lsnes/manual.lyx
Ilari Liusvaara 531c0d0635 Merge branch 'rr1-maint'
Conflicts:
	manual.lyx
	manual.txt
2013-02-01 21:54:32 +02:00

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Text

#LyX 2.0 created this file. For more info see http://www.lyx.org/
\lyxformat 413
\begin_document
\begin_header
\textclass article
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\quotes_language english
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\end_header
\begin_body
\begin_layout Section
Introduction
\end_layout
\begin_layout Standard
lsnes is SNES rerecording emulator based on bsnes core.
\end_layout
\begin_layout Section
Dependencies
\end_layout
\begin_layout Enumerate
bsnes libsnes (for bsnes SNES core)
\end_layout
\begin_deeper
\begin_layout Enumerate
v084-v087 (v084 or v085 for delayreset support)
\end_layout
\begin_layout Enumerate
accuracy or compatiblity core with debugger enabled.
\end_layout
\begin_layout Enumerate
Patched version (using included 7 patches)
\end_layout
\end_deeper
\begin_layout Enumerate
gambatte (for gambatte core)
\end_layout
\begin_deeper
\begin_layout Enumerate
SVN r320
\end_layout
\begin_layout Enumerate
Patched with included patches
\end_layout
\end_deeper
\begin_layout Enumerate
Zlib
\end_layout
\begin_layout Enumerate
boost_iostreams
\end_layout
\begin_layout Enumerate
boost_filesystem
\end_layout
\begin_layout Enumerate
boost_thread (if native std::thread is not available)
\end_layout
\begin_layout Enumerate
libsdl (SDL only)
\end_layout
\begin_layout Enumerate
sdlmain (SDL only, part of SDL)
\end_layout
\begin_layout Enumerate
boost_conversion (this is header-only library)
\end_layout
\begin_layout Enumerate
libswscale (wxwidgets graphics only)
\end_layout
\begin_layout Enumerate
Portaudio (portaudio sound only)
\end_layout
\begin_layout Enumerate
libao (libao sound only)
\end_layout
\begin_layout Enumerate
Lua (if Lua support is needed).
\end_layout
\begin_deeper
\begin_layout Itemize
Version 5.1.X or 5.2X.
\end_layout
\end_deeper
\begin_layout Enumerate
G++ 4.6 (bsnes doesn't seem to like 4.7, status for gambatte is unknown).
\end_layout
\begin_layout Section
Building
\end_layout
\begin_layout Itemize
Copy bsnes sources (the bsnes subdirectory) to subdirectory 'bsnes' (for
bsnes core).
\end_layout
\begin_layout Itemize
Copy gambatte sources to subdirectory 'gambatte' (for gambatte core).
\end_layout
\begin_layout Itemize
Patch the bsnes sources with included patches (directory 'bsnes-patches/<version
>', bsnes core)
\end_layout
\begin_layout Itemize
Patch the gambatte sources with included patches (directory 'gambatte-patches/<v
ersion>', gambatte core)
\end_layout
\begin_layout Itemize
Edit options.build (or copy of that file)
\end_layout
\begin_layout Itemize
Run make (passing 'OPTIONS=<filename>' if using something else than options.build
).
\end_layout
\begin_layout Section
Command line options
\end_layout
\begin_layout Subsection
ROM options
\end_layout
\begin_layout Subsubsection
--rom=<file> (lsnes/SDL, lsnes/wxwidgets, lsnes-avidump)
\end_layout
\begin_layout Standard
Load <file> as ROM.
\end_layout
\begin_layout Subsection
Session options
\end_layout
\begin_layout Subsubsection
--pause
\end_layout
\begin_layout Standard
Start paused
\end_layout
\begin_layout Subsubsection
<filename> (lsnes/SDL, lsnes-avidump, movieinfo)
\end_layout
\begin_layout Standard
Load <filename> as movie or savestate file.
All other session options are ignored.
\end_layout
\begin_layout Subsubsection
--port1=<device> (lsnes/SDL, bsnes core only)
\end_layout
\begin_layout Standard
Set type of port1.
Valid values are:
\end_layout
\begin_layout Itemize
none: No device connected
\end_layout
\begin_layout Itemize
gamepad: One gamepad (the default)
\end_layout
\begin_layout Itemize
multitap: Four gamepads (warning: makes most games refuse to start)
\end_layout
\begin_layout Itemize
mouse: Mouse.
\end_layout
\begin_layout Subsubsection
--port2=<type> (lsnes/SDL, bsnes core only)
\end_layout
\begin_layout Standard
Set type of port2.
Valid values are:
\end_layout
\begin_layout Itemize
none: No device connected (the default)
\end_layout
\begin_layout Itemize
gamepad: One gamepad
\end_layout
\begin_layout Itemize
multitap: Four gamepads.
\end_layout
\begin_layout Itemize
mouse: Mouse
\end_layout
\begin_layout Itemize
superscope: Super Scope
\end_layout
\begin_layout Itemize
justifier: One justifier
\end_layout
\begin_layout Itemize
justifiers: Two justifiers
\end_layout
\begin_layout Subsubsection
--gamename=<name> (lsnes/SDL)
\end_layout
\begin_layout Standard
Set the name of game to <name>.
Default is blank.
\end_layout
\begin_layout Subsubsection
--author=<name> (lsnes/SDL)
\end_layout
\begin_layout Standard
Add author with full name of <name> (no nickname).
\end_layout
\begin_layout Subsubsection
--author=|<name> (lsnes/SDL)
\end_layout
\begin_layout Standard
Add author with nickname of <name> (no full name).
\end_layout
\begin_layout Subsubsection
--author=<fullname>|<nickname> (lsnes/SDL)
\end_layout
\begin_layout Standard
Add author with full name of <fullname> and nickname of <nickname>.
\end_layout
\begin_layout Subsubsection
--rtc-second=<value> (lsnes/SDL)
\end_layout
\begin_layout Standard
Set RTC second (0 is 1st January 1970 00:00:00Z).
Default is 1,000,000,000.
\end_layout
\begin_layout Subsubsection
--rtc-subsecond=<value> (lsnes/SDL)
\end_layout
\begin_layout Standard
Set RTC subsecond.
Range is 0-.
Unit is CPU cycle.
Default is 0.
\end_layout
\begin_layout Subsubsection
--anchor-savestate=<file> (lsnes/SDL)
\end_layout
\begin_layout Standard
Set the anchor savestate file.
\end_layout
\begin_layout Subsubsection
--load=<file> (lsnes/wxwidgets)
\end_layout
\begin_layout Standard
After loading the ROM, load <file> as savestate/movie.
\end_layout
\begin_layout Subsection
Misc.
options:
\end_layout
\begin_layout Subsubsection
--run=<file> (lsnes/SDL)
\end_layout
\begin_layout Standard
After running main RC file, run this file.
If multiple are specified, these execute in order specified.
\end_layout
\begin_layout Subsection
dump options (lsnes-dumpavi only)
\end_layout
\begin_layout Subsubsection
--dumper=<dumper>
\end_layout
\begin_layout Standard
Set the dumper to use (required).
Use 'list' for listing of known dumpers.
\end_layout
\begin_layout Subsubsection
--mode=<mode>
\end_layout
\begin_layout Standard
Set the mode to use (required for dumpers with multiple modes, forbidden
otherwise).
Use 'list' for known modes.
\end_layout
\begin_layout Subsubsection
--prefix=<prefix>
\end_layout
\begin_layout Standard
Set dump prefix.
Default is
\begin_inset Quotes eld
\end_inset
avidump
\begin_inset Quotes erd
\end_inset
.
\end_layout
\begin_layout Subsubsection
--option=<name>=<value>
\end_layout
\begin_layout Standard
Set option <name> to value <value>.
\end_layout
\begin_layout Subsubsection
--length=<length>
\end_layout
\begin_layout Standard
Set number of frames to dump.
Mandatory.
\end_layout
\begin_layout Subsubsection
--lua=<script>
\end_layout
\begin_layout Standard
Run specified lua script (lsnes-dumpavi does not have initialization files).
\end_layout
\begin_layout Subsubsection
--load-library=<library>
\end_layout
\begin_layout Standard
Load the specified shared object / dynamic library / dynamic link library.
\end_layout
\begin_layout Section
Startup file lsnes.rc
\end_layout
\begin_layout Standard
Upon startup, lsnes (lsnes/SDL only) executes file lsnes.rc as commands.
This file is located in:
\end_layout
\begin_layout Itemize
Windows: %APPDATA%
\backslash
lsnes
\backslash
lsnes.rc (if %APPDATA% exists)
\end_layout
\begin_layout Itemize
Unix: $XDG_CONFIG_HOME/lsnes/lsnes.rc (if $XDG_CONFIG_HOME exists)
\end_layout
\begin_layout Itemize
Unix: $HOME/.config/lsnes/lsnes.rc (if $HOME exists)
\end_layout
\begin_layout Itemize
All: ./lsnes.rc (fallback default).
\end_layout
\begin_layout Standard
If leading directories do not exist, attempt to create them is made.
\end_layout
\begin_layout Section
Internal commands
\end_layout
\begin_layout Itemize
Commands beginning with '*' invoke the corresponding command without alias
expansion.
\end_layout
\begin_layout Itemize
If command starts with '+' (after possible '*'), the command is executed
as-is when button is pressed, and when button is released, it is executed
with '+' replaced by '-'.
\end_layout
\begin_layout Itemize
Commands without '+' execute only on negative edge (release).
\end_layout
\begin_layout Subsection
run-script <script>
\end_layout
\begin_layout Standard
Run <script> as if commands were entered on the command line.
\end_layout
\begin_layout Subsection
Memory manipulation
\end_layout
\begin_layout Standard
<address> may be decimal or hexadecimal (prefixed with '0x').
<value> can be hexadecimal (prefixed with '0x'), unsigned or signed (prefixed
with '-') decimal.
\end_layout
\begin_layout Standard
The available element <sizes> are:
\end_layout
\begin_layout Itemize
byte: 1 byte
\end_layout
\begin_layout Itemize
word: 2 bytes
\end_layout
\begin_layout Itemize
dword: 4 bytes
\end_layout
\begin_layout Itemize
qword: 8 bytes
\end_layout
\begin_layout Standard
When reading RAM and ROM, multi-byte reads/writes are big-endian.
When dealing with DSP memory, multi-byte reads/writes are native-endian
(do not use operand sizes exceeding DSP bitness, except dword is OK for
24-bit memory).
\end_layout
\begin_layout Subsubsection
read-<size> <address>
\end_layout
\begin_layout Standard
Read the value of byte in <address>.
\end_layout
\begin_layout Subsubsection
read-s<size> <address>
\end_layout
\begin_layout Standard
Read the value of signed byte in <address>.
\end_layout
\begin_layout Subsubsection
write-<size> <address> <value>
\end_layout
\begin_layout Standard
Write <value> to byte in address <address>.
\end_layout
\begin_layout Subsection
Main commands
\end_layout
\begin_layout Standard
These commands are not available in lsnesrc, but are available after ROM
has been loaded.
\end_layout
\begin_layout Subsubsection
quit-emulator [/y]
\end_layout
\begin_layout Standard
Quits the emulator (asking for confirmation).
If /y is given, no confirmation is asked.
\end_layout
\begin_layout Subsubsection
pause-emulator
\end_layout
\begin_layout Standard
Toggle paused/unpaused
\end_layout
\begin_layout Subsubsection
+advance-frame
\end_layout
\begin_layout Standard
Advance frame.
If the button is still held after configurable timeout expires, game unpauses
for the duration frame advance is held.
\end_layout
\begin_layout Subsubsection
+advance-poll
\end_layout
\begin_layout Standard
Advance subframe.
If the button is still held after configurable timeout expires, game unpauses
for the duration frame advance is held.
\end_layout
\begin_layout Subsubsection
advance-skiplag
\end_layout
\begin_layout Standard
Skip to first poll in frame after current.
\end_layout
\begin_layout Subsubsection
reset
\end_layout
\begin_layout Standard
Reset the SNES after this frame.
\end_layout
\begin_layout Subsubsection
load <filename>
\end_layout
\begin_layout Standard
Load savestate <filename> in current mode.
\end_layout
\begin_layout Subsubsection
load-state <filename>
\end_layout
\begin_layout Standard
Load savestate <filename> in readwrite mode.
\end_layout
\begin_layout Subsubsection
load-readonly <filename>
\end_layout
\begin_layout Standard
Load savestate <filename> in readonly mode.
\end_layout
\begin_layout Subsubsection
load-preserve <filename>
\end_layout
\begin_layout Standard
Load savestate <filename> in readonly mode, preserving current events.
\end_layout
\begin_layout Subsubsection
load-movie <filename>
\end_layout
\begin_layout Standard
Load savestate <filename>, ignoring save part in readonly mode.
\end_layout
\begin_layout Subsubsection
save-state <filename>
\end_layout
\begin_layout Standard
Save system state to <filename> as soon as possible.
\end_layout
\begin_layout Subsubsection
save-movie <filename>
\end_layout
\begin_layout Standard
Save movie to <filename>.
\end_layout
\begin_layout Subsubsection
set-rwmode
\end_layout
\begin_layout Standard
Set read-write mode.
\end_layout
\begin_layout Subsubsection
set-romode
\end_layout
\begin_layout Standard
Set read-only mode
\end_layout
\begin_layout Subsubsection
toggle-rwmode
\end_layout
\begin_layout Standard
Toggle between read-only and read-write modes.
