diff --git a/Docs/README.md b/Docs/README.md index f26d8b32..17cc5973 100644 --- a/Docs/README.md +++ b/Docs/README.md @@ -1,5 +1,5 @@ This is the source code/resources used to build the documentation website located at [https://www.mesen.ca/docs/](https://www.mesen.ca/docs/) -It requires hugo to build. You can download hugo here: [https://gohugo.io/](https://gohugo.io/). Do not use hugo 0.60 or later to build the website due to compatiblity problems. +It requires hugo to build. You can download hugo here: [https://gohugo.io/](https://gohugo.io/). Do not use hugo 0.55 or later to build the website due to compatiblity problems. Use the "build.cmd" batch file to build a copy of the documentation - it will be saved to the "docs" subfolder. \ No newline at end of file diff --git a/Docs/content/configuration/Audio.md b/Docs/content/configuration/Audio.md index 3594c710..b512ad09 100644 --- a/Docs/content/configuration/Audio.md +++ b/Docs/content/configuration/Audio.md @@ -41,3 +41,5 @@ Unlike all the other options before it, the options in this section affect the w * **Swap square channel duty cycles**: This option is to mimic some older NES clones that had incorrect sound output for both of the square channels. It greatly alters the sound in some games, and shouldn't be enabled unless you want this behavior. * **Disable noise channel mode flag**: Very early Famicom models did not implement this feature, so this option is available to mimic early Famicom consoles. It changes the sound output of the noise channel in some games, and shouldn't be enabled unless you want this behavior. + +* **EPSG Clock Frequency (default is 3579545Hz)**: This option sets the base frequency the Yamaha Sound Chip works at, it mainly affect pitch and timings. simply how it calculates sound. The YMF288 it made to work at 8Mhz, but 3.579545Mhz is used as default so it matches up with S5b. diff --git a/Docs/content/debugging/Debugger.md b/Docs/content/debugging/Debugger.md index 25aeca9e..d2bcf820 100644 --- a/Docs/content/debugging/Debugger.md +++ b/Docs/content/debugging/Debugger.md @@ -339,7 +339,7 @@ Various types of labels can be defined: - **PRG ROM**: Used for constants, data, code labels and functions in PRG ROM - the address value represents the offset from the start of PRG ROM (which can exceed $FFFF) - **Work RAM**: Used for variables in work ram (also called PRG RAM without battery backup) - the address value represents the offset from the start of the ram chip. - **Save RAM**: Used for variables in work ram (also called battery-backed PRG RAM) - the address value represents the offset from the start of the ram chip. -- **Register**: These are used to give name to built-in or mapper-specific registers. For example, the $2000 PPU register could be renamed to "PpuControl". +- **Register**: These are used to give name to built-in or mapper-specific registers. For example, the $2000 PPU register could be renamed to "PpuControl". Essentially, they are CPU memory labels ($0000-$FFFF) that ignore all banking, etc. The rules for them to be used in the disassembly window are slightly different. There are some restrictions on what a label can contain -- in general, they must begin with a letter or an underscore and cannot contain spaces or most non-alphanumeric characters. Labels can also contain a comment which is shown in the code window as well as in the tooltips that are displayed when putting your cursor over a label in the code window. @@ -444,6 +444,10 @@ These options configure which portions of the code is copied into the clipboard * **Refresh UI while running**: When enabled, the watch window and the CPU/PPU status will be updated continuously while the emulation is running (instead of only updating when the execution breaks) +
+ +* **Reload ROM on Power Cycle**: When enabled, the ROM will be loaded again if the Power Cycle is triggered and changes made to the ROM since it is last loaded will take effect. + ## Workspaces ## Debugger "workspaces" are used to store information specific to each ROM you debug. This includes watch expressions, breakpoints and labels. diff --git a/Docs/content/hdpacks/_index.md b/Docs/content/hdpacks/_index.md index 61a5ae1a..33b7f591 100644 --- a/Docs/content/hdpacks/_index.md +++ b/Docs/content/hdpacks/_index.md @@ -51,6 +51,11 @@ A number of options exist to control the way the PNG files are generated: **Ignore tiles at the edges of the screen (overscan)**: When enabled, this will make the builder ignore any pixels in the overscan area. This is useful in games that contain glitches on the outer edge of the screen. Incorrect palette combinations due to these glitches will be ignored and won't be shown in the PNG files. +**Save frames which the tiles are first shown**: When enabled, the builder will save a screenshot and the composition of the screen in the pack folder when it encounters new tile in a frame. This is useful for checking where that tile is used. These files are not needed in the pack and should be deleted when sharing the pack. + +**Tile Type**: This option controls whether only BG tiles or sprite tiles or both are added to the HD Pack. + + Before you start recording, select the options you want to use and the location to which you want to save the HD Pack, then press the `Start Recording` button. ## File Format (hires.txt) ## @@ -228,8 +233,14 @@ Backgrounds can use a PNG's alpha channel to allow the graphics below to show th ### <bgm> tag ### -**Syntax**: `