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Logiciels PC 13
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Logiciels PC 13 (avril 2000).iso
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zsn9891a
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GUINOTES.TXT
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1999-11-19
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Table of Contents
─────────────────
I. ) The Game Menu
II. ) The Quick Menu (Arrow Menu)
III.) The Config Menu
IV. ) The Cheat Menu
V. ) The MultiPlay Menu
VI. ) The Misc Menu
----------------------------------------------------------------------------
Note : If any windows exists in the GUI field, pressing ESC always closes
the top-most window
Note : Pressing ESC when no window is active is equivalent to RUN. It will
not function if no game is loaded
----------------------------------------------------------------------------
---------------------
- I.) The Game Menu -
---------------------
Load :
Perform : Load File and Run
Usage :
Loading a File :
You can move through the list using either the mouse or the
keyboard. The keys for the keyboard are :
Up/Down - Move Up/Down through the list
Left/Right - Switch between the File and Directory Window
PageUp/PageDown/Home/End - Move through the list in larger
increments
A .. Z - Quickly move to the next entry in the list which
starts with that letter
Enter = Load File or Change Directory (depending on which
window you are in)
Display Type :
You can select from either Normal 8.3 file format (Default),
Snes Header name, and Win95 long filename format.
Note : Win95 long filename format will not work in Pure DOS.
It will crash when using dosemu in Linux
Note : Snes Header Display will sometimes display garbled Lines.
This is normal since some images don't have a proper
name in the header or the header is not in english.
Whenever ZSNES detects a blank header name, it uses
the filename instead.
Also note that .ZIP files will not display the header name.
It's not efficient for the program to unzip every zip file
in the directory just to get the header names.
Show all Extensions : This will force the GUI to show
all of the file extensions instead of the default (.SMC,.SFC,...)
Run :
Perform : Runs the game
Reset :
Perform : Resets the game, but asks user for confirmation first
Save State :
Perform : Saves the state (Equivalent to default F2), but asks
user for confirmation first
Load State :
Perform : Loads the state (Equivalent to default F4), but asks
user for confirmation first
Pick State :
Perform : Allows user to select the state position to use
(Equivalent to default F3)
Quit :
Perform : Quits ZSNES
----------------------------------------------------------------------------
-----------------------------------------------
- II.) The Quick Menu (Displayed as an Arrow) -
-----------------------------------------------
Perform : Allows the user to quickly select the last 10 games loaded off
the GUI. Also allows the user to freeze/clear the list.
Tip : You can create a favorites list by first clearing the list then
loading up all the games (last game loaded will be at the top) and
turning freeze on.
----------------------------------------------------------------------------
-------------------------
- III.) The Config Menu -
-------------------------
Input #1-#4 :
Perform : Allows user to select the input device and control
keys for each player
Usage :
Selecting an Input Device :
Using your mouse, move through the list of input devices
until the device of your choice is highlighted. From
there, click on SET and the input device you selected
should appear after CDV: (CDV = Current Device)
Changing default keys :
Click on the key which you want to change using your
mouse and then press the key or joystick button/pad
which you want to change it to. Pressing ESC disables
the game key.
Joystick 209h usage :
Some dual joystick cards support dual joystick ports
(port 201h and 209h) which allows for 2 6-button joysticks
or 2 different types of joysticks (sidewinder and a
standard joystick). If you have one of these, check
the 'Use joystick port 209h' box. If you do not have
a dual joystick/dual port card and if you check the box,
then the joystick will not work.
Options :
Perform : Allows the user to select some in-game options
Usage :
Auto Frame Rate - Enables Auto Frame Rate
Frame Skip - (Shown when Auto Frame Rate is disabled)
Sets the constant frame skip value used when a game plays
Max Frame Skip - (Shown when Auto Frame Rate is enabled)
Sets the maximum allowable frame skip in auto framerate mode
New Gfx Engine - Enables/Disables the New Graphics engine
in 256 color modes or 320x240x65536 mode
VSync - Enables vertical sync wait to reduce sheering of the
screen. Requires a very fast computer.