\end_layout
\begin_layout Subsubsection
test-1, test-2, test-3
\end_layout
\begin_layout Standard
Internal test commands.
Don't use.
\end_layout
\begin_layout Subsubsection
take-screenshot <filename>
\end_layout
\begin_layout Standard
Save screenshot to <filename>.
\end_layout
\begin_layout Subsubsection
+controller <class>-<#>-<button>
\end_layout
\begin_layout Standard
Press button <button> on controller <num> of class <class>.
\end_layout
\begin_layout Itemize
Class 'gamepad': A, B, X, Y, L, R, select, start, up, down, left, right,
ext0, ext1, ext2, ext3
\end_layout
\begin_layout Itemize
Class 'mouse': L, R
\end_layout
\begin_layout Itemize
Class 'superscope': trigger, cursor, turbo, pause
\end_layout
\begin_layout Itemize
Class 'justifier': trigger, start
\end_layout
\begin_layout Itemize
Class 'gb': A, B, select, start, up, down, left, right
\end_layout
\begin_layout Subsubsection
hold-controller <class>-<#>-<button>
\end_layout
\begin_layout Standard
Hold/unhold button <button> on controller <num> of class <class>.
\end_layout
\begin_layout Subsubsection
type-controller <class>-<#>-<button>
\end_layout
\begin_layout Standard
Hold/unhold button <button> on controller <num> of class <class> for the
next frame.
See +controller for button names.
\end_layout
\begin_layout Standard
Cauntion: Does not work properly if outside frame advance.
\end_layout
\begin_layout Subsubsection
designate-position <class>-<#>-analog<n>
\end_layout
\begin_layout Standard
Designate position for analog pair.
<n> is only there if there are multiple axis pairs.
\end_layout
\begin_layout Subsubsection
autofire (<pattern>|-)...
\end_layout
\begin_layout Standard
Set autofire pattern.
Each parameter is comma-separated list of button names to hold on that
frame.
After reaching the end of pattern, the pattern restarts from the beginning.
\end_layout
\begin_layout Subsubsection
repaint
\end_layout
\begin_layout Standard
Force a repaint.
\end_layout
\begin_layout Subsection
Save jukebox
\end_layout
\begin_layout Subsubsection
cycle-jukebox-backward
\end_layout
\begin_layout Standard
Cycle save jukebox backwards.
\end_layout
\begin_layout Subsubsection
cycle-jukebox-forward
\end_layout
\begin_layout Standard
Cycle save jukebox forwards
\end_layout
\begin_layout Subsubsection
load-jukebox
\end_layout
\begin_layout Standard
Do load from jukebox (current mode).
\end_layout
\begin_layout Subsubsection
save-jukebox
\end_layout
\begin_layout Standard
Do state save to jukebox.
\end_layout
\begin_layout Subsection
Lua
\end_layout
\begin_layout Standard
Only available if lua support is compiled in.
\end_layout
\begin_layout Subsubsection
evaluate-lua <luacode>
\end_layout
\begin_layout Standard
Run Lua code <luacode> using built-in Lua interpretter.
\end_layout
\begin_layout Subsubsection
run-lua <script>
\end_layout
\begin_layout Standard
Run specified lua file using built-in Lua interpretter.
\end_layout
\begin_layout Subsubsection
reset-lua
\end_layout
\begin_layout Standard
Clear the Lua VM state and restore to factory defaults.
\end_layout
\begin_layout Subsection
Memory watch
\end_layout
\begin_layout Subsubsection
add-watch <name> <expression>
\end_layout
\begin_layout Standard
Adds new watch (or modifies old one).
\end_layout
\begin_layout Subsubsection
remove-watch <name>
\end_layout
\begin_layout Standard
Remove a watch.
\end_layout
\begin_layout Subsection
Sound
\end_layout
\begin_layout Subsubsection
enable-sound <on/off>
\end_layout
\begin_layout Standard
Enable/Disable sound.
\end_layout
\begin_layout Subsubsection
set-volume <multiplier>
\end_layout
\begin_layout Standard
Set the volume multiplier to <multiplier>.
1 is normal volume, and higher numbers are louder.
\end_layout
\begin_layout Subsubsection
set-volume <multiplier>%
\end_layout
\begin_layout Standard
Set the volume multiplier to <multiplier> percent.
100 is normal volume, and higher numbers are louder.
\end_layout
\begin_layout Subsubsection
set-volume <multiplier>dB
\end_layout
\begin_layout Standard
Set the volume multiplier to <multiplier> dB.
0 is normal volume, and higher numbers are louder.
The value may be negative.
\end_layout
\begin_layout Subsection
Misc.
\end_layout
\begin_layout Subsubsection
reload-rom [<file>]
\end_layout
\begin_layout Standard
Reloads the main ROM image from <file>.
\end_layout
\begin_layout Subsubsection
+tangent
\end_layout
\begin_layout Standard
Tangent for recording voice for commentary track.
While pressed, record a stream.
\end_layout
\begin_layout Section
Settings
\end_layout
\begin_layout Subsection
Core settings
\end_layout
\begin_layout Subsubsection
firmwarepath
\end_layout
\begin_layout Standard
Set where bsnes looks for firmware files.
Default is
\begin_inset Quotes eld
\end_inset
.
\begin_inset Quotes erd
\end_inset
.
\end_layout
\begin_layout Subsubsection
target
\end_layout
\begin_layout Standard
Set the target .
Numeric, range is 0.001 to
\begin_inset Quotes eld
\end_inset
infinite
\begin_inset Quotes erd
\end_inset
.
Default is native framerate.
\end_layout
\begin_layout Subsubsection
savecompression
\end_layout
\begin_layout Standard
Set save compression level (integer 0-9).
Default is 7 (0 is no compression).
\end_layout
\begin_layout Subsubsection
advance-timeout
\end_layout
\begin_layout Standard
Set the frame advance timeout in milliseconds.
Numeric integer, range is 0-999999999.
Default is 500.
\end_layout
\begin_layout Subsubsection
allow-inconsistent-saves (bsnes only)
\end_layout
\begin_layout Standard
If true, save without synchronization.
Makes games seriously unstable.
\end_layout
\begin_layout Subsubsection
save-every-frame (bsnes only)
\end_layout
\begin_layout Standard
If true, simulate saving on each frame.
Trades off emulation accuracy for sync stability.
Also needed if the movie assumes saving on each frame for rewind.
\end_layout
\begin_layout Subsection
AVI dumper settings
\end_layout
\begin_layout Subsubsection
avi-large
\end_layout
\begin_layout Standard
AVI dumper: Always dump at 512x448 or 512x478 regardless of what the console
outputs.
\end_layout
\begin_layout Subsubsection
avi-left-border
\end_layout
\begin_layout Standard
AVI dumper: Set the default left border thickness (unless lua overrides)
for dumps.
Range 0-8191.
Default is 0.
\end_layout
\begin_layout Subsubsection
avi-right-border
\end_layout
\begin_layout Standard
AVI dumper: Set the default right border thickness (unless lua overrides)
for dumps.
Range 0-8191.
Default is 0.
\end_layout
\begin_layout Subsubsection
avi-top-border
\end_layout
\begin_layout Standard
AVI dumper: Set the default top border thickness (unless lua overrides)
for dumps.
Range 0-8191.
Default is 0.
\end_layout
\begin_layout Subsubsection
avi-bottom-border
\end_layout
\begin_layout Standard
AVI dumper: Set the default bottom border thickness (unless lua overrides)
for dumps.
Range 0-8191.
Default is 0.
\end_layout
\begin_layout Subsubsection
avi-maxframes
\end_layout
\begin_layout Standard
AVI dumper: Maximum number of frames per dump segment (0 => unlimited).
Range 0-999999999.
Default is 0.
\end_layout
\begin_layout Subsubsection
avi-compresison
\end_layout
\begin_layout Standard
AVI dumper: Compression level (0-18).
\end_layout
\begin_layout Itemize
Compression levels 10 and above are not compatible with stock CSCD codec.
\end_layout
\begin_layout Itemize
Recomended level is 7.
\end_layout
\begin_layout Subsubsection
avi-soundrate
\end_layout
\begin_layout Standard
AVI dumper: Set method of determining the sound rate.
\end_layout
\begin_layout Itemize
0: Pick nearest of 8, 11.025, 12, 16, 22.05, 24, 32, 44.1, 48, 64, 88.2, 96,
128, 176.4 and 192 kHz.
\end_layout
\begin_layout Itemize
1: Round down to nearest integer.
\end_layout
\begin_layout Itemize
2: Round up to nearest ingeter.
\end_layout
\begin_layout Subsection
JMD options
\end_layout
\begin_layout Subsubsection
jmd-copression
\end_layout
\begin_layout Standard
JMD dumper: Compression level (0-9).
\end_layout
\begin_layout Subsection
SDL platform settings
\end_layout
\begin_layout Subsubsection
autorepeat-first-delay
\end_layout
\begin_layout Standard
Sets the delay for first character in typematic autorepeat.
\end_layout
\begin_layout Subsubsection
autorepeat-subsequent-delay
\end_layout
\begin_layout Standard
Sets the delay for subsequent characters in typematic autorepeat.
\end_layout
\begin_layout Section
Lua functions
\end_layout
\begin_layout Subsection
Core (in main table)
\end_layout
\begin_layout Subsubsection
print
\end_layout
\begin_layout Standard
Print line to message console.
\end_layout
\begin_layout Subsubsection
exec(string command)
\end_layout
\begin_layout Standard
Run command as it was entered on the command line
\end_layout
\begin_layout Subsubsection
utime()
\end_layout
\begin_layout Standard
Returns two values.
First is time since some epoch in seconds, the second is microseconds mod
10^6 since that epoch.
\end_layout
\begin_layout Subsubsection
emulator_ready()
\end_layout
\begin_layout Standard
Returns true if emulator has finished booting, false if not (on_startup()
will be issued later).
\end_layout
\begin_layout Subsubsection
set_idle_timeout(number timeout)
\end_layout
\begin_layout Standard
Set number of microseconds to block idle for.
After this timeout has expired, on_idle() will be called once.
\end_layout
\begin_layout Subsubsection
set_timer_timeout(number timeout)
\end_layout
\begin_layout Standard
Set number of microseconds to block timer for.
After this timeout has expired, on_timer() will be called once.
\end_layout
\begin_layout Subsubsection
bus_address(number snesaddr)
\end_layout
\begin_layout Standard
Returns virtual address corresponding to specified address on SNES bus.
\end_layout
\begin_layout Subsubsection
loopwrapper(function fun, ...)
\end_layout
\begin_layout Standard
Calls function fun with function and specified arguments.
The function passed suspends execution until the function returned is called.
Handy for linear flow control among multiple invocations of a hook.
Example code:
\end_layout
\begin_layout LyX-Code
on_paint = loopwrapper(function(wait)
\end_layout
\begin_deeper
\begin_layout LyX-Code
while true do
\end_layout
\begin_deeper
\begin_layout LyX-Code
gui.text(0, 0,
\begin_inset Quotes eld
\end_inset
Test!
\begin_inset Quotes erd
\end_inset
);
\end_layout
\begin_layout LyX-Code
wait();
\end_layout
\end_deeper
\begin_layout LyX-Code
end
\end_layout
\end_deeper
\begin_layout LyX-Code
end);
\end_layout
\begin_layout Subsection
Table bit:
\end_layout
\begin_layout Standard
Bitwise logical functions and related.
\end_layout
\begin_layout Subsubsection
bit.none(number...) / bit.bnot(number...)
\end_layout
\begin_layout Standard
48-bit bitwise NOT / NONE function (set bits that are set in none of the
arguments).
\end_layout
\begin_layout Subsubsection
bit.any(number...) / bit.bor(number...)
\end_layout
\begin_layout Standard
48-bit bitwise OR / ANY function (set bits that are set in any of the arguments).
\end_layout
\begin_layout Subsubsection
bit.all(number...) / bit.band(number...)
\end_layout
\begin_layout Standard
48-bit bitwise AND / ALL function (set bits that are set in all of the arguments
).
\end_layout
\begin_layout Subsubsection
bit.parity(number...) / bit.bxor(number...)
\end_layout
\begin_layout Standard
48-bit bitwise XOR / PARITY function (set bits that are set in odd number
of the arguments).
\end_layout
\begin_layout Subsubsection
bit.lrotate(number base[, number amount[, number bits]])
\end_layout
\begin_layout Standard
Rotate bits-bit (max 48, default 48) number left by amount (default 1) places.
\end_layout
\begin_layout Subsubsection
bit.rrotate(number base[, number amount[, number bits]])
\end_layout
\begin_layout Standard
Rotate bits-bit (max 48, default 48) number right by amount (default 1)
places.
\end_layout
\begin_layout Subsubsection
bit.lshift(number base[, number amount[, number bits]])
\end_layout
\begin_layout Standard
Shift bits-bit (max 48, default 48) number left by amount (default 1) places.
The new bits are filled with zeroes.
\end_layout
\begin_layout Subsubsection
bit.lrshift(number base[, number amount[, number bits]])
\end_layout
\begin_layout Standard
Shift bits-bit (max 48, default 48) number logically right by amount (default
1) places.
The new bits are filled with zeroes.
\end_layout
\begin_layout Subsubsection
bit.arshift(number base[, number amount[, number bits]])
\end_layout
\begin_layout Standard
Shift bits-bit (max 48, default 48) number arithmetically right by amount
(default 1) places.
