:
'up' or 'u' Up direction
'down', 'j' or 'n' Down direction
'left' or 'h' Left direction
'right' or 'k' Right direction
'a', 'v' or 'q' TL button
'z', 'b' or 'w' TR button
's', 'm' or 'e' X button
'x', ',' or 'r' Y button
'd', '.' or 't' A button
'c', '/' or 'y' B button
'return' Start button
'space' Select button
'Mouse left' Mouse left button or SuperScope fire button.
'Mouse right' Mouse right button or SuperScope cursor button.
'tab' SuperScope turbo toggle switch.
'`' SuperScope pause button.
'0' Toggle H-DMA emulation on/off.
'1' Toggle background 1 on/off.
'2' Toggle background 2 on/off.
'3' Toggle background 3 on/off.
'4' Toggle background 4 on/off.
'5' Toggle sprites (sprites) on/off
'6' Toggle swapping of joy-pad one and two around
'7' Rotate between Multi-player 5, mouse on port 1,
mouse on port 2 and SuperScope emulation.
'8' Toggle background layer priorities for backgrounds
involved in sub-screen addition/subtraction.
'9' Toggle transparency effects on and off - only if
16-bit screen mode selected.
'Backspace' Toggle emulation of graphics window effects on/off.
'-' Decrease frame redraw skip rate
'+' Increase frame redraw skip rate
The sequence is auto-frame rate adjust, render every
frame, render 1 frame in two, render 1 frame in three,
render 1 frame in four, etc.
Shift+'-' Decrease frame time in 1ms steps.
Shift+'+' Increase frame time in 1ms steps.
The frame time value is the average length of time a
single frame should take to emulate - works only if
the auto-frame rate adjust is operational.
The code will skip the rendering of some
frames in order to try and reach the required value.
Shift+'F1-F10' Quick save a freeze game file.
'F1-F10' Quick load a freeze game file, restoring a game to an
exact position.
Alt+'F2' Load a game's saved position.
Alt+'F3' Save a game's position.
Alt+'F4' -> 'F11' Toggle sound channels on/off.
Alt+'F12' Turn on all sound channels.
Joystick Support
================
The Linux port now makes use of the new v1.x joystick kernel drivers written
by Vojtech Pavlik (vojtech@ucw.cz) to allow the use of a wide varity of
different joystick/joypad types to control SNES games.
Older versions of the drivers are included in recent development Linux
kernels. Download the lastest driver version from
http://atrey.karlin.mff.cuni.cz/~vojtech/joystick/
Refer to the documentation that comes with the drivers to enable support for
your type of joystick/pad in Snes9x.
Netplay Support
===============
The Linux and UNIX ports of Snes9x support networked game-play, where
each player of a multi-player SNES game can be on their own workstation.
Due to the nature in which the emulated SNES games where written and speed
general lack of speed of the Internet, only local-area network game play is
possible.
Start the s9xserver process on one machine, then start snes9x on each
workstation giving the extra command-line flag -server <hostname> where
<hostname> is the name of the machine where the s9xserver process was
started. Is is also possible to specify the server name by setting the
environment variable S9XSERVER to the server hostname.
Snes9x normally uses network port 6096 by default, this can be changed by
specifying -port <port num> on the command line of the server and snes9x,
or by setting the environment variable S9XPORT.
The first snes9x session to connect to the server becomes player 1 and dicates
what ROM all other snes9x clients will have to run before connecting to the
server. The second client to connect becomes player 2, and so on. As each new
snes9x client process connects to the server, existing games in progress are
reset to the beginning to keep everyone in sync.
Some SNES games randomise game play and screen layout using data from the SNES
sound chip, notably the Bomberman series. Since Snes9x doesn't keep the sound
generation in exact synchronisation with the CPU emulation (if it did you'd
keep hearing breaks in the sound), you find such games can vary the screen
layout and baddy movement between Snes9x sessions given that all other
external input is identical, thus making it difficult to play multi-player
networked sessions with these games. To network play such games, either switch
off sound (-ns) or wait until I provide a re-sync option in the next release.
Super FX
========
The Super FX is a 10/21MHz RISC CPU developed by Argonaut Software used as a
game enhancer by several game tiles. Support is still buggy and I've no
idea what the problem is. Oh well, may be one day... Anyway, games that work:
Yoshi's Island (best single-player game on SNES, if you like platform games),
Doom, Winter Gold and Dirt Trax FX.
Games that don't work:
StarFox, StarFox 2, Stunt Race FX, Vortex.
All games that actually work are extremely playable on my 200MHz K6 desktop
machine. Frame rates will suffer for folks with slower machines.
Lots of Super FX ROM images available are in an odd interleaved format that
I haven't worked out how to auto-detect. If your ROM image isn't working try
using the -i2 command line flag.
Problems With ROMs
==================
If the emulator just displays a black screen for over 10 seconds, then one
of the following could be true:
1) If its a SuperFX game, chances are its in interleaved2 format, try the -i2
switch.