MMX Copy - Enables MMX Copying routines for a slight speed
increase (MMX processors only)
Use Pl1/2 as Pl3/4 - Allows the user to use 2 devices for 1 player
such as the keyboard and the joystick. (set keyboard as input
device 1 and joystick as input device 3). This, however, disables
multitap support
Sidewinder Fix - Click this when your sidewinder doesn't work
after disabling the sidewinder profiler and pressed the
mode button twice
FPS at Start - Checking this would make the FPS appear whenever
you start ZSNES
Use 30Hz for Turbo - When activated, Turbo will change at 30hz NTSC
or 25hz PAL. Otherwise, Turbo will change at 60hz NTSC or 50hz PAL
Enable Game Clock - Enabling this will show the system clock on-screen
Toggled Fast Fwd - Checking this will change the way how the fast forward
button functions. Having it checked will cause it to act as a switch
and having it unchecked will cause it to act as a push button.
SRam Check+Save - This will enable automatic Save Ram write detection and
save the sram (.srm) to disk approximately 10 seconds after.
Old Gfx Mode 2 - This will enable the Old Gfx Engine Mode 2 which fixes
many transparency bugs that currently plagues 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.
Start at Latest Save - Checking this will automatically set the
save state pointer (F3 Menu) to the most recently saved location
whenever you load a rom image.
Auto State Save/Load - Enabling this will allow ZSNES to automatically
re-load the state whenever you return back to the game after a
proper exit.
Don't Save Current Path - This will prevent ZSNES from changing the
current start-up game path in the configuration. You can
access this in Config->Options.
Video :
Perform : Changes the current video mode and sets some options
Usage :
Changing the video mode - Use the mouse to select the video mode
and click 'SET'. When the video mode changes and if the result
doesn't look right, wait for 10 seconds without pressing any key
or button and the display will return to the previous one.
Scanlines - Only available in 256x256x256 and VESA2 640x480 modes.
This mode adds a blank line in between every line to produce
a scanline effect similar, if not exact, to a TV.
Eagle Engine - Only available in VESA2 320x240x256. Setting
this would enable the Eagle Engine designed by Dirk Stevens
which basically locates 3 similar colored pixels together
and places a small dot in between to smooth out some graphics.
Interpolation - Only available in VESA2 640x480x65536. Setting
this enable interpolation which basically blends all the
inbetween colors to produce a blurry effect. However, this
slows down emulation.
Full Screen - Only available in VESA2 320x240 and 640x480 modes.
Setting this would scale the image to fit the screen. This,
however, slows down emulation.
Small Screen - Only available in VESA2 640x480 modes. Setting
this would display the image in a small, centered screen. This
greatly improves performance in 640x480 modes.
50% Scanlines - Only available in 640x480x65536 video mode. This
will enable scanline mode except that each line is 50% darker than
the line above it.
25% Scanlines - Only available in 640x480x65536 video mode. This
will enable scanline mode except that each line is 25% darker than
the line above it.
2xSaI Engine - Only available in 640x480x65536 video mode. Setting this
would enable Kreed's 2x Scale Advanced Interpolation engine.
Super Eagle - Only available in 640x480x65536 video mode. Setting this
would enable Kreed's Super Eagle engine.
Triple Buffering - This will enable Triple Buffering if it is available
on your VESA drivers/Video Card. If it isn't available, then Zsnes
will use simulated Triple Buffering which is slower, but still does
the job. Note that Triple Buffering will not work with 2xSaI/Super
Eagle.
Sound :
Perform : Allows user to change the sound configurations of ZSNES
Usage :
Enable Sound - Setting this turns on the sound
Stereo Sound - Enables Stereo Sound (Noticably slower though unless
you have a fast P2)
Sound Rate - To change the sound rate, just click on the box
containing the value to rotate through all the
possible values.