The new bits are shifted in with copy of the high bit.
\end_layout
\begin_layout Subsubsection
bit.extract(number base[, number bit0[, number bit1,...]])
\end_layout
\begin_layout Standard
Returns number that has bit0-th bit as bit 0, bit1-th bit as 1 and so on.
\end_layout
\begin_layout Standard
Notes:
\end_layout
\begin_layout Itemize
Bit numbers up to 51 should work reliably (then things start falling apart
due to double precision issues).
\end_layout
\begin_layout Itemize
There are two special bit positions, true and false, standing for always
set bit and always clear bit.
\end_layout
\begin_layout Subsubsection
bit.value([number bit1[, number bit2,...]])
\end_layout
\begin_layout Standard
Returns bitwise OR of 1 left shifted by bit1 places, 1 left shifted by bit2
places and so on.
As special value, nil argument is no-op.
\end_layout
\begin_layout Subsubsection
bit.test_any(number a, number b)
\end_layout
\begin_layout Standard
Returns true if bitwise and of a and b is nonzero, otherwise false.
\end_layout
\begin_layout Subsubsection
bit.test_all(number a, number b)
\end_layout
\begin_layout Standard
Returns true if bitwise and of a and b is equals b, otherwise false.
\end_layout
\begin_layout Subsubsection
bit.popcount(number a)
\end_layout
\begin_layout Standard
Returns number of set bits in a.
\end_layout
\begin_layout Subsubsection
bit.clshift(number a, number b, [number amount,[number bits]])
\end_layout
\begin_layout Standard
Does chained left shift on a, b by amount positions, assuming numbers to
be of specified number of bits.
\end_layout
\begin_layout Subsubsection
bit.crshift(number a, number b, [number amount,[number bits]])
\end_layout
\begin_layout Standard
Does chained right shift on a, b by amount positions, assuming numbers to
be of specified number of bits.
\end_layout
\begin_layout Subsubsection
bit.flagdecode(number a, number bits, [string on, [string off]])
\end_layout
\begin_layout Standard
Return string of length bits where ith character is ith character of on
if bit i is on, otherwise ith character of off.
Out of range reads give last character, or '*'/'-' if empty.
\end_layout
\begin_layout Subsubsection
bit.rflagdecode(number a, number bits, [string on, [string off]])
\end_layout
\begin_layout Standard
Like bit.flagdecode, but outputs the string in the opposite order (most significa
nt bit first).
\end_layout
\begin_layout Subsection
Table gui:
\end_layout
\begin_layout Standard
Most of these functions can only be called in on_paint and on_video callbacks.
Exceptions are noted.
\end_layout
\begin_layout Standard
Colors are 32-bit.
Bits 0-7 are the blue component, bits 8-15 are the green component, bits
16-23 are the red component, bits 24-31 are alpha component (0 is fully
opaque, 255 is almost transparent).
-1 is the fully transparent color.
Alpha values greater than 127 do work.
\end_layout
\begin_layout Standard
Origin of coordinates is at top left corner of game display area.
Left and top gaps correspond to negative coordinates.
\end_layout
\begin_layout Subsubsection
gui.resolution()
\end_layout
\begin_layout Standard
Returns 2-tuple (hresolution, vresolution).
\end_layout
\begin_layout Subsubsection
gui.<class>_gap(number gap)
\end_layout
\begin_layout Standard
Set the <class> (left, right, top, bottom) gap to specified value (max gap
is 8191).
\end_layout
\begin_layout Subsubsection
gui.text(number x, number y, string text[, number fgc[, number bgc]])
\end_layout
\begin_layout Standard
Draw specified text on the GUI (each character cell is 8 or 16 wide and
16 high).
Parameters:
\end_layout
\begin_layout Itemize
x: X-coordinate to start the drawing from (and x-coordinate at begining
of the lines).
\end_layout
\begin_layout Itemize
y: Y-coordinate to start the drawing from.
\end_layout
\begin_layout Itemize
text: The text to draw.
\end_layout
\begin_layout Itemize
fgc: Text color (default is 0xFFFFFF (white))
\end_layout
\begin_layout Itemize
bgc: Background color (default is -1 (transparent))
\end_layout
\begin_layout Subsubsection
gui.textH(number x, number y, string text[, number fgc[, number bgc]])
\end_layout
\begin_layout Standard
Like gui.text, but draw using double-width.
\end_layout
\begin_layout Subsubsection
gui.textV(number x, number y, string text[, number fgc[, number bgc]])
\end_layout
\begin_layout Standard
Like gui.text, but draw using double-height.
\end_layout
\begin_layout Subsubsection
gui.textHV(number x, number y, string text[, number fgc[, number bgc]])
\end_layout
\begin_layout Standard
Like gui.text, but draw using double-width/double-height.
\end_layout
\begin_layout Subsubsection
gui.rectangle(number x, number y, number width, number height[, number thickness[
, number outline[, number fill]]])
\end_layout
\begin_layout Standard
Draw rectangle on the GUI.
Parameters:
\end_layout
\begin_layout Itemize
x: X-coordinate of left edge.
\end_layout
\begin_layout Itemize
y: Y-coordinate of upper edge.
\end_layout
\begin_layout Itemize
width: Width of rectangle.
\end_layout
\begin_layout Itemize
height: Height of rectangle.
\end_layout
\begin_layout Itemize
thickness: Thickness of outline (default is 1).
\end_layout
\begin_layout Itemize
outline: Color of outline (default is 0xFFFFFF (white))
\end_layout
\begin_layout Itemize
fill: Color of fill (default is -1 (transparent))
\end_layout
\begin_layout Subsubsection
gui.box(number x, number y, number width, number height[, number thickness[,
number outline1[,number outline2[, number fill]]]])
\end_layout
\begin_layout Standard
Draw rectangle with 3D effect on the GUI.
Parameters:
\end_layout
\begin_layout Itemize
x: X-coordinate of left edge.
\end_layout
\begin_layout Itemize
y: Y-coordinate of upper edge.
\end_layout
\begin_layout Itemize
width: Width of rectangle.
\end_layout
\begin_layout Itemize
height: Height of rectangle.
\end_layout
\begin_layout Itemize
thickness: Thickness of outline (default is 1).
\end_layout
\begin_layout Itemize
outline1: First color of outline (default is 0xFFFFFF (white))
\end_layout
\begin_layout Itemize
outline2: First color of outline (default is 0x808080 (dark gray))
\end_layout
\begin_layout Itemize
fill: Color of fill (default is 0xC0C0C0 (light grayy))
\end_layout
\begin_layout Subsubsection
gui.pixel(number x, number y[, number color])
\end_layout
\begin_layout Standard
Draw one pixel on the GUI.
Parameters:
\end_layout
\begin_layout Itemize
x: X-coordinate of the pixel
\end_layout
\begin_layout Itemize
y: Y-coordinate of the pixel
\end_layout
\begin_layout Itemize
color: Color of the pixel (default is 0xFFFFFF (white))
\end_layout
\begin_layout Subsubsection
gui.crosshair(number x, number y[, number length[, number color]])
\end_layout
\begin_layout Standard
Draw a crosshair.
Parameters:
\end_layout
\begin_layout Itemize
x: X-coordinate of the crosshair
\end_layout
\begin_layout Itemize
y: Y-coordinate of the crosshair
\end_layout
\begin_layout Itemize
length: Length of the crosshair lines (default 10).
\end_layout
\begin_layout Itemize
color: Color of the crosshair (default is 0xFFFFFF (white))
\end_layout
\begin_layout Subsubsection
gui.line(number x1, number y1, number x2, number y2[, number color])
\end_layout
\begin_layout Standard
Draw a thin line.
Parameters:
\end_layout
\begin_layout Itemize
x1: X-coordinate of one end.
\end_layout
\begin_layout Itemize
y1: Y-coordinate of one end.
\end_layout
\begin_layout Itemize
x2: X-coordinate of the other end.
\end_layout
\begin_layout Itemize
y2: Y-coordinate of the other end.
\end_layout
\begin_layout Itemize
color: Color of the line (default is 0xFFFFFF (white)).
\end_layout
\begin_layout Subsubsection
gui.circle(number x, number y, number r[, number thick[, number border[,
number fil]]])
\end_layout
\begin_layout Standard
Draw a circle.
Parameters.
\end_layout
\begin_layout Itemize
x: X-coordinate of the center
\end_layout
\begin_layout Itemize
y: Y-coordinate of the center
\end_layout
\begin_layout Itemize
r: The radius of the circle
\end_layout
\begin_layout Itemize
thick: Border thickness
\end_layout
\begin_layout Itemize
border: Border color (default is 0xFFFFFF (white))
\end_layout
\begin_layout Itemize
fill: Fill color (default is -1 (transparent)).
\end_layout
\begin_layout Subsubsection
gui.bitmap_draw(number x, number y, bitmap bitmap, palette palette)
\end_layout
\begin_layout Standard
Draw a bitmap on screen with specified palette.
Parameters:
\end_layout
\begin_layout Itemize
x: X-coordinate of left edge.
\end_layout
\begin_layout Itemize
y: Y-coordinate of top edge.
\end_layout
\begin_layout Itemize
bitmap: The bitmap to draw
\end_layout
\begin_layout Itemize
palette: The palette to draw the bitmap using.
\end_layout
\begin_layout Subsubsection
gui.bitmap_draw(number x, number y, dbitmap bitmap)
\end_layout
\begin_layout Standard
Draw a bitmap on screen.
Parameters:
\end_layout
\begin_layout Itemize
x: X-coordinate of left edge.
\end_layout
\begin_layout Itemize
y: Y-coordinate of top edge.
\end_layout
\begin_layout Itemize
bitmap: The bitmap to draw
\end_layout
\begin_layout Subsubsection
gui.palette_new()
\end_layout
\begin_layout Standard
Returns a new palette (initially all transparent).
Can be used anywhere.
\end_layout
\begin_layout Subsubsection
gui.bitmap_new(number w, number h, boolean direct[, bool icolor])
\end_layout
\begin_layout Standard
Returns a new bitmap/dbitmap.
Can be used anywhere.
Parameters:
\end_layout
\begin_layout Itemize
w: The width of new bitmap
\end_layout
\begin_layout Itemize
h: The height of new bitmap
\end_layout
\begin_layout Itemize
direct: If true, the returned bitmap is dbitmap, otherwise bitmap.
\end_layout
\begin_layout Itemize
icolor: Initital fill color (defaults to 0 on BITMAP, -1 on DBITMAP)
\end_layout
\begin_layout Subsubsection
gui.bitmap_load(string file)
\end_layout
\begin_layout Standard
Returns loaded bitmap/dbitmap (if bitmap, the second return value is palette
for bitmap).
Can be used anywhere.
Parameters:
\end_layout
\begin_layout Itemize
file: The name of file to load.
\end_layout
\begin_layout Subsubsection
gui.palette_set(palette palette, number index, number color)
\end_layout
\begin_layout Standard
Sets color in palette.
Can be used anywhere.
Parameters:
\end_layout
\begin_layout Itemize
palette: The palette to manipulate
\end_layout
\begin_layout Itemize
index: Index of color (0-65535).
\end_layout
\begin_layout Itemize
color: The color value.
\end_layout
\begin_layout Subsubsection
gui.bitmap_pset(bitmap/dbitmap bitmap, number x, number y, number color)
\end_layout
\begin_layout Standard
Sets specified pixel in bitmap.
Can be used anywhere.
Parameters:
\end_layout
\begin_layout Itemize
bitmap: The bitmap to manipulate
\end_layout
\begin_layout Itemize
x: The x-coordinate of the pixel.
\end_layout
\begin_layout Itemize
y: The y-coordinate of the pixel.
\end_layout
\begin_layout Itemize
color: If bitmap is a bitmap, color index (0-65535).
Otherwise color value.
\end_layout
\begin_layout Subsubsection
gui.bitmap_size(bitmap/dbitmap bitmap)
\end_layout
\begin_layout Standard
Get size of bitmap.
Can be used anywhere.
Parameters:
\end_layout
\begin_layout Itemize
bitmap: The bitmap to query.
\end_layout
\begin_layout Standard
The first return is the width, the second is the height.
\end_layout
\begin_layout Subsubsection
gui.bitmap_blit(bitmap/dbitmap dest, number dx, number dy, bitmap/dbitmap
src, number sx, number sy, number w, number h[, number ck])
\end_layout
\begin_layout Standard
Blit a part of bitmap to another.
Can be used anywhere.
Parameters:
\end_layout
\begin_layout Itemize
dest: Destination to blit to.
\end_layout
\begin_layout Itemize
dx: left edge of target
\end_layout
\begin_layout Itemize
dy: Top edge of target
\end_layout
\begin_layout Itemize
src: The source to blit from.
Must be of the same type as destination.
\end_layout
\begin_layout Itemize
sx: left edge of source
\end_layout
\begin_layout Itemize
sy: Top edge of source
\end_layout
\begin_layout Itemize
w: Width of region
\end_layout
\begin_layout Itemize
h: Height of region.
\end_layout
\begin_layout Itemize
ck: Color key.
Pixels of this color are not blitted.
\end_layout
\begin_deeper
\begin_layout Itemize
If bitmaps are bitmaps, this is color index of colorkey.
Values outside range 0-65535 cause no key to be used as colorkey.
\end_layout
\begin_layout Itemize
If bitmaps are dbitmaps, this color value of colorkey.
\end_layout
\begin_layout Itemize
May be absent or nil for no colorkey blit.
