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SNEeSe, an emulator for the Nintendo SFC/SNES game console
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The SNES emulator with the extra e's... SSSSS NN NN EEEEEE SSSSS SS SS NNN NN EE SS SS SS NNNN NN EE eeee SS eeee SSS NN NN NN EEEEE ee ee SSS ee ee SS NN NNNN EE eeeeee SS eeeeee SS SS NN NNN EE ee SS SS ee SSSSS NN NN EEEEEE eeee SSSSS eeee v0.854 (Public BETA) xx xx 2015 Please read the license (LICENSE file) before using or distributing SNEeSe in any way! NOTE: Send critical bug reports (this is, report only the ROMs that crash the emulator) to: esaelon* *at* *users.sf.net Please list the ROM, ROM filename, the settings you were using in the emulator, when it crashed, etc. Thanks for the help! Credits """"""" (note - @ symbols have been replaced with "* *at* *" to deal with e-mail address sniffers) SNEeSe is copyright (c) 1998-2015, Charles Bilyue. Portions copyright (c) 1998-2003, Brad Martin. Portions copyright (c) 2003-2004, Daniel Horchner. Portions copyright (c) 2004-2005, Nach. ( http://nsrt.edgeemu.com/ ) Unzip Technology, copyright (c) 1998 Gilles Vollant. zlib Technology ( www.gzip.org/zlib/ ), Copyright (c) 1995-2003, Jean-loup Gailly ( jloup* *at* *gzip.org ) and Mark Adler ( madler* *at* *alumni.caltech.edu ). JMA Technology, copyright (c) 2004-2005 NSRT Team. ( http://nsrt.edgeemu.com/ ) LZMA Technology, copyright (c) 2001-4 Igor Pavlov. ( http://www.7-zip.org ) Portions copyright (c) 2002 Andrea Mazzoleni. ( http://advancemame.sf.net ) New development Core & DOS/Win32 Port Developer/Maintainer Charles Bilyue (TRAC) esaelon* *at* *users.sf.net Unix/Linux/BeOS Port Developer/Maintainer Daniel Horchner dbjh* *at* *gmx.net Assistant Developer (Sound system emulation) Brad Martin bmartin* *at* *umr.edu http://home.gvi.net/~martin Improvements to ROM Loading Code and IPS Patching Support Nach http://nsrt.edgeemu.com/ JMA ROM Format Credits LZMA Technology Igor Pavlov http://www.7-zip.org/ LZMA/GCC Compatibility and LZMA API Extensions Andrea Mazzoleni http://advancemame.sf.net/ NSRT Team JMA Concept, Code, Portability JMA Support Code in SNEeSe Nach http://nsrt.edgeemu.com/ JMA Code malcster CL JMA Format Ideas Jonathan Gevaryahu (Lord_Nightmare) LZMA Source Cleanup grinvader JMA Portability Testing and Endianness Fixes zones New logo Siloh (formerly stainless) Old logo neptron http://ciot.pair.com/neptron/ Allegro library http://alleg.sf.net/ Former SNEeSe team Project founder Lee Hammerton (Savoury SnaX) Original logo Windwalker GUI improvements, testing Santeri Saarimaa (Gridle) Assistant developer Charles Bilyue' (TRAC) Sound system emulation Lee Hammerton (Savoury SnaX) Brad Martin archeide Shawn Hargreaves & Co. - Allegro library! - Thanks, Greets, and News moved to end of file Also try: FakeNES, a CVS open-source portable NES emulator in POSIX C with builds available for DOS, Win32-DirectX and Linux, by Siloh, RobotBebop, TRAC, and Lord_Nightmare. http://fakenes.sf.net/ System Requirements """"""""""""""""""" Here is a rough guide to the things you need to run this emulator: - A 586-class (Pentium, K6-family) or better CPU. Preferably better, as SNES emulation is computationally intensive, involving at least two CPUs, a complex audio DSP and complex video hardware. - Roughly 6-10 MB of memory free, dependant on ROM size. - Some SNES ROM images to try out. I will NOT give images due to ethics and copyright laws. Don't waste our time asking. -- DOS -- - A PC running MS-DOS or Win9x (95/98/ME). - SVGA graphics card (either with native VESA 2 support, or with a driver providing VESA 2 support, such as UniVBE or Scitech Display Doctor) for the following display modes: 16-bit using linear framebuffer 320x200 - 320x240 640x480 - A sound card from the following list for sound output (compatible cards may work): Ensoniq Soundscape; ESS AudioDrive; Sound Blaster (SB1.0, SB1.5, SB2.0, SB Pro, SB Pro 2.0, SB16); Windows Sound System. -- Win32 -- - A PC running 32-bit Windows (Win9X/ME/NT/2K/XP, etc.), with DirectX 5 or above. - A video adapter with DirectX-compatible drivers. - A sound output device with DirectX-compatible drivers, for sound output. -- Linux/Unix -- - A PC running X (windowing system), with Allegro 4.4. - A video adapter compatible with X; improved performance may be achieved by having DGA(2) support and the necessary privileges to access it. - A sound output device compatible with OSS, ESD, or ALSA, for sound output. -- BeOS -- - A PC running BeOS R5 PE, with Allegro 4.4. Other versions of BeOS might also work. - A video adapter supported by BeOS. - A sound output device supported by BeOS. The config file """"""""""""""" A config file is used so SNEeSe remembers what state it was in when the user quit. It can be edited with a text editor for those interested, but most options can be changed inside the GUI, with less hassle... Note: for the Win32 port, the config file is instead named "sneesew.cfg". Save RAM file extensions ------------------------ If you want to change the standard .SRM extension for Save RAM files (perhaps to prevent corruption of saved files, in case of bugs) simply edit the "sneese.cfg" file with a text editor and change the line: saveextension=SRM to saveextension=RAM to use the .RAM extension, for example. Save Directory (for Save RAM files and IPS patches) --------------------------------------------------- If you want to use a fixed save directory for your Save RAM files instead of the same directory of the ROM (to keep all your ROM directories from getting cluttered, and to be able to use Save RAM with ROMs on read-only media such as CD-ROM), edit the "sneese.cfg" file and add the line: savedirectory=D:/SRAMDIR/ replacing 'D:/SRAMDIR/' with the save directory you wish to use. (note: the trailing slash is not required and may be omitted) The directory specified MUST exist - if not, it will not be created, and SRAM loads and saves will simply fail without warning. IPS patches placed in the save directory with the same filename as the ROM image will automatically be applied on ROM load. ROM Directory (for ROM image files) ----------------------------------- If you want a default ROM directory to be used whenever you first use the 'Load ROM' menu in the GUI, edit the "sneese.cfg" file and add the line: romdirectory=D:/SNESDIR/ replacing 'D:/SNESDIR/' with the ROM directory you wish to use. (note: the trailing slash is not required and may be omitted) The directory specified MUST exist - if not, the GUI will likely ignore it and instead default to the current directory. Additionally, the above-mentioned ROM directory is searched when SNEeSe is started from the commandline with a specified filename that has no explicitly specified directory and it is not located in the current directory. The GUI """"""" The GUI can be opened by pressing ESC during emulation. From here you can RESUME emulation, RESET the emulation, LOAD a new SNES ROM into the emulator, setup some CONFIGURATION options (see below), get various infos about the loaded ROM and current emulated hardware state, and EXIT the emulator. Pressing ESC while in the GUI closes the current window, if the last window is closed, emulation resumes. To move the bar use the cursor UP/DOWN controls, to choose an option press ENTER (either one will do). In the file loading window: PAGE UP and PAGE DOWN allow you to travel through the listing a window at a time; HOME will go to the top of the list; and END to the bottom of the files (first press), then to the bottom of the directories (second press), then (DOS/Win32 only) to the bottom of the drives (third press). There is no exclusion by extension, and no jump-to-pressed-letter in the file loader yet, and LFNs are truncated... sorry, but will fix all of these soon! The CONFIGURATION menu allows you to change some features of the emulation as follows: ???x???x??? - The first option in the list will show the