Volume Level - To change, just slide the bar
Disable Noise Sim. (Disable Noise Simulation) - Setting this will
disable the noise filter which corrects many sound effects in
certain games, but will also ruin some others.
Surround Sound - Enable simulated 2 speaker surround sound
Sound Interpolation - Enable Sound Interpolation which smoothes out
the wave forms of lower frequency sounds
Reverse Stereo - This function swaps the L & R volume levels
in stereo mode
Low Pass Filter - The Low Pass Filter, when enabled, will produce
better bass in certain sound effects. However, the side effect
is that the sound will overall be more muffled.
----------------------------------------------------------------------------
-----------------------
- IV.) The Cheat Menu -
-----------------------
Add Code :
Perform : Enter Cheat Code Window and Set the keyboard cursor
on the cheat code entry box
Usage : Type in the code in either Game Genie, Pro Action Replay, or
Gold Finger format, press enter, then enter the description.
Note : Be sure to include the '-' when entering Game Genie codes
Note : 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
Cheat Code Reflector - What this feature does is that it allows a value
of one cheat code to be mirrored from a value of another cheat code. To
enable this option, 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 7E2000 from the game will also be
written to 7E1000), enter cheat code 7E1000FFR, then cheat code
7F2000FF (where FF can be any value).
Browse :
Perform : Enter Cheat Code Window and Set the keyboard cursor at the
browse box
Usage : Move through the list using either the mouse or keyboard and
select the cheat code you want to modify. Then click on the
buttons to the right or type in the key of the first letter
of the action.
Actions :
Toggle - Turns a cheat code on or off
Remove - Deletes the cheat code off the list
Save - Saves the current list into a .cht file which will
be located in the save directory
Load - Loads a previously saved list
Fix - Clicking this fixes some cheat codes that don't work,
but it will not always work
You can also toggle a cheat code on or off by double clicking on
them.
Search :
Perform : Allows you to search for values in memory such as life, score,
etc. and allows you to change their values to your own preferred
choice.
Usage :
Select Size : You can choose what data size to search for. If you
know the numerical values of the data you're going to select,
select the smallest number range that fits the data values.
(eg. If you know the value cannot go higher than 50000, then
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) and you'd have to guess the size.
Select Format : DEC (Decimal, 0 .. 9), HEX (Hexadecimal, 0 .. F)
Most of the time, it's recommended that you'd use decimal, although
there are some cases that the values in memory are sometimes stored
as hex.
Search Type :
Exact Value Search - In this mode, you have to enter the exact
numerical value that you want to search for. Such as 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 stores the value as
2 in memory.
Comparitive Search - In this mode, you select whether the value
is less than, greater than, equal to, or not equal to the
previous value. Such as if you have a life bar and if the life
bar suddenly goes down, go back to the cheat search engine and
select less than to search for any value that has been decreased.
----------------------------------------------------------------------------
------------------------
- V.) The NetPlay Menu -
------------------------
Modem Mode :
NOTE #1 : DOS Compatible modem is REQUIRED!
If you don't know your modem settings and you're in win95/98, go to
Control Panel -> System -> Device Manager -> Modem and select
your modem. Then click on your resources tab and the settings should
be there.
1.) Dial Menu - Allows you to enter the phone number to dial and then
dials and connects
2.) Wait for Ring - Waits for ring
3.) Config Modem - Allows you to configure your modem :
ComPort, IRQ, Baudrate - Sets your modem settings
Use Fossil Driver - Set this option if you want
ZSNES to use your a fossil driver. If you don't
know what a fossil driver is, just leave this
option unchecked and pretend it doesn't exist.
4.) Manual - Allows you to connect manually through the terminal.
However, if both remote and local users select manual,
the player numbers will not be assigned.
IPX :
IPX mode currently connects at the first remote connection it detects.
This will probabily change in the future if there is a demand.
Chat Mode :
Latency - The lower the number, the better the control response time.
But setting it too low can cause a lot of frame skip problems.