\end_layout
\end_deeper
\begin_layout Subsubsection
gui.repaint()
\end_layout
\begin_layout Standard
Request on_repaint() to happen as soon as possible.
Can be used anywhere.
\end_layout
\begin_layout Subsubsection
gui.subframe_update(boolean on)
\end_layout
\begin_layout Standard
Request subframe updates (calling on_paint() on subframes) to happen (on=true)
or not happen (on=false).
Can be used anywhere.
\end_layout
\begin_layout Subsubsection
gui.screenshot(string filename)
\end_layout
\begin_layout Standard
Write PNG screenshot of the current frame (no drawings) to specified file.
Can be used anywhere.
\end_layout
\begin_layout Subsubsection
gui.color(number r, number g, number b[, number a])
\end_layout
\begin_layout Standard
Returns color (in notation Lua scripts use) corresponding to color (r,g,b),
each component in scale 0-255.
If a is specified, that is alpha (0 is fully transparent, 256(sic) is fully
opaque).
The default alpha is 256.
\end_layout
\begin_layout Subsubsection
gui.status(string name, string value)
\end_layout
\begin_layout Standard
Set status field
\begin_inset Quotes eld
\end_inset
L[<name>]
\begin_inset Quotes erd
\end_inset
to <value> in status area.
Can be used anywhere.
\end_layout
\begin_layout Subsubsection
gui.rainbow(number step, number steps[, number color])
\end_layout
\begin_layout Standard
Perform hue rotation of color <color> (default bright red), by <step> steps.
The number of steps per full rotation is given by absolute value of <steps>.
\end_layout
\begin_layout Standard
If <steps> is negative, the rotation will be counterclockwise.
\end_layout
\begin_layout Subsubsection
gui.screenshot(string filename)
\end_layout
\begin_layout Standard
Saves a screenshot into specified file.
\end_layout
\begin_layout Subsubsection
gui.renderq_new(number width, number height)
\end_layout
\begin_layout Standard
Create render queue with specified reported size and return it.
\end_layout
\begin_layout Subsubsection
gui.renderq_clear(RENDERQUEUE queue)
\end_layout
\begin_layout Standard
Clear specified render queue.
\end_layout
\begin_layout Subsubsection
gui.renderq_set(RENDERQUEUE queue)
\end_layout
\begin_layout Standard
Switch to specified render queue.
Use nil as queue to switch to default queue.
\end_layout
\begin_layout Itemize
When switched to another queue, all drawing functions work and draw there,
even outside on_video/on_paint.
\end_layout
\begin_layout Subsubsection
gui.renderq_run(RENDERQUEUE queue)
\end_layout
\begin_layout Standard
Run specified render queue, copying the objects to current render queue.
\end_layout
\begin_layout Itemize
Warning: Don't try to run the current render queue.
\end_layout
\begin_layout Subsubsection
gui.loadfont(string filename)
\end_layout
\begin_layout Standard
Loads font from specified file (CUSTOMFONT object).
\end_layout
\begin_layout Subsubsection
CUSTOMFONT(number x, number y, string text[, number fgc[, number bgc]])
\end_layout
\begin_layout Standard
Draw string with custom font to screen.
The parameters are the same as in gui.text.
\end_layout
\begin_layout Subsection
table input
\end_layout
\begin_layout Standard
Input handling.
Only available in on_input callback.
\end_layout
\begin_layout Subsubsection
input.get(number controller, number index)
\end_layout
\begin_layout Standard
Read the specified index (0-11) from specified controller (0-7).
Notes:
\end_layout
\begin_layout Itemize
Uses physical controller numbering.
Gamepad in port 2 is controller 4, not 1!
\end_layout
\begin_layout Subsubsection
input.set(number controller, number index, number value)
\end_layout
\begin_layout Standard
Write the specified index (0-11) from specified controller (0-7), storing
value.
Notes:
\end_layout
\begin_layout Itemize
Uses physical controller numbering.
Gamepad in port 2 is controller 4, not 1!
\end_layout
\begin_layout Subsubsection
input.geta(number controller)
\end_layout
\begin_layout Standard
Get input state for entiere controller.
Returns 13 return values.
\end_layout
\begin_layout Itemize
1st return value: Bitmask: bit i is set if i:th index is nonzero
\end_layout
\begin_layout Itemize
2nd-13th return value: value of i:th index.
\end_layout
\begin_layout Subsubsection
input.seta(number controller, number bitmask, number args...)
\end_layout
\begin_layout Standard
Set state for entiere controller.
args is up to 12 values for indices (overriding values in bitmask if specified).
\end_layout
\begin_layout Subsubsection
input.controllertype(number controller)
\end_layout
\begin_layout Standard
Get the type of controller as string.
Valid values are:
\end_layout
\begin_layout Itemize
gamepad
\end_layout
\begin_layout Itemize
mouse
\end_layout
\begin_layout Itemize
justifier
\end_layout
\begin_layout Itemize
superscope
\end_layout
\begin_layout Subsubsection
input.reset([number cycles])
\end_layout
\begin_layout Standard
Execute reset.
If cycles is greater than zero, do delayed reset.
0 (or no value) causes immediate reset.
\end_layout
\begin_layout Itemize
Only available with subframe flag false.
\end_layout
\begin_layout Subsubsection
input.raw()
\end_layout
\begin_layout Standard
Returns table of tables of all available keys and axes.
The first table is indexed by key name (platform-dependent!), and the inner
table has the following fields:
\end_layout
\begin_layout Itemize
value: Last reported value for control
\end_layout
\begin_deeper
\begin_layout Itemize
For keys: 1 for pressed, 0 for released.
\end_layout
\begin_layout Itemize
For axes: -32767...32767.
\end_layout
\begin_layout Itemize
For presure-sensitive buttons: 0...32767.
\end_layout
\begin_layout Itemize
For hats: Bitmask: 1=>Up, 2=>Right, 4=>Down, 8=>Left.
\end_layout
\begin_layout Itemize
For mouse: Coordinates relative to game area.
\end_layout
\end_deeper
\begin_layout Itemize
ktype: Type of key (disabled, key, mouse, axis, axis-inverse, hat, pressure-m0,
pressure-mp, pressure-0m, pressure-0p, pressure-pm, pressure-p0).
\end_layout
\begin_layout Subsubsection
input.keyhook(string key, boolean state)
\end_layout
\begin_layout Standard
Requests that keyhook events to be sent for key (state=true) or not sent
(state=false).
\end_layout
\begin_layout Subsubsection
input.joyget(number controller)
\end_layout
\begin_layout Standard
Returns table for current controls for specified controller.
The names of fields vary by controller type.
\end_layout
\begin_layout Itemize
The buttons have the same name as those are referred to in other contexts
in the emulator
\end_layout
\begin_layout Itemize
The analog axes are
\begin_inset Quotes eld
\end_inset
xaxis
\begin_inset Quotes erd
\end_inset
and
\begin_inset Quotes eld
\end_inset
yaxis
\begin_inset Quotes erd
\end_inset
.
\end_layout
\begin_layout Subsubsection
input.joyset(number controller, table controls)
\end_layout
\begin_layout Standard
Set the the state of specified controller to values specified in specified
table.
\end_layout
\begin_layout Subsubsection
input.lcid_to_pcid(number controller)
\end_layout
\begin_layout Standard
Return the physical index, physical port and controller number in port for
specified (1-based) logical controller.
\end_layout
\begin_layout Subsection
Table keyboard
\end_layout
\begin_layout Standard
Various keybinding-related functions
\end_layout
\begin_layout Subsubsection
keyboard.bind(string mod, string mask, string key, string cmd)
\end_layout
\begin_layout Standard
Bind specified key with specified modifers to specified command.
\end_layout
\begin_layout Subsubsection
keyboard.unbind(string mod, string mask, string key)
\end_layout
\begin_layout Standard
Unbind specified key with specified modifers.
\end_layout
\begin_layout Subsubsection
keyboard.alias(string alias, string expansion)
\end_layout
\begin_layout Standard
Set expansion of given command.
\end_layout
\begin_layout Subsection
Table subtitle
\end_layout
\begin_layout Standard
Subtitle handling
\end_layout
\begin_layout Subsubsection
subtitle.byindex(number i)
\end_layout
\begin_layout Standard
Read the frame and length of ith subtitle.
Returns nothing if not present.
\end_layout
\begin_layout Subsubsection
subtitle.set(number f, number l, string txt)
\end_layout
\begin_layout Standard
Set the text of subtitle.
\end_layout
\begin_layout Subsubsection
subtitle.get(number f, number l)
\end_layout
\begin_layout Standard
Get the text of subtitle.
\end_layout
\begin_layout Subsubsection
subtitle.delete(number f, number l)
\end_layout
\begin_layout Standard
Delete specified subtitle.
\end_layout
\begin_layout Subsection
Table hostmemory
\end_layout
\begin_layout Standard
Host memory handling (extra memory saved to savestates).
Host memory starts empty.
\end_layout
\begin_layout Subsubsection
hostmemory.read(number address)
\end_layout
\begin_layout Standard
Reads hostmemory slot address.
Slot numbers out of range return false instead of numeric.
\end_layout
\begin_layout Subsubsection
hostmemory.write(number address, number value)
\end_layout
\begin_layout Standard
Writes hostmemory slot with 0-255.
Slot numbers out of range cause extension of host memory slot space.
\end_layout
\begin_layout Subsubsection
hostmemory.readbyte(number address)
\end_layout
\begin_layout Standard
Read unsigned byte (1 element) from given address.
Slots out of range return false.
\end_layout
\begin_layout Subsubsection
hostmemory.writebyte(number address, number value)
\end_layout
\begin_layout Standard
Write unsigned byte (1 element) to given slot.
Slot numbers out of range cause extension.
\end_layout
\begin_layout Subsubsection
hostmemory.readsbyte(number address)
\end_layout
\begin_layout Standard
Read signed byte (1 element) from given address.
Slots out of range return false.
\end_layout
\begin_layout Subsubsection
hostmemory.writesbyte(number address, number value)
\end_layout
\begin_layout Standard
Write signed byte (1 element) to given slot.
Slot numbers out of range cause extension.
\end_layout
\begin_layout Subsubsection
hostmemory.readword(number address)
\end_layout
\begin_layout Standard
Read unsigned word (2 elements) from given address.
Slots out of range return false.
\end_layout
\begin_layout Subsubsection
hostmemory.writeword(number address, number value)
\end_layout
\begin_layout Standard
Write unsigned word (2 elements) to given slot.
Slot numbers out of range cause extension.
\end_layout
\begin_layout Subsubsection
hostmemory.readsword(number address)
\end_layout
\begin_layout Standard
Read signed word (2 elements) from given address.
Slots out of range return false.
\end_layout
\begin_layout Subsubsection
hostmemory.writesword(number address, number value)
\end_layout
\begin_layout Standard
Write signed word (2 elements) to given slot.
Slot numbers out of range cause extension.
\end_layout
\begin_layout Subsubsection
hostmemory.readdword(number address)
\end_layout
\begin_layout Standard
Read unsigned doubleword (4 elements) from given address.
Slots out of range return false.
\end_layout
\begin_layout Subsubsection
hostmemory.writedword(number address, number value)
\end_layout
\begin_layout Standard
Write unsigned doubleword (4 elements) to given slot.
Slot numbers out of range cause extension.
\end_layout
\begin_layout Subsubsection
hostmemory.readsdword(number address)
\end_layout
\begin_layout Standard
Read signed doubleword (4 elements) from given address.
Slots out of range return false.
\end_layout
\begin_layout Subsubsection
hostmemory.writesdword(number address, number value)
\end_layout
\begin_layout Standard
Write signed doubleword (4 elements) to given slot.
Slot numbers out of range cause extension.
\end_layout
\begin_layout Subsubsection
hostmemory.readqword(number address)
\end_layout
\begin_layout Standard
Read unsigned quadword (8 elements) from given address.
Slots out of range return false.
\end_layout
\begin_layout Subsubsection
hostmemory.writeqword(number address, number value)
\end_layout
\begin_layout Standard
Write unsigned quadword (4 elements) to given slot.
Slot numbers out of range cause extension.
\end_layout
\begin_layout Subsubsection
hostmemory.readsqword(number address)
\end_layout
\begin_layout Standard
Read signed quadword (8 elements) from given address.
Slots out of range return false.
\end_layout
\begin_layout Subsubsection
hostmemory.writesqword(number address, number value)
\end_layout
\begin_layout Standard
Write signed quadword (8 elements) to given slot.
Slot numbers out of range cause extension.
\end_layout
\begin_layout Subsection
Table movie
\end_layout
\begin_layout Standard
Movie handling
\end_layout
\begin_layout Subsubsection
movie.currentframe()
\end_layout
\begin_layout Standard
Return number of current frame.
\end_layout
\begin_layout Subsubsection
movie.framecount()
\end_layout
\begin_layout Standard
Return number of frames in movie.
\end_layout
\begin_layout Subsubsection
movie.readonly()
\end_layout
\begin_layout Standard
Return true if in readonly mode, false if in readwrite.
\end_layout
\begin_layout Subsubsection
movie.rerecords()
\end_layout
\begin_layout Standard
Returns the current value of rerecord count.
\end_layout
\begin_layout Subsubsection
movie.set_readwrite()
\end_layout
\begin_layout Standard
Set readwrite mode (does not cause on_readwrite callback).