current emulation resolution. When you press ENTER a window will open allowing you to choose a new resolution. If the resolution cannot be set, it will revert to 320x200x16b mode. Configure Controllers - Brings up the CONTROLLER CONFIGURATION menu. Configure Sound - Brings up the SOUND CONFIGURATION menu. Min Frameskip: ? - You can modify the amount of frames to Max Frameskip: ? skip by pressing left or right arrow. Default is 4 for maxframeskip (show at least every 4th frame), 0 for minframeskip. Max Frameskip sets the maximum number of frames that will be skipped before a frame is drawn. Min Frameskip sets the number of frames that will always be skipped before a frame is drawn. a min skip of 0 tells SNEeSe to wait for at least one timer tick (50/60Hz) to have passed before emulating a frame (to slow down machines that are running too fast) Min Frameskip will never be above Max Frameskip. In the config file, 'maxframeskip' has precedence over 'minframeskip'. Setting Min Frameskip and Max Frameskip to the same number effectively disables all speed-throttling. Emulate SPC - Toggle SPC emulation/skipper. SPC emulation Skip SPC must be enabled with below option for sound. FPS counter: on or off - Toggles the on-screen FPS counter in the top-right corner of the screen (note: this counter is sometimes difficult or impossible to see). The CONTROLLER CONFIGURATION menu allows you to change some features of the controller emulation as follows: Joypad on player 1 - This option toggles emulation of joypad Joypad on player 2 - or mouse for the respective controller port. Define keys for player 1 - These option lets you redefine the keys Define keys for player 2 - for the joypad on the respective controller port. It shows a nice picture of the SNES joypad and asks the keys. You can press ESC anytime to stop redefining. If you have a joystick/joypad connected to your computer, and it is currently supported by Allegro and SNEeSe under your platform, you can press directions or buttons on the controller to map to it instead of the keyboard. Key mappings are shown as a name for the key. Joystick mappings are a bit more complicated, few examples follow. 'J1S1A2-' would eb the negative direction of axis 2 on joystick 1, stick 1; typically, the vertical axis of the main stick. 'J2B4' would be button 4 on joystick 2. The SOUND CONFIGURATION menu allows you to change some features of the sound emulation as follows: Sound Enabled - Enable/disable sound output when emulating the SPC. Also used to select mono or stereo emulation. Sample Size - Select sample size of samples output by audio emulation (8- or 16-bit). Echo/FIR filter - Toggles emulation of the SNES audio echo and its corresponding FIR filter. Gaussian filter - Toggles emulation of the 4-point pitch- regulated gaussian interpolation of sample data. ENVX reading - Toggles reporting of current ADSR/GAIN volume envelope heights to sound CPU, in case some ROM has a problem with it. Readme or don't bother e-mailing me """"""""""""""""""""""""""""""""""" When you attempt to use a ROM you should take note of any information displayed on the screen. For instance, if a ROM just bombs back to DOS, and all the information displayed looked like rubbish, the ROM image format may not be supported by the emulator (split ROMs, certain interleaved ROMs, certain memory maps), the ROM may be corrupted, or the ROM may have hit a bug in the emulator. To start the emulation, type SNEESE and then the file name of the ROM to load, or with no filename to go straight into GUI (you can load a ROM from the GUI, but it's painful!) SNEESE thisrom.smc You may also try any combination of the following switches: Memory map: -fl Force LoROM memory map -fh Force HiROM memory map ROM format: -fi Force interleaved ROM (only supported for HiROM) -fn Force non-interleaved ROM Copier header: -h Force ROM copier header -n Force no ROM copier header Video standard: -fvp Force PAL video standard -fvn Force NTSC