2) Someone has edited the Nintendo ROM information area inside the ROM image
and Snes9x can't work out what format ROM image is in. Try playing
around with the ROM options: -i, -fl, -fh, -hd, -nhd.
3) The ROM image is corrupt. If you're loading from CD, I know it might
sound silly, but is the CD dirty?
4) The 65c816 to SPC700 communication has failed. Try -ratio 3 or -ratio 5.
If that doesn't work, and you don't mind playing the game without sound,
try -ns and then one of -ss 0, -ss 1, -ss 2 or -ss 3.
5) The original SNES ROM cartridge had additional hardware inside that is not
emulated yet and might never be - e.g. Street Fighter 2 Alpha,
Megaman X2, Megaman X3 and Mario RPG.
6) Its a 48Mbit game and I haven't managed to work out the SNES memory map
for such games. Now the Snes9x source code has been released, anyone
willing to take up the challenge?
Sound Problems
==============
No sound coming from any SNES game using Snes9x? Could be any or all of
these:
- Snes9x couldn't open the sound device (/dev/dsp) when it started (Snes9x
should display an error message), a permissions problem, the device doesn't
exist or some other process already has the sound device open.
- The kernel doesn't support your sound hardware (Linux barely supports the
sound card in my new laptop, I'm stuck with 8-bit sound only at the moment).
- You haven't got the volume control on your speakers turned down, have you?
General sound problems:
- Music plays very slowly on some games, try the -n option.
- Sound samples keep repeating or don't switch off, especially ones
that play lots of speech samples, try -envx (e.g. Mortal Kombat series).
- Sound quality is poor on all games. You have a noisy sound card (usually
cheap cards) or one that Linux only supports at 8-bit.
Converting ROM Images
=====================
If you have a ROM image in several pieces, simply rename them so their
filename extensions are numbered: e.g. game.1, game.2, etc. Then, when
loading the ROM image, just specify the name of the first part; the remaining
parts will be loaded automatically.
If they are already in the form sf32xxxa, sf32xxxb, etc., you don't even have
to rename them; just specify the name of the first part, as above.
Emulation speed
===============
Emulating an SNES is very compute intensive, with its two or three CPUs,
an 8 channel digital sound processor with real-time sound sample decompression
and stereo sound, two custom graphics processors, etc.
If you only have a 486 machine, you will need to stick to using only 8-bit
graphics and minimal or no sound:
With sound:
snes9x -ne -r 1 -m 2 -mono <rom filename>
Without sound:
snes9x -ns -m 2 <ROM filename>.
Disabling the joystick support will also help (-j).
For maximum speed, if you're using the X Window System port, make sure your
X server is set to depth 8 and transparency effects are not enabled, or your
X server is set to depth 15 or 16 if you want transparency effects.
If you want to use the TV mode (-y), switching to a full-screen display is
usually fastest with the X server set to depth 15 or 16.
Don't enable the scale option and don't resize the window on the X Windows
port.
Users with slower Pentium machines might want to turn off echo and digital
FIR filter effects, due to the number of multiply operations needed to
implement them. Use -ne option.
Got a big throbbing beast of a CPU under the cover of your computer? These
options will sort out the men from the boys:
snes9x -y -sc -r 5 -nc <ROM filename>
Credits
-------
- Jerremy Koot for all his hard work on current and previous versions of
Snes96, Snes97 and Snes9x.
- Lstat for the original Super FX C emulation, DSP1 emulation work and
information on both chips.
- zsKnight and _Demo_ for the Intel Super FX assembler code.
- zsKnight and _Demo_ for all the other ideas I've nicked off them; they've
nicked lots of my ideas and information too!
- DiskDude's SNES Kart v1.6 document for the Game Genie(TM), Gold Finger and
Pro Action Replay cheat system information.
- Lord ESNES for some nice chats and generally useful stuff.
- Lee Hyde (lee@jlp1.demon.co.uk) for his quest for sound information and
the Windows 95 icon.
- Shawn Hargreaves for the rather good Allegro 3.0 DOS library.
- Robert Grubbs for the SideWinder information - although I didn't use his
actual driver in the end.
- Steve Snake for his insights into SNES sound sample decompression.
- Vojtech Pavlik for the Linux joystick driver patches.
- Maciej Babinski for the basics of Linux's DGA X server extensions.
- Alexander Larsson for the GGI Linux port code.
- Harald Fielker for the sound interpolation code (not included in this
release due to problems).
Super NES, SuperScope and Super FX are a trademarks of Nintendo.
Sun, Solaris and Sparc are all trademarks of Sun Microsystems, Inc.
Game Genie is a trademark of Lewis Galoob Toys, Inc.
MS-DOS and Windows 95 are trademarks of Microsoft Corp.
Intel, Pentium and MMX are all trademarks of Intel Corp.
Sony is a trademark of Sony Corp.
UNIX is a trademark of someone, I forget who, but its not AT&T, they sold it.
------------------------------------------------------------------------------
Gary Henderson
gary@snes9x.com