\end_layout
\begin_layout Subsubsection
movie.frame_subframes(number frame)
\end_layout
\begin_layout Standard
Count number of subframes in specified frame (frame numbers are 1-based)
and return that.
\end_layout
\begin_layout Subsubsection
movie.read_subframe(number frame, number subframe)
\end_layout
\begin_layout Standard
Read specifed subframe in specified frame and return data as array (100
elements, numbered 0-99 currently).
\end_layout
\begin_layout Subsubsection
movie.read_rtc()
\end_layout
\begin_layout Standard
Returns the current value of the RTC as a pair (second, subsecond).
\end_layout
\begin_layout Subsubsection
movie.unsafe_rewind([UNSAFEREWIND state])
\end_layout
\begin_layout Standard
Start setting point for unsafe rewind or jump to point of unsafe rewind.
\end_layout
\begin_layout Itemize
If called without argument, causes emulator to start process of setting
unsafe rewind point.
When this has finished, callback on_set_rewind occurs, passing the rewind
state to lua script.
\end_layout
\begin_layout Itemize
If called with argument, causes emulator rewind to passed rewind point as
soon as possible.
Readwrite mode is implicitly activated.
\end_layout
\begin_layout Standard
The following warnings apply to unsafe rewinding:
\end_layout
\begin_layout Itemize
There are no safety checks against misuse (that's what
\begin_inset Quotes eld
\end_inset
unsafe
\begin_inset Quotes erd
\end_inset
comes from)!
\end_layout
\begin_layout Itemize
Only call rewind from timeline rewind point was set from.
\end_layout
\begin_layout Itemize
Only call rewind from after the rewind point was set.
\end_layout
\begin_layout Subsection
Table settings
\end_layout
\begin_layout Standard
Routines for settings manipulation
\end_layout
\begin_layout Subsubsection
settings.get(string name)
\end_layout
\begin_layout Standard
Get value of setting.
If setting is blank, returns false.
If setting value can't be obtained, returns (nil, error message).
\end_layout
\begin_layout Subsubsection
settings.set(string name, string value)
\end_layout
\begin_layout Standard
Set value of setting.
If setting can't be set, returns (nil, error message).
\end_layout
\begin_layout Subsubsection
settings.is_set(string name)
\end_layout
\begin_layout Standard
Returns if setting is set.
If setting does not exist, returns (nil, error message).
\end_layout
\begin_layout Subsubsection
settings.blank(string name)
\end_layout
\begin_layout Standard
Blanks a setting and returns true.
If setting can't be blanked, returns (nil, error message).
\end_layout
\begin_layout Subsection
Table memory
\end_layout
\begin_layout Standard
Contains various functions for managing memory
\end_layout
\begin_layout Subsubsection
memory.vma_count()
\end_layout
\begin_layout Standard
Returns the number of VMAs
\end_layout
\begin_layout Subsubsection
memory.read_vma(number index)
\end_layout
\begin_layout Standard
Reads the specified VMA (indices start from zero).
Trying to read invalid VMA gives nil.
The read VMA is table with the following fields:
\end_layout
\begin_layout Itemize
region_name (string): The readable name of the VMA
\end_layout
\begin_layout Itemize
baseaddr (number): Base address of the VMA
\end_layout
\begin_layout Itemize
lastaddr (number): Last address in the VMA.
\end_layout
\begin_layout Itemize
size (number): The size of VMA in bytes.
\end_layout
\begin_layout Itemize
readonly (boolean): True of the VMA corresponds to ROM.
\end_layout
\begin_layout Itemize
iospace (boolean): True if the VMA is I/O space.
\end_layout
\begin_layout Itemize
native_endian (boolean): True if the VMA has native endian as opposed to
little endian.
\end_layout
\begin_layout Subsubsection
memory.find_vma(number address)
\end_layout
\begin_layout Standard
Finds the VMA containing specified address.
Returns table in the same format as read_vma or nil if not found.
\end_layout
\begin_layout Subsubsection
memory.readbyte(number address)
\end_layout
\begin_layout Standard
Reads the specified address as unsigned byte and returns the result.
\end_layout
\begin_layout Subsubsection
memory.readsbyte(number address)
\end_layout
\begin_layout Standard
Reads the specified address as signed byte and returns the result.
\end_layout
\begin_layout Subsubsection
memory.writebyte(number address, number value)
\end_layout
\begin_layout Standard
Writes the specified value (negative values undergo 2's complement) to specified
address (as a byte).
\end_layout
\begin_layout Subsubsection
memory.readword(number address)
\end_layout
\begin_layout Standard
Reads the specified address as unsigned word and returns the result.
\end_layout
\begin_layout Subsubsection
memory.readsword(number address)
\end_layout
\begin_layout Standard
Reads the specified address as signed word and returns the result.
\end_layout
\begin_layout Subsubsection
memory.writeword(number address, number value)
\end_layout
\begin_layout Standard
Writes the specified value (negative values undergo 2's complement) to specified
address (as a word).
\end_layout
\begin_layout Subsubsection
memory.readdword(number address)
\end_layout
\begin_layout Standard
Reads the specified address as unsigned doubleword and returns the result.
\end_layout
\begin_layout Subsubsection
memory.readsdword(number address)
\end_layout
\begin_layout Standard
Reads the specified address as signed doubleword and returns the result.
\end_layout
\begin_layout Subsubsection
memory.writedword(number address, number value)
\end_layout
\begin_layout Standard
Writes the specified value (negative values undergo 2's complement) to specified
address (as a doubleword).
\end_layout
\begin_layout Subsubsection
memory.readqword(number address)
\end_layout
\begin_layout Standard
Reads the specified address as unsigned quadword and returns the result.
\end_layout
\begin_layout Subsubsection
memory.readsqword(number address)
\end_layout
\begin_layout Standard
Reads the specified address as signed quadword and returns the result.
\end_layout
\begin_layout Subsubsection
memory.writeqword(number address, number value)
\end_layout
\begin_layout Standard
Writes the specified value (negative values undergo 2's complement) to specified
address (as a quadword).
\end_layout
\begin_layout Subsubsection
memory.hash_region(number base, number size)
\end_layout
\begin_layout Standard
Hash specified number of bytes starting from specified address and return
the SHA-256.
\end_layout
\begin_layout Subsubsection
memory.hash_state()
\end_layout
\begin_layout Standard
Hash the current system state.
Mainly useful for debugging savestates.
\end_layout
\begin_layout Subsubsection
memory.readregion(number base, number size)
\end_layout
\begin_layout Standard
Read a region of memory.
\end_layout
\begin_layout Itemize
Warning: If the region crosses VMA boundary, the results are undefined.
\end_layout
\begin_layout Subsubsection
memory.map<type>([number base, number size])
\end_layout
\begin_layout Standard
Returns a table mapping specified memory aperture for read/write.
If parameters are omitted, entiere map space is the aperture.
\end_layout
\begin_layout Itemize
Type may be one of: byte, sbyte, word, sword, dword, sdword, qword or sqword.
\end_layout
\begin_layout Subsubsection
memory.writeregion(number base, number size, table data)
\end_layout
\begin_layout Standard
Write a region of memory.
\end_layout
\begin_layout Itemize
Warning: If the region crosses VMA boundary, the results are undefined.
\end_layout
\begin_layout Subsubsection
memory.map_struct()
\end_layout
\begin_layout Standard
Returns a new mapping structure (MMAP_STRUCT)
\end_layout
\begin_layout Subsubsection
MMAP_STRUCT(string key, number address, string type)
\end_layout
\begin_layout Standard
Bind key in mmap structure to specified address with specified type.
\end_layout
\begin_layout Itemize
Type may be one of: byte, sbyte, word, sword, dword, sdword, qword or sqword.
\end_layout
\begin_layout Subsubsection
memory.read_expr(string expr)
\end_layout
\begin_layout Standard
Evaluate specified watch expression and return result
\end_layout
\begin_layout Subsection
Table subtitle
\end_layout
\begin_layout Standard
Contains functions for manipulating subtitles.
\end_layout
\begin_layout Subsubsection
subtitle.byindex(number index)
\end_layout
\begin_layout Standard
Get (basetime, length) pair of specified subtitle index or nothing if index
isn't valid.
\end_layout
\begin_layout Subsubsection
subtitle.get(number basetime, number length)
\end_layout
\begin_layout Standard
Read the specified subtitle.
Returns
\begin_inset Quotes eld
\end_inset
\begin_inset Quotes erd
\end_inset
if the subtitle does not exist.
\end_layout
\begin_layout Subsubsection
subtitle.set(number basetime, number length, string content)
\end_layout
\begin_layout Standard
Set the specified subtitle.
\end_layout
\begin_layout Subsubsection
subtitle.deltete(number basetime, number length)
\end_layout
\begin_layout Standard
Delete the specified subtitle.
\end_layout
\begin_layout Subsection
Table _SYSTEM
\end_layout
\begin_layout Standard
Contains copy of global variables from time of Lua initialization.
Non-writeable.
\end_layout
\begin_layout Subsection
Callbacks
\end_layout
\begin_layout Standard
Various callbacks to Lua that can occur.
\end_layout
\begin_layout Subsubsection
Callback: on_paint(bool not_synth)
\end_layout
\begin_layout Standard
Called when screen is being painted.
Any gui.* calls requiring graphic context draw on the screen.
\end_layout
\begin_layout Standard
not_synth is true if this hook is being called in response to received frame,
false otherwise.
\end_layout
\begin_layout Subsubsection
Callback: on_video()
\end_layout
\begin_layout Standard
Called when video dump frame is being painted.
Any gui.* calls requiring graphic context draw on the video.
\end_layout
\begin_layout Subsubsection
Callback: on_frame_emulated()
\end_layout
\begin_layout Standard
Called when emulating frame has completed and on_paint()/on_video() calls
are about to be issued.
\end_layout
\begin_layout Subsubsection
Callback: on_frame()
\end_layout
\begin_layout Standard
Called on each starting whole frame.
\end_layout
\begin_layout Subsubsection
Callback: on_startup()
\end_layout
\begin_layout Standard
Called when the emulator is starting (lsnes.rc and --run files has been run).
\end_layout
\begin_layout Subsubsection
Callback: on_rewind()
\end_layout
\begin_layout Standard
Called when rewind movie to beginning has completed.
\end_layout
\begin_layout Subsubsection
Callback: on_pre_load(string name)
\end_layout
\begin_layout Standard
Called just before savestate/movie load occurs (note: loads are always delayed,
so this occurs even when load was initiated by lua).
\end_layout
\begin_layout Subsubsection
Callback: on_err_load(string name)
\end_layout
\begin_layout Standard
Called if loadstate goes wrong.
\end_layout
\begin_layout Subsubsection
Callback: on_post_load(string name, boolean was_savestate)
\end_layout
\begin_layout Standard
Called on successful loadstate.
was_savestate gives if this was a savestate or a movie.
\end_layout
\begin_layout Subsubsection
Callback: on_pre_save(string name, boolean is_savestate)
\end_layout
\begin_layout Standard
Called just before savestate save occurs (note: movie saves are synchronous
and won't trigger these callbacks if called from Lua).
\end_layout
\begin_layout Subsubsection
Callback: on_err_save(string name)
\end_layout
\begin_layout Standard
Called if savestate goes wrong.
\end_layout
\begin_layout Subsubsection
Callback: on_post_save(string name, boolean is_savestate)
\end_layout
\begin_layout Standard
Called on successful savaestate.
is_savestate gives if this was a savestate or a movie.
\end_layout
\begin_layout Subsubsection
Callback: on_quit()
\end_layout
\begin_layout Standard
Called when emulator is shutting down.
\end_layout
\begin_layout Subsubsection
Callback: on_input(boolean subframe)
\end_layout
\begin_layout Standard
Called when emulator is just sending input to bsnes core.
Warning: This is called even in readonly mode, but the results are ignored.
\end_layout
\begin_layout Subsubsection
Callback: on_reset()
\end_layout
\begin_layout Standard
Called when SNES is reset.
\end_layout
\begin_layout Subsubsection
Callback: on_readwrite()
\end_layout
\begin_layout Standard
Called when moving into readwrite mode as result of
\begin_inset Quotes eld
\end_inset
set-rwmode
\begin_inset Quotes erd
\end_inset
command (note: moving to rwmode by Lua won't trigger this, as per recursive
entry protection).
\end_layout
\begin_layout Subsubsection
Callback: on_snoop(number port, number controller, number index, number
value)
\end_layout
\begin_layout Standard
Called each time bsnes asks for input.
The value is the final value to be sent to bsnes core (readonly mode, autohold
and autofire have been taken into account).
Might be useful when translating movies to format suitable for console
verification.
Note: There is no way to modify the value to be sent.
\end_layout
\begin_layout Subsubsection
Callback: on_keyhook(string keyname, table state)
\end_layout
\begin_layout Standard
Sent when key that has keyhook events requested changes state.
Keyname is name of the key (group) and state is the state (same kind as
table values in input.raw).
\end_layout
\begin_layout Subsubsection
Callback: on_idle()
\end_layout
\begin_layout Standard
Called when requested by set_idle_timeout(), the timeout has expired and
emulator is waiting.
\end_layout
\begin_layout Subsubsection
Callback: on_timer()
\end_layout
\begin_layout Standard
Called when requested by set_idle_timeout() and the timeout has expired
(regardless if emulator is waiting).
\end_layout
\begin_layout Subsubsection
Callback: on_set_rewind(UNSAFEREWIND r)
\end_layout
\begin_layout Standard
Called when unsafe rewind object has been constructed.
\end_layout
\begin_layout Subsubsection
Callback: on_pre_rewind()
\end_layout
\begin_layout Standard
Called just before unsafe rewind is about to occur.
\end_layout
\begin_layout Subsubsection
Callback: on_post_rewind()
\end_layout
\begin_layout Standard
Called just after unsafe rewind has occured.
\end_layout
\begin_layout Section
Memory watch expression syntax
\end_layout
\begin_layout Standard
Memory watch expressions are in RPN (Reverse Polish Notation).
At the end of expression, the top entry on stack is taken as the final
result.
\end_layout
\begin_layout Standard
Notations:
\end_layout
\begin_layout Itemize
Evaluation order is strictly left to right.
\end_layout
\begin_layout Itemize
a is the entry on top of stack
\end_layout
\begin_layout Itemize
b is the entry immediately below top of stack
\end_layout
\begin_layout Itemize
; separates values to be pushed (no intermediate pop).
\end_layout
\begin_layout Itemize
After end of element, all used stack slots are popped and all results are
pushed.
\end_layout
\begin_layout Itemize
When pushing multiple values, the pushes occur in order shown.
\end_layout
\begin_layout Standard
The following operators are available:
\end_layout
\begin_layout Itemize
+ : a + b
\end_layout
\begin_layout Itemize
- : a - b
\end_layout
\begin_layout Itemize
* : a * b
\end_layout
\begin_layout Itemize
/ : a / b
\end_layout
\begin_layout Itemize
% : a % b
\end_layout
\begin_layout Itemize
a : atan(a)
\end_layout
\begin_layout Itemize
b : read_signed_byte(a)
\end_layout
\begin_layout Itemize
c : cos(a)
\end_layout
\begin_layout Itemize
d : read_signed_dword(a)
\end_layout
\begin_layout Itemize
i : quotent(a / b)
\end_layout
\begin_layout Itemize
p :
\begin_inset Formula $\pi$
\end_inset
\end_layout
\begin_layout Itemize
q : read_signed_qword(a)
\end_layout
\begin_layout Itemize
r : sqrt(a)
\end_layout
\begin_layout Itemize
s : sin(a)
\end_layout
\begin_layout Itemize
t : tan(a)
\end_layout
\begin_layout Itemize
u : a; a
\end_layout
\begin_layout Itemize
w : read_signed_word(a)
\end_layout
\begin_layout Itemize
A : atan2(a, b)
\end_layout
\begin_layout Itemize
B : read_unsigned_byte(a)
\end_layout
\begin_layout Itemize
C<number>z : Push number <number> to stack.
\end_layout
\begin_layout Itemize
D : read_unsigned_dword(a)
\end_layout
\begin_layout Itemize
C0x<number>z : Push number <number> (hexadecimal) to stack.
\end_layout
\begin_layout Itemize
Q : read_unsigned_qword(a)
\end_layout
\begin_layout Itemize
R<digit> : round a to <digit> digits.
\end_layout
\begin_layout Itemize
W : read_unsigned_word(a)
\end_layout
\begin_layout Subsection
Example:
\end_layout
\begin_layout Standard
C0x007e0878zWC0x007e002czW-
\end_layout
\begin_layout Enumerate
Push value 0x7e0878 on top of stack (C0x007e0878z).
\end_layout
\begin_layout Enumerate
Pop the value on top of stack (0x7e0878), read word value at that address
and push the result,call it x1 (W).
\end_layout
\begin_layout Enumerate
Push value 0x7e002c on top of stack (C0x007e002cz).
\end_layout
\begin_layout Enumerate
Pop the value on top of stack (0x7e002c), read word value at that address
and push the result,call it x2 (W).
\end_layout
\begin_layout Enumerate
Pop the two top numbers on stack, x1 and x2, substract x1 from x2 and push
x2 - x1 (-).
\end_layout
\begin_layout Enumerate
Since the expression ends, the final memory watch result is the top one
on stack, which is x2 - x1.
\end_layout
\begin_layout Section
Modifier and key names:
\end_layout
\begin_layout Subsection
SDL Platform
\end_layout
\begin_layout Subsubsection
Modifier names
\end_layout
\begin_layout Standard
Following modifier names are known:
\end_layout
\begin_layout Itemize
ctrl, lctrl, rctrl: Control keys
\end_layout
\begin_layout Itemize
alt, lalt, ralt: ALT keys.
\end_layout
\begin_layout Itemize
shift, lshift, rshift: Shift keys.
\end_layout
\begin_layout Itemize
meta, lmeta, rmeta: Meta keys.
\end_layout
\begin_layout Itemize
num, caps: Numlock/Capslock (these are sticky!)
\end_layout
\begin_layout Itemize
mode: Mode select.
\end_layout
\begin_layout Subsubsection
Key names
\end_layout
\begin_layout Standard
Following key names are known:
\end_layout
\begin_layout Itemize
backspace, tab, clear, return, pause, escape, space, exclaim, quotedbl,
hash, dollar, ampersand, quote, leftparen, rightparen, asterisk, plus,
comma, minus, period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon,
less, equals, greater, question, at, leftbracket, backslash, rightbracket,
caret, underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n,
o, p, q, r, s, t, u, v, w, x, y, z, delete, world_0, world_1, world_2,
world_3, world_4, world_5, world_6, world_7, world_8, world_9, world_10,
world_11, world_12, world_13, world_14, world_15, world_16, world_17, world_18,
world_19, world_20, world_21, world_22, world_23, world_24, world_25, world_26,
world_27, world_28, world_29, world_30, world_31, world_32, world_33, world_34,
world_35, world_36, world_37, world_38, world_39, world_40, world_41, world_42,
world_43, world_44, world_45, world_46, world_47, world_48, world_49, world_50,
world_51, world_52, world_53, world_54, world_55, world_56, world_57, world_58,
world_59, world_60, world_61, world_62, world_63, world_64, world_65, world_66,
world_67, world_68, world_69, world_70, world_71, world_72, world_73, world_74,
world_75, world_76, world_77, world_78, world_79, world_80, world_81, world_82,
world_83, world_84, world_85, world_86, world_87, world_88, world_89, world_90,
world_91, world_92, world_93, world_94, world_95, kp0, kp1, kp2, kp3, kp4,
kp5, kp6, kp7, kp8, kp9, kp_period, kp_divide, kp_multiply, kp_minus, kp_plus,
kp_enter, kp_equals, up, down, right, left, insert, home, end, pageup,
pagedown, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13, f14,
f15, numlock, capslock, scrollock, rshift, lshift, rctrl, lctrl, ralt,
lalt, rmeta, lmeta, lsuper, rsuper, mode, compose, help, print, sysreq,
break, menu, power, euro, undo
\end_layout
\begin_layout Itemize
Names of form 'key<n>' where <n> is 0-255 are interpretted as key having
hardware-dependent scan code of <n> (useful to bind those keys that don't
have symbolic names).
\end_layout
\begin_layout Subsubsection
Joystick pseudo-keys:
\end_layout
\begin_layout Itemize
joystick<num>button<button>: Joystick <num> (0-based) button <button> (0-based).
\end_layout
\begin_layout Itemize
joystick<num>hat<hat>n: Joystick <num> (0-based) hat <hat> (0-based) up.
\end_layout
\begin_layout Itemize
joystick<num>hat<hat>w: Joystick <num> (0-based) hat <hat> (0-based) left.
\end_layout
\begin_layout Itemize
joystick<num>hat<hat>s: Joystick <num> (0-based) hat <hat> (0-based) down.
\end_layout
\begin_layout Itemize
joystick<num>hat<hat>e: Joystick <num> (0-based) hat <hat> (0-based) right.
\end_layout
\begin_layout Itemize
joystick<num>axis<axis>-: Joystick <num> (0-based) axis <axis> negative
position (axis modes axis and axis_inverse).
\end_layout
\begin_layout Itemize
joystick<num>axis<axis>+: Joystick <num> (0-based) axis <axis> positive
position (axis modes axis and axis_inverse).
\end_layout
\begin_layout Itemize
joystick<num>axis<axis>: Joystick <num> (0-based) axis <axis> pressure (axis
modes pressure_*).
\end_layout
\begin_layout Subsubsection
Special buttons:
\end_layout
\begin_layout Itemize
Escape: Enter/Exit Command mode, cancel modal dialogs.
\end_layout
\begin_layout Itemize
Return (also KPEnter): Execute command, ok modal dialog.
\end_layout
\begin_layout Itemize
Pgup/Up (also KP8/9 if no num lock, CTRL+P; command mode): Previous command
in command history
\end_layout
\begin_layout Itemize
Pgdn/Down(also KP2/3 if no num lock, CTRL+N; command mode): Next command
in command history
\end_layout
\begin_layout Itemize
Home (also KP7 if no num lock, CTRL+A; command mode): Beginning of command.
\end_layout
\begin_layout Itemize
End (also KP1 if no num lock, CTRL+E; command mode): End of command.
\end_layout
\begin_layout Itemize
Left (also KP4 if no num lock, CTRL+B; command mode): Move cursor left.
\end_layout
\begin_layout Itemize
Right (also KP6 if no num lock, CTRL+F; command mode): Move cursor right.
\end_layout
\begin_layout Itemize
Delete (also KP.
if no num lock; command mode): Delete character to right of cursor.
\end_layout
\begin_layout Itemize
Insert (also KP0 if no num lock; command mode): Toggle between insert /
overwrite modes.
\end_layout
\begin_layout Itemize
Backspace (command mode): Delete character to left of cursor.
\end_layout
\begin_layout Itemize
CTRL+LEFT (also ALT+B; command mode): Previous word.
\end_layout
\begin_layout Itemize
CTRL+RIGHT (also ALT+F; command mode): Next word.
\end_layout
\begin_layout Itemize
ALT+D (also CTRL+W; command mode): Delete word.
\end_layout
\begin_layout Itemize
LCTRL+LALT+ESCAPE: Ungraceful shutdown (leaves dump corrupted!).
\end_layout
\begin_layout Subsection
wxWidgets platform
\end_layout
\begin_layout Subsubsection
Modifier names:
\end_layout
\begin_layout Standard
Following modifier names are known:
\end_layout
\begin_layout Itemize
alt
\end_layout
\begin_layout Itemize
ctrl
\end_layout
\begin_layout Itemize
shift
\end_layout
\begin_layout Itemize
meta
\end_layout
\begin_layout Itemize
cmd (Mac OS X only)
\end_layout
\begin_layout Subsubsection
Key names:
\end_layout
\begin_layout Standard
Following key names are known:
\end_layout
\begin_layout Itemize
back, tab, return, escape, space, exclaim, quotedbl, hash, dollar, percent,
ampersand, quote, leftparen, rightparen, asterisk, plus, comma, minus,
period, slash, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, colon, semicolon, less, equals,
greater, question, at, a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p,
q, r, s, t, u, v, w, x, y, z, leftbracket, backslash, rightbracket, caret,
underscore, backquote, a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p,
q, r, s, t, u, v, w, x, y, z, leftcurly, pipe, rightcurly, tilde, delete,
start, lbutton, rbutton, cancel, mbutton, clear, shift, alt, control, menu,
pause, capital, end, home, lefT, up, right, down, select, print, execute,
snapshot, insert, help, numpad0, numpad1, numpad2, numpad3, numpad4, numpad5,
numpad6, numpad7, numpad8, numpad9, multiply, add, separator, subtract,
decimal, divide, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, f13,
f14, f15, f16, f17, f18, f19, f20, f21, f22, f23, f24, numlock, scroll,
pageup, pagedown, numpad_space, numpad_tab, numpad_enter, numpad_f1, numpad_f2,
numpad_f3, numpad_f4, numpad_home, numpad_left, numpad_up, numpad_right,
numpad_down, numpad_pageup, numpad_pagedown, numpad_end, numpad_begin,
numpad_insert, numpad_delete, numpad_equal, numpad_multiply, numpad_add,
numpad_separator, numpad_subtract, numpad_decimal, numpad_divide, windows_left,
windows_right, windows_menu, command, special1, special2, special3, special4,
special5, special6, special7, special8, special9, special10, special11,
special12, special13, special14, special15, special16, special17, special18,
special19, special20
\end_layout
\begin_layout Section
Movie file format
\end_layout
\begin_layout Standard
Movie file is .zip archive in itself, normal ZIP archive tools work on it
(note: If you recompress it, do not use compression methods other than
store and deflate and especially do not use encryption of any kind).
\end_layout
\begin_layout Subsection
Detecting clean start/SRAM/Savestate
\end_layout
\begin_layout Itemize
If file has member
\begin_inset Quotes eld
\end_inset
savestate
\begin_inset Quotes erd
\end_inset
it is savestate, otherwise:
\end_layout
\begin_layout Itemize
If file has members with names starting
\begin_inset Quotes eld
\end_inset
moviesram.
\begin_inset Quotes erd
\end_inset
it is movie starting from SRAM, otherwise:
\end_layout
\begin_layout Itemize
It is movie starting from clear state.
\end_layout
\begin_layout Subsection
Member: gametype
\end_layout
\begin_layout Standard
Type of game ROM and region (as one line).