This value should vary depending on the traffic of the connection
you are using. A value of 2 or 3 is recommended for modem. The
value for IPX varies. Latency is basically the amount of time
between a user input and that input being affected in the actual
game. The delay should be higher than the time it takes for data
to move from one end to the other. Latency value of 1 is
equivalent to 1/30th of a second on NTSC games or 1/25th of a
second on PAL games.
Player # boxes - This will allow you to select up to a 5 player multiplayer
game. Anything that is checked will be controlled locally
starting from player 1 as the lowest checked player. Anything
marked with an X will be controlled remotely.
For example, if players 2,3,5 are checked and 1,4 are X'ed :
local player 1 will control player 2
local player 2 will control player 3
local player 3 will control player 5
remote player 1 will control player 1
remote player 2 will control player 4
----------------------------------------------------------------------------
----------------------
- VI.) The Misc Menu -
----------------------
Game Keys :
Perform : Allows user to change the game keys to their own preference
Usage :
Click on the key which you want to change using your
mouse and then press the key or joystick button/pad
which you want to change it to. Pressing ESC disables
the key.
GUI Options :
Perform : Allows the user to customize some of the GUI
Usage :
Mouse Wrap - Allows the mouse pointer to wrap at the borders of the
screen
Mouse Shadow - Disables/Enables the Mouse Shadow
Keep Menu Positions - When enabled, re-entering the GUI from the
game does not automatically enter the Load Menu, but
the previous menu which you were on when you last exit
the GUI
Save Window Positions - When enabled, the GUI doesn't reset the locations
of the windows when you exit/enter the GUI
Click Enters/Exits GUI - When enabled, it allows the right mouse button
to automatically run and exit the game to the GUI. This
however, slows down emulation by a bit since it has to
check the mouse button status once in a while.
Use JoyPad1 to Control - When enabled, it allows Player 1's device
to be used to move through the GUI. This is mainly used
if you want to use your joystick in the GUI. The equivalent
SNES keys to the Keyboard keys are :
SNES ControlPad = Move
SNES A = Enter
SNES B = ESC
SNES L = PageUp
SNES R = PageDown
Key Comb. (Key Combination Editor) :
Perform : Allows you to specify certain keyboard combination routines
with a single keystroke/joystick button press.
Usage :
Description - Allows you type in the description of the combination key
Key - Clicking on this box will allow you to select which key/button to
use
Combination Keys - this window will display the sequence of events
selected by the user
P# - Selects which player # to use those keys as
> = 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 Specfic (Game Specific) - Enabling this will tell Zsnes to use
separate Key Combination files for each individual game.
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
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 pressed 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
Movie Options :
Perform : Allows you to record SNES Movies so that you can play them
back at a later date either to amuse your friends, torture
your friends, or whatever. Just don't play anything in
front of your enemies since they might break your computer.
Usage :
Movies are saved as .ZMV, .ZM1, .ZM2, etc. files. They should be
located in the same directory as your save files. A movie file
consists of a save state file, saveram data, and the recorded
controller data. The initial filesize of a .ZMV file is the
combination of a .zst and a .srm file (around 300kbytes) and
it averages around 7kbytes/minute (value varies) or 420kbytes/hour.
You can record :
- Standard 1/2 player games
- 3-4 player Multitap games
- SNES Mouse games
- Network/Modem games
You cannot record :
- Super Scope Games
GUI Usage :
Record - Begins recording the movie file
Play - Begins playing the movie file
Stop - Stops the movie process
The numbers at the right side selects which movie file to play/record.
NOTE : Movies recorded without sound cannot be played when sound
is enabled and vice versa
NOTE : Loading another game, loading a state, or resetting the
game will halt the play/record process
NOTE : When you play a movie file, the SRAM data becomes invalid and
ZSNES won't save it until you load a game. This way, you don't have
to worry about your save ram when you load up a movie file.
Save Cfg :
Perform : Saves the configuration files
About :
Perform : Just displays the version # and the authors of ZSNES