video standard Audio output: -ds Disable sound -s Enable sound (stereo) -sm Enable sound (mono) Video output: -m# Set screen mode Available screen modes: DOS: 0:320x200x16b VESA2 1:320x240x16b VESA2 2:640x480x16b VESA2 Win32, Unix & BeOS: 0:320x200x16b 1:320x240x16b 2:640x480x16b 3:800x600x16b 4:960x720x16b 5:1024x768x16b 6:256x239x16b 7:512x478x16b 8:768x717x16b Paths and files: -saveext RAM Set extension for save RAM files -savedir ./saves Set save directory -romdir ./snes Set ROM directory Performance: -pt Disable cache preloads -pt2 Disable cache preloads (alt) -pb Enable cache preloads -pb2 Enable cache preloads (alt) -pm Enable MMX support -pf Enable FPU copies -pd Disable MMX/FPU support Options: -fps Start with frames-per-second (FPS) counter enabled -gui Enable GUI -cli Disable GUI If two or more switches conflict, the last switch takes priority. Once the ROM title is displayed, press a key to start the emulation. If the GUI is enabled (default): To pause the emulation and enter the GUI, press ESC. The GUI will pop up and allow you to return to the emulation, reset the emulation, load another ROM, reconfigure the emulator, display information about the ROM, or exit the emulator. Use the cursor and ENTER keys to navigate through the menus. If the GUI is NOT enabled: To exit the emulation, press ESC. Regardless of whether GUI is enabled or not: To break out of the emulator (quick-exit) press Ctrl-Alt-End. Use this if the emulator stops responding to input (including ESC). If you have any helpful information on DSP, SuperFX, sound, bug fixes, or any other emulation or general improvements, and would like to send me some constructive comments or help (NOT - are you gonna have DSP/FX/better sound/better graphics/more speed/etc., when for the same) feel free to e-mail me at: esaelon* *at* *users.sf.net Or you can visit the SNEeSe homepage at: http://sneese.sf.net/ The source code for this release of SNEeSe should be available at the homepage. Any email about obtaining copyright ROMs will likely be forwarded to the appropriate authorities, so don't waste our time! About the performance switches """""""""""""""""""""""""""""" Switches -pt (preload_cache=0 in the config file) and -pb (preload_cache=1) control if data areas that are expected to be written to will be preloaded into the host CPU's internal cache before they are used. This is likely to help performance on CPUs with a 64-bit data bus, a write-back internal cache and no write-allocation. Such CPUs include original '586' Intel Pentiums, both with and without MMX, and possibly other CPUs for similar mainboards, such as AMD K5s. Switches -pt2 (preload_cache_2=0) and -pb2 (preload_cache_2=1) control a limited form of the above, that should help performance on most or all CPUs with a write-back internal cache and no write-allocation. Such CPUs include Pentium Overdrive CPUs for 486 systems, and similar CPUs. 'preload_cache' and 'preload_cache_2' both default to enabled if the detected CPU family is 5, representing Intel Pentium and similar CPUs. Switches -pm (use_mmx=1), -pf (use_fpu_copies=1), and -pd (use_mmx=0, use_fpu_copies=0) control usage of MMX instructions, and usage of the FPU for copying data. MMX instructions will be used if MMX support is detected and 'use_mmx' is enabled. 'use_mmx' defaults to enabled if MMX support is detected. The FPU will be used for copying data if an FPU is detected and 'use_fpu_copies' is enabled. This is faster on original '586' Intel Pentiums without MMX. 'use_fpu_copies' defaults to enabled if an FPU is detected, if MMX is NOT detected, and if the detected CPU family is 5, representing Intel Pentium and similar CPUs. What can SNEeSe do in this version? """"""""""""""""""""""""""""""""""" Emulation details: - 65c816-alike 5A22 main CPU with 254/256 opcodes implemented. The last two (WDM and STP) remain unimplemented since they do nothing important and can help detect runaway ROMs! - NMI/IRQ interrupts running (timings may be slightly off). - Hblank/Vblank CPU timing. - Variable speed CPU bus timing. - Open bus states emulated (currently on A bus only). - DMA and HDMA, all 8 channels, modes 0-4 (5-7 supported but possibly incorrect). General DMA timing (not 100% correct). Partial HDMA timing. - SPC700 sound CPU with 254/256 opcodes implemented, running with on-demand execution and cycle-based emulation. SLEEP/STOP remain unimplemented. - Partial sound DSP support and sound generation, including accurate emulation of the 4-point pitch-regulated gaussian interpolation of sample data, OUTX/ENVX registers, pitch modulation, and the echo effect and its corresponding FIR filter. - LoROM and HiROM memory maps (up to 64Mbit). - ROM loader supporting whole and split (*.1) ROM images, LoROM, HiROM, and interleaved HiROM, with or without 512-byte copier header(s) - note, memory map autodetection of ROMs > 32Mbit is very poor. - IPS auto-patching of ROMs on load; IPS Patch must be in same path as ROM image, in ROM image ZIP file, or in save path. - Most hardware registers emulated. - SNES joypads 1 and 2 and mouse are supported. Mouse emulation is likely not 100% accurate. - BG modes 0-7, 8x8 and 16x16 tiles, X/Y flip, palette mapping, scrolling, tile priorities. Interlace remains unimplemented. - Full offset change support in modes 2, 4, and 6 (mode 6 support not properly tested). - Partial wide-tile support in modes 5 and 6 (odd pixels are skipped). - Priority-per-pixel support in mode 7. - Dual window clipping with all logic modes on all BG and OBJ. - Color window, including fixed color and sub screen arithmetic modes and most, if not all, of the various edge cases. - Full mosaic effect in BG modes 0-7, with correct countdown register support. - Screen sizes 32x32, 64x32, 32x64, and 64x64 supported. - OBJ are supported in all sizes (8x8, 16x16, 16x32, 32x32, 32x64, 64x64), with name and base select, priority rotation, correct sprite-to-sprite priorities, and correct time/range limitation. Interlaced OBJ support remains unimplemented. Extras: - Independent optional stretching of screen in horizontal and vertical directions. - Speed-throttling with speed-capping, and minimum/maximum frameskip control. - GUI and config file. - Keyboard working as follows: The following settings are fixed: ESC - Open GUI F1-F8 - Toggle sound channels F11 - Toggle FPS (frames-per-second) counter F12 - Toggle 'rendering break' counter tells how many times the delayed renderer is forced to synchronize rendering in the last frame ~ - Fast-forward (lock to the configured max frameskip) 1-4 - Toggle BG layers 1-4 5 - Toggle sprites 6 - Reset BG layers/layering order/sprites/sound channels 7 - Toggle offset change 8 - cycle between 3 layering orders 0 - Save PCX of current display (IMAGE###.PCX) The following settings are reconfigurable: Keypad cursor keys - joypad direction Q,A - L/R buttons W,S - X/Y buttons E,D - A/B buttons [,] - Select/Start buttons - A joystick/joypad may be supported in place of the keyboard, depending on your controller and platform. Details are listed under the 'CONTROLLER CONFIGURATION' menu in the GUI documentation earlier in this document. What is left to do in this emulator? """""""""""""""""""""""""""""""""""" The following list contains a sampling of changes that are planned, in a order vaguely similar to when they can be expected... it may not be complete! TO DO: ~~~~~~ Screen rendering OBJ limitations: Time/range over flag emulation, proper handling in half-height (interlaced OBJ) mode Sprite priority rotation: Emulation of the quirky behavior when (OAM byte address & 3) == 3 Hi-res / Pseudo-hi-res and interlace emulation Performance: Possible reorganization; platform-specific optimizations. Plenty of other missing stuff... Source : More source cleanup/clarity/commentation Keyboard : Replace or extend keyboard handler to help with interface Joypad : Better interface for mapping of controls Multiple mappings for each control Better joypad hardware emulation Command-line interface: More control, especially over configuration CPU : Getting timing inaccuracies eliminated, including interlace timing and dots dropped every other frame SPC : Clean up emulation Correct bus timing (need info) Skipper : Fails to work on MANY ROMs, need at least an alternate skipper GUI: interface cleanup/rewrite/ease-of-use/versatility/mouse Better error reporting on failed video mode set ROM loader: More memory maps Savestates: ... Thanks go out to... """"""""""""""""""" Nintendo, for making the SNES... and the SNES software developers, who suffered through the SNES design, showing what it could do, and making it what it is today! Pastor M. M. Angel: you know what you're doing with code... Y0SHi and Marat Fayzullin: Nintendo emulation wouldn't have come nearly this far without you... Lord ESNES: For supporting SNES emulation so much, and giving so much help to the authors of the more primitive SNES emulators... SNES '9X team, past and present: for putting so much effort into making it what it is today... fix those quirks! ZSNES team, past and present: zsKnight, _Demo_, Pharos, pagefault, Siloh, ...: For ZSNES. Need I say more? Lee Hammerton: for bringing this so far and giving me the opportunity to make it live on... archeide, Brad Martin: for getting the SPC and sound DSP and generation working in the first place... Brad Martin: for all the help with the sound core! zsKnight: for always being so helpful! archeide: hope you get that tile editor figured out... Richard Ferreira (general code and optimization ideas and support) Richard Mitton of the New Zealand Story Emulator (speed-throttling ideas) zsKnight (for providing so much help and info... HDMA, memory maps, timing, and the list goes on...) SNES9X team (for spending so much time on trying to make such an exact emulator, and releasing the source to it!) zsKnight, for the 5x5 font for the GUI! Lanice, for finding the LFN bug in the GUI! KnucklesD, for getting on my case to put in save dir support! Windwalker, neptron, and Siloh, for the logos! Nach: for code for IPS soft-patching and JMA compressed ROM image support Deathlike and grinvader: for testing and bug reports, something this project gets too little of Siloh: for putting up with me, and being the friend you are MKendora, Lord_Nightmare: for all the support, and always reaffirming my belief that there's a reason to continue. anomie, byuu, Overload, for all your research... Beta testing: RibOnIzEr, QbProgger, AC/DC, Malenko, Richard Ferreira, rOss, Siloh, MKendora, akito, slow, Deathlike, grinvader Y0ssarian, PoleStar, Steve, Vilmar, Enternal, [E|YSiUM], Goku-X, JaguarPaw, JJJJ, KnucklesD, dps, Cowering, Lanice, EddyB43 from EFnet-#snesromz and #classicgames, never coulda done it without you! Greets """""" TCF, Borson, LBMDT, neptron, Avarice, KnucklesD, Richard Ferreira, AC/DC Goku-X, Lanice, Azimer, TNSe, dps, polarz, rOss, Neill Corlett, Richard Mitton, illus, Slaik, StCreator, RibOnIzEr, Thane, QbProgger, krial, pagefault, Siloh, Astxist, Em, sarencele, anewuser, Mexandrew, Zero-X, MrGrim, kode54, akito, MKendora, Lord_Nightmare, anomie, ipher, amit, Diablo-D3, Neviksti, slow, SamB, Sabretooth, amptor, Harekiet, SupraFast, Karasu, DeadlyRave-Neo, Battousai, Nach, byuu, Deathlike, grinvader, kevtris, EFX, Blues, Mottzilla, Zephiris Everyone from EFnet IRC #snesromz, #classicgames, #snesdev, #zsnes, #mugen, #nesdev; Newnet IRC #snesromz; and Freenode IRC #mindless-drones, #fakeware, #zsnes, #assembler, #dosbox, #nsrt, and #insanes Savoury SnaX and Gridle archeide, Tim Riemann, Brad Martin, Qwertie, Martijn Kersbergen, B. Walker, Paul Robson, Aquarius-1, D.Kieselhof, zsKnight, _Demo_, Pastor M. M. Angel, Y0SHi, Albert Lloyd Sawyers, Zachary Williams, Lord ESNES, Jonathan Turner, W/\re\/\/0lf, Malenko, James Cartrette, Duncanthrax, rRNA, Dark Claw, Poiple Shadow, Flash, Windwalker, Chris Lacey, MaJiC, Dark Elf, Shade, + any I forgot.