Valid values are:
\end_layout
\begin_layout Standard
\begin_inset Tabular
<lyxtabular version="3" rows="8" columns="3">
<features tabularvalignment="middle">
<column alignment="center" valignment="top" width="0">
<column alignment="center" valignment="top" width="0">
<column alignment="center" valignment="top" width="0">
<row>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
Value
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
System
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
Region
\end_layout
\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
snes_pal
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
Super NES
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
PAL
\end_layout
\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
sgb_pal
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
Super Game Boy
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
PAL
\end_layout
\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
snes_ntsc
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
Super NES
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
NTSC
\end_layout
\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
sgb_ntsc
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
Super Game Boy
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
NTSC
\end_layout
\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
bsx
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
BS-X (non-slotted)
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
NTSC
\end_layout
\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
bsxslotted
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
BS-X (slotted)
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
NTSC
\end_layout
\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
sufamiturbo
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
Sufami Turbo
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
NTSC
\end_layout
\end_inset
</cell>
</row>
</lyxtabular>
\end_inset
\end_layout
\begin_layout Standard
Frame rates are:
\end_layout
\begin_layout Standard
\begin_inset Tabular
<lyxtabular version="3" rows="3" columns="2">
<features tabularvalignment="middle">
<column alignment="center" valignment="top" width="0">
<column alignment="center" valignment="top" width="0">
<row>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
Region
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
Framerate (fps)
\end_layout
\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
PAL
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
322445/6448
\end_layout
\end_inset
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
NTSC
\end_layout
\end_inset
</cell>
<cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text
\begin_layout Plain Layout
10738636/178683
\end_layout
\end_inset
</cell>
</row>
</lyxtabular>
\end_inset
\end_layout
\begin_layout Subsection
Member: port1
\end_layout
\begin_layout Standard
Contains type of port #1 (as one line).
Valid values are 'none', 'gamepad', 'multitap' and 'mouse'.
If not present, defaults to 'gamepad'.
\end_layout
\begin_layout Subsection
Member: port2
\end_layout
\begin_layout Standard
Contains type of port #2 (as one line).
Valid values are 'none', 'gamepad', 'multitap', 'mouse', 'superscope',
'justifier' and 'justifiers'.
If not present, defaults to 'none'.
\end_layout
\begin_layout Subsection
Member: gamename
\end_layout
\begin_layout Standard
Contains name of the game (as one line).
\end_layout
\begin_layout Subsection
Member: authors
\end_layout
\begin_layout Standard
Contains authors, one per line.
Part before '|' is the full name, part after is the nickname.
\end_layout
\begin_layout Subsection
Member: systemid
\end_layout
\begin_layout Standard
Always
\begin_inset Quotes eld
\end_inset
lsnes-rr1
\begin_inset Quotes erd
\end_inset
(one line).
Used to reject other saves.
\end_layout
\begin_layout Subsection
Member: controlsversion
\end_layout
\begin_layout Standard
Always
\begin_inset Quotes eld
\end_inset
0
\begin_inset Quotes erd
\end_inset
(one line).
Used to identify what controls are there.
\end_layout
\begin_layout Subsection
Member:
\begin_inset Quotes eld
\end_inset
coreversion
\begin_inset Quotes erd
\end_inset
\end_layout
\begin_layout Standard
Contains bsnes core version number (as one line).
\end_layout
\begin_layout Subsection
Member: projectid
\end_layout
\begin_layout Standard
Contains project ID (as one line).
Used to identify if two movies are part of the same project.
\end_layout
\begin_layout Subsection
Member: {rom,slota,slotb}{,xml}.sha256
\end_layout
\begin_layout Standard
Contains SHA-256 of said ROM or ROM mapping file (as one line).
Absent if corresponding file is absent.
\end_layout
\begin_layout Subsection
Member: moviesram.<name>
\end_layout
\begin_layout Standard
Raw binary startup SRAM of kind <name>.
Only present in savestates and movies starting from SRAM.
\end_layout
\begin_layout Subsection
Member: saveframe
\end_layout
\begin_layout Standard
Contains frame number (as one line) of frame movie was saved on.
Only present in savestates.
\end_layout
\begin_layout Subsection
Member: lagcounter
\end_layout
\begin_layout Standard
Current value of lag counter (as one line).
Only present in savestates.
\end_layout
\begin_layout Subsection
Member: pollcounters
\end_layout
\begin_layout Standard
Contains poll counters (currently 100 of them), one per line.
Each line is raw poll count if DRDY is set for it.
Otherwise it is negative poll count minus one.
Only present in savestates.
\end_layout
\begin_layout Subsection
Member: hostmemory
\end_layout
\begin_layout Standard
Raw binary dump of host memory.
Only present in savestates.
\end_layout
\begin_layout Subsection
Member: savestate
\end_layout
\begin_layout Standard
The raw binary savestate itself.
Savestate detection uses this file, only present in savestates.
\end_layout
\begin_layout Subsection
Member: screenshot
\end_layout
\begin_layout Standard
Screenshot of current frame.
Only present in savestates.
First 2 bytes are big-endian width of image, rest are 24-bit RGB image
data.
Height of image is inferred from the width and size of data.
\end_layout
\begin_layout Subsection
Member: sram.<name>
\end_layout
\begin_layout Standard
Raw binary SRAM of kind <name> at time of savestate.
Only present in savestates.
\end_layout
\begin_layout Subsection
Member: input
\end_layout
\begin_layout Standard
The actual input track, one line per subframe (blank lines are skipped).
\end_layout
\begin_layout Itemize
If the first byte of each line is '.', ' ', <tab> or '|', then the line is
part of same frame as previous, otherwise it starts a new frame.
\end_layout
\begin_layout Itemize
First subframe must start a new frame.
\end_layout
\begin_layout Standard
Length of movie in frames is number of lines in input file that start a
new frame.
\end_layout
\begin_layout Subsection
Member: subtitles
\end_layout
\begin_layout Standard
Subtitle track.
Optional.
\end_layout
\begin_layout Itemize
Each line is in form <firstframe> <numframes> <text>.
\end_layout
\begin_layout Itemize
Linefeed is encoded as
\backslash
n, backslash is encoded as
\backslash
\backslash
.
\end_layout
\begin_layout Subsection
Member: rerecords
\end_layout
\begin_layout Standard
Contains textual base-10 rerecord count (as one line; emulator just writes
this, it doesn't read it) + 1.
\end_layout
\begin_layout Subsection
Member: rrdata
\end_layout
\begin_layout Standard
This member stores set of load IDs.
There is one load ID per rerecord (plus one corresponding to start of project).
\end_layout
\begin_layout Itemize
This member constists of concatenation of records
\end_layout
\begin_layout Itemize
Each record is 2-36 bytes long and can represent 1-16,843,009 consequtive
IDs.
\end_layout
\begin_layout Itemize
IDs are interpretted as 256-bit big-endian integers with warparound.
\end_layout
\begin_layout Itemize
Initial predicted ID is all zeroes.
\end_layout
\begin_layout Standard
Format of each record is:
\end_layout
\begin_layout Itemize
1 byte: Opcode byte.
Bits 0-4 are prefix length (prefixlen), bits 5-6 are count length (countlen).
Bit 7 is unused.
\end_layout
\begin_layout Itemize
32-prefixlen bytes of ID.
\end_layout
\begin_layout Itemize
countlen bytes of big-endian count (count).
\end_layout
\begin_layout Standard
Records are processed as follows:
\end_layout
\begin_layout Itemize
To form the first ID encoded by record, take the first prefixlen bytes predicted
ID and append the read ID value to it.
The result is the first ID encoded.
\end_layout
\begin_layout Itemize
If countlen is 0, record encodes 1 ID.
\end_layout
\begin_layout Itemize
If countlen is 1, record encodes 2+count IDs.
\end_layout
\begin_layout Itemize
If countlen is 2, record encodes 258+count IDs.
\end_layout
\begin_layout Itemize
If countlen is 3, record encodes 65794+count IDs.
\end_layout
\begin_layout Itemize
The new predicted ID is the next ID after last one encoded by the record.
\end_layout
\begin_layout Standard
The number of rerecords + 1 is equal to the sum of number of IDs encoded
by all records.
\end_layout
\begin_layout Subsection
Member: starttime.second
\end_layout
\begin_layout Standard
Movie starting time, second part.
Epoch is Unix epoch.
Default is 1,000,000,000.
\end_layout
\begin_layout Subsection
Member: starttime.subsecond
\end_layout
\begin_layout Standard
Movie starting time, subsecond part.
Unit is CPU clocks.
Default is 0.
\end_layout
\begin_layout Subsection
Member: savetime.second
\end_layout
\begin_layout Standard
Movie saving time, second part.
Default is starttime.second.
Only present in savestates.
\end_layout
\begin_layout Subsection
Member: savetime.subsecond
\end_layout
\begin_layout Standard
Movie saving time, subsecond part.
Default is starttime.subsecond.
Only present in savestates.
\end_layout
\begin_layout Section
lsvs file format (commentary tracks)
\end_layout
\begin_layout Subsection
Clusters
\end_layout
\begin_layout Itemize
Each cluster is 8kB (8192 bytes) in size.
\end_layout
\begin_layout Itemize
Cluster n starts at offset 8192*n in file.
\end_layout
\begin_layout Itemize
The following clusters are system special:
\end_layout
\begin_deeper
\begin_layout Itemize
Cluster 0 and all clusters with number multiple of 2048 (cluster tables)
\end_layout
\begin_layout Itemize
Cluster 1 (superblock)
\end_layout
\end_deeper
\begin_layout Subsection
Cluster tables
\end_layout
\begin_layout Itemize
The cluster table describing cluster n is stored in cluster n & ~0x7FF (zero
last 11 bits of n).
\end_layout
\begin_layout Itemize
This cluster table consists of 2048 4-byte big-endian integers.
\end_layout
\begin_layout Itemize
Each entry describes a cluster in 16MB supercluster, in order.
\end_layout
\begin_layout Itemize
The valid values for entries are:
\end_layout
\begin_deeper
\begin_layout Itemize
0x00000000: Free cluster
\end_layout
\begin_layout Itemize
0x00000001: Last cluster in chain.
\end_layout
\begin_layout Itemize
0xFFFFFFFF: System cluster (cluster tables and superblock)
\end_layout
\begin_layout Itemize
(anything else): Number of next cluster in chain.
Must not be multiple of 2048.
\end_layout
\end_deeper
\begin_layout Itemize
Due to limitations of the format, there can be at most 2097052 superclusters,
giving maximum file size of 16TB.
\end_layout
\begin_layout Subsection
Stream table
\end_layout
\begin_layout Itemize
The stream table chain always starts in cluster 2.
\end_layout
\begin_layout Itemize
Otherwise, it follows normal chaining.
\end_layout
\begin_layout Itemize
The stream table consists of 16-byte entries:
\end_layout
\begin_deeper
\begin_layout Itemize
The first 8 bytes of entry give big-endian beginning position of stream
in units of 1/48000 s.
\end_layout
\begin_layout Itemize
The next 4 bytes of entry give big-endian beginning cluster for control
data.
0 here marks the entry as not present.
\end_layout
\begin_layout Itemize
The last 4 bytes of entry give big-endian beginning cluster for codec data.
\end_layout
\end_deeper
\begin_layout Itemize
Stream table clusters are normal clusters, following normal chaining.
\end_layout
\begin_layout Itemize
The stream begnning position is not guarenteed unique.
There can be multiple streams with the same starting position in the file.
\end_layout
\begin_layout Subsection
Stream control data
\end_layout
\begin_layout Itemize
The stream control data consists of entries 4 bytes each:
\end_layout
\begin_deeper
\begin_layout Itemize
The first 2 bytes of entry gives big-endian length of packet
\end_layout
\begin_layout Itemize
The next byte of entry gives audio length of packet in units of 1/400 s.
\end_layout
\begin_layout Itemize
The last byte is control byte.
\end_layout
\begin_deeper
\begin_layout Itemize
0 means this entry is not present and the control data ends.
\end_layout
\begin_layout Itemize
1 is valid control entry.
\end_layout
\end_deeper
\end_deeper
\begin_layout Itemize
The stream control data can also end by running into end of the readable
chain.
\end_layout
\begin_deeper
\begin_layout Itemize
This happens if there happens to be exact multiple of 2048 packets in stream
and number of packets is nonzero.
\end_layout
\end_deeper
\begin_layout Itemize
These clusters follow normal chaining.
\end_layout
\begin_layout Subsection
Stream codec data
\end_layout
\begin_layout Itemize
Stream codec data consists of raw Opus data packets packed back to back
with nothing in between.
\end_layout
\begin_layout Itemize
Warning: Due to internal limitations, this data must reside in the first
65536 superclusters (that is, the first 1TB of the file).
\end_layout
\begin_layout Subsection
Superblock
\end_layout
\begin_layout Itemize
The superblock is stored in cluster 1.
\end_layout
\begin_layout Itemize
The first 11 bytes are
\begin_inset Quotes eld
\end_inset
sefs-magic
\begin_inset Quotes erd
\end_inset
<NUL>.
\end_layout
\begin_layout Itemize
The rest are unused.
\end_layout
\begin_layout Itemize
This cluster 1 is marked as system special.
\end_layout
\begin_layout Section
Known ROM extensions
\end_layout
\begin_layout Itemize
SNES cartridge ROMs: sfc, smc, swc, fig, ufo, sf2, gd3, gd7, dx2, mgd, mgh.
\end_layout
\begin_layout Itemize
DMG cartridge ROMs: dmg, gb.
\end_layout
\begin_layout Itemize
GBC cartridge ROMs: cgb, gbc.
\end_layout
\begin_layout Section
Gamepack files
\end_layout
\begin_layout Itemize
The first line must be:
\begin_inset Quotes eld
\end_inset
[GAMEPACK FILE]
\begin_inset Quotes erd
\end_inset
.
\end_layout
\begin_layout Itemize
There is one needed line:
\begin_inset Quotes eld
\end_inset
type <systype>
\begin_inset Quotes erd
\end_inset
.
This sets system type to <systype>.
The following system types are valid:
\end_layout
\begin_deeper
\begin_layout Itemize
snes (SNES)
\end_layout
\begin_layout Itemize
bsx (BS-X non-slotted)
\end_layout
\begin_layout Itemize
bsxslotted (BS-X slotted)
\end_layout
\begin_layout Itemize
sufamiturbo (Sufami Turbo)
\end_layout
\begin_layout Itemize
sgb (Super Game Boy)
\end_layout
\begin_layout Itemize
dmg (Game Boy)
\end_layout
\begin_layout Itemize
gbc (Game Boy Color)
\end_layout
\begin_layout Itemize
gbc_gba (Game Boy Color with GBA initial register values)
\end_layout
\end_deeper
\begin_layout Itemize
Optionally a region can be specified:
\begin_inset Quotes eld
\end_inset
region <region>
\begin_inset Quotes erd
\end_inset
.
The following values are valid:
\end_layout
\begin_deeper
\begin_layout Itemize
autodetect (Autodetect region: snes and sgb only)
\end_layout
\begin_layout Itemize
ntsc (NTSC: snes, bsx, bsxslotted, sufamiturbo, sgb)
\end_layout
\begin_layout Itemize
pal (PAL: snes, sgb)
\end_layout
\begin_layout Itemize
world (World: dmg, gbc, gbc_gba)
\end_layout
\end_deeper
\begin_layout Itemize
ROM images are loaded as:
\begin_inset Quotes eld
\end_inset
rom <type> <file>
\begin_inset Quotes erd
\end_inset
.
The following types are valid:
\end_layout
\begin_deeper
\begin_layout Itemize
rom (Cartridge ROM in snes, dmg, gbc, gbc_gba.
BIOS in bsx, bsxslotted, sufamiturbo)
\end_layout
\begin_layout Itemize
bsx (Cartridge ROM in bsx, bsxslotted)
\end_layout
\begin_layout Itemize
slot-a (Cartridge ROM in sufamiturbo)
\end_layout
\begin_layout Itemize
slot-b (Cartridge ROM in sufamiturbo)
\end_layout
\end_deeper
\begin_layout Itemize
ROM markup can be loaded as:
\begin_inset Quotes eld
\end_inset
xml <type> <file>
\begin_inset Quotes erd
\end_inset
.
The types valid are the same as for ROMs.
\end_layout
\begin_layout Itemize
Patches can be loaded as
\begin_inset Quotes eld
\end_inset
patch[<offset>] <type> <file>
\begin_inset Quotes erd
\end_inset
.
The types are the same as for ROMs.
\end_layout
\begin_deeper
\begin_layout Itemize
Offset is given in form [+-]<number>.
Usually offset is either +0 or -512.
\end_layout
\begin_layout Itemize
Default offset is +0.
\end_layout
\end_deeper
\begin_layout Subsection
Example:
\end_layout
\begin_layout LyX-Code
[GAMEPACK FILE]
\end_layout
\begin_layout LyX-Code
type snes
\end_layout
\begin_layout LyX-Code
rom rom speedygonzales.sfc
\end_layout
\begin_layout LyX-Code
patch-512 rom sonicthehedgehog.ips
\end_layout
\begin_layout Subsection
Example 2:
\end_layout
\begin_layout LyX-Code
[GAMEPACK FILE]
\end_layout
\begin_layout LyX-Code
type sgb
\end_layout
\begin_layout LyX-Code
rom rom supergameboy.sfc
\end_layout
\begin_layout LyX-Code
rom dmg megamanV.dmg
\end_layout
\begin_layout Section
Quick'n'dirty encode guide
\end_layout
\begin_layout Enumerate
Start the emulator and load the ROM and movie file.
\end_layout
\begin_layout Enumerate
Set large AVI option 'set-setting avi-large on'
\end_layout
\begin_layout Enumerate
Enable dumping 'dump-avi tmpdump'
\end_layout
\begin_layout Enumerate
Unpause and let it run until you want to end dumping.
\end_layout
\begin_layout Enumerate
Close the emulator (closing the window is the easiest way).
Or use 'end-avi'.
\end_layout
\begin_layout Enumerate
For each tmpdump*.avi file created, on command prompt, do 'x264 --crf 10
-o tmpdump_<numbers>.mkv tmpdump_<numbers>.avi'.
\end_layout
\begin_layout Enumerate
Do 'sox tmpdump.sox tmpdump.ogg rate -v 32000'
\end_layout
\begin_layout Enumerate
Do 'mkvmerge -o tmpdump_video.mkv tmpdump_0000000.mkv + tmpdump_0000001.mkv
+ tmpdump_0000002.mkv' (list every tmpdump_<numbers>.mkv, with + in between).
\end_layout
\begin_layout Enumerate
Do 'mkvmerge -o final.mkv tmpdump_video.mkv tmpdump.ogg'.
Now final.mkv contains quick'n'dirty encode.
\end_layout
\begin_layout Section
Axis configurations for some gamepad types:
\end_layout
\begin_layout Subsection
XBox360 controller:
\end_layout
\begin_layout Standard
Axes 2 and 5 (joystick<n>axis2 and joystick<n>axis5) should be set to pressure-+.
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis2 pressure-+
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis5 pressure-+
\end_layout
\begin_layout Itemize
This is needed for SDL only.
EVDEV sets those types correctly.
\end_layout
\begin_layout Subsection
PS3
\begin_inset Quotes eld
\end_inset
sixaxis
\begin_inset Quotes erd
\end_inset
controller:
\end_layout
\begin_layout Standard
Axes 8-19 should be disabled.
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis8 disabled
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis9 disabled
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis10 disabled
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis11 disabled
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis12 disabled
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis13 disabled
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis14 disabled
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis15 disabled
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis16 disabled
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis17 disabled
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis18 disabled
\end_layout
\begin_layout LyX-Code
set-axis joystick0axis19 disabled
\end_layout
\begin_layout Section
Errata:
\end_layout
\begin_layout Subsection
Problems from BSNES core:
\end_layout
\begin_layout Itemize
The whole pending save stuff.
\end_layout
\begin_layout Itemize
Lack of layer hiding.
\end_layout
\begin_layout Itemize
It is slow (especially accuracy).
\end_layout
\begin_layout Itemize
Firmwares can't be loaded from ZIP archives.
\end_layout
\begin_layout Subsection
Other problems:
\end_layout
\begin_layout Itemize
Modifiers don't work with pseudo-keys (SDL, EVDEV).
\end_layout
\begin_layout Itemize
Audio for last dumped frame is not itself dumped.
\end_layout
\begin_layout Itemize
Audio in UI is pretty bad in quality if game doesn't run at full speed.
\end_layout
\begin_layout Itemize
No menus, command based interface (SDL).
\end_layout
\begin_layout Itemize
Long commands don't scroll.
\end_layout
\begin_layout Section
Changelog:
\end_layout
\begin_layout Subsection
rr0-beta1
\end_layout
\begin_layout Itemize
Fix -Wall warnings
\end_layout
\begin_layout Itemize
Fix dumper video corruption with levels 10-18.
\end_layout
\begin_layout Subsection
rr0-beta2
\end_layout
\begin_layout Itemize
Autofire
\end_layout
\begin_layout Itemize
Lots of code cleanups
\end_layout
\begin_layout Itemize
Lua interface to settings
\end_layout
\begin_layout Itemize
Allow specifying AVI borders without Lua
\end_layout
\begin_layout Itemize
Fix scaling if vscale > 1 and originx > 0 (left border exists)
\end_layout
\begin_layout Itemize
on_snoop lua callback
\end_layout
\begin_layout Itemize
Faster movie loading and saving.
\end_layout
\begin_layout Subsection
rr0-beta3
\end_layout
\begin_layout Itemize
Joystick support
\end_layout
\begin_layout Subsection
rr0-beta4
\end_layout
\begin_layout Itemize
Fix multi-buttons
\end_layout
\begin_layout Itemize
Save jukebox functionality.
\end_layout
\begin_layout Subsection
rr0-beta5
\end_layout
\begin_layout Itemize
Try to fix some nasty failing movie load edge cases
\end_layout
\begin_layout Itemize
Allow specifying scripts to run on command line.
\end_layout
\begin_layout Subsection
rr0-beta6
\end_layout
\begin_layout Itemize
Major source code reorganization.
\end_layout
\begin_layout Itemize
Backup savestates before overwriting.
\end_layout
\begin_layout Itemize
Don't crash if loading initial state fails.
\end_layout
\begin_layout Subsection
rr0-beta7
\end_layout
\begin_layout Itemize
Fix firmware lookup
\end_layout
\begin_layout Itemize
Fix author name parsing
\end_layout
\begin_layout Itemize
Fix rerecord counting
\end_layout
\begin_layout Itemize
(SDL) Print messages to console if SDL is uninitialized
\end_layout
\begin_layout Itemize
Add movieinfo program
\end_layout
\begin_layout Itemize
Fix loading movies starting from SRAM.
\end_layout
\begin_layout Subsection
rr0-beta8
\end_layout
\begin_layout Itemize
Add support for unattended dumping
\end_layout
\begin_layout Itemize
Fix compiling for Win32
\end_layout
\begin_layout Itemize
Don't lock up if sound can't be initialized
\end_layout
\begin_layout Itemize
Strip trailing CR from commands
\end_layout
\begin_layout Itemize
Don't try to do dubious things in global ctors (fix crash on startup)
\end_layout
\begin_layout Subsection
rr0-beta9
\end_layout
\begin_layout Itemize
Small documentation tweaking
\end_layout
\begin_layout Itemize
Fix make clean
\end_layout
\begin_layout Itemize
Fix major bug in modifier matching
\end_layout
\begin_layout Subsection
rr0-beta10
\end_layout
\begin_layout Itemize
Lots of documentation fixes
\end_layout
\begin_layout Itemize
Use dedicated callbacks for event backcomm., not commands.
\end_layout
\begin_layout Itemize
Ensure that the watchdog is not hit when executing delayed reset.
\end_layout
\begin_layout Itemize
Remove errant tab from joystick message.
\end_layout
\begin_layout Subsection
rr0-beta11
\end_layout
\begin_layout Itemize
Make autofire operate in absolute time, not linear time
\end_layout
\begin_layout Itemize
Reinitialize controls when resuming from loadstate
\end_layout
\begin_layout Itemize
Some more code cleanups
\end_layout
\begin_layout Itemize
If Lua allocator fails, call OOM_panic()
\end_layout
\begin_layout Itemize
Byte/word/dword/qword sized host memory write/read functions.
\end_layout
\begin_layout Itemize
Dump at correct framerate if dumping interlaced NTSC (height=448).
\end_layout
\begin_layout Subsection
rr0-beta12
\end_layout
\begin_layout Itemize
Actually include the complete source code
\end_layout
\begin_layout Itemize
Keep track of RTC
\end_layout
\begin_layout Subsection
rr0-beta13
\end_layout
\begin_layout Itemize
Document {save,start}time.{,sub}second.
\end_layout
\begin_layout Itemize
Intercept time() from bsnes core.
\end_layout
\begin_layout Subsection
rr0-beta14
\end_layout
\begin_layout Itemize
Allow disabling time() interception (allow build on Mac OS X)
\end_layout
\begin_layout Itemize
Use SDLMain on Mac OS X (make SDL not crash)
\end_layout
\begin_layout Itemize
Disable delayed resets (just plain too buggy for now).
\end_layout
\begin_layout Itemize
Code cleanups
\end_layout
\begin_layout Itemize
Use 16-bit for graphics/video instead of 32-bit.
\end_layout
\begin_layout Itemize
gui.rectangle/gui.pixel
\end_layout
\begin_layout Itemize
gui.crosshair
\end_layout
\begin_layout Itemize
New CSCD writer implementation.
\end_layout
\begin_layout Subsection
rr0-beta15
\end_layout
\begin_layout Itemize
Fix interaction of * and +.
\end_layout
\begin_layout Itemize
Manual improvements
\end_layout
\begin_layout Itemize
Use gettimeofday()/usleep(), these seem portable enough.
\end_layout
\begin_layout Itemize
Move joystick axis manipulation to keymapper code.
\end_layout
\begin_layout Itemize
Changes to how read-only works.
\end_layout
\begin_layout Itemize
Refactor controller input code.
\end_layout
\begin_layout Subsection
rr0-beta16
\end_layout
\begin_layout Itemize
Fix mouseclick scale compensation.
\end_layout
\begin_layout Itemize
Draw area boundaries correctly in SDL code.
\end_layout
\begin_layout Itemize
gui.screenshot.
\end_layout
\begin_layout Itemize
Fix CSCD output (buffer overrun and race condition).
\end_layout
\begin_layout Subsection
rr0-beta17
\end_layout
\begin_layout Itemize
JMD dumping support.
\end_layout
\begin_layout Itemize
Allow unattended dumping to JMD.
\end_layout
\begin_layout Itemize
Move to BSNES v083.
\end_layout
\begin_layout Itemize
Switch back to 32-bit colors.
\end_layout
\begin_layout Itemize
Add Lua function gui.color.
\end_layout
\begin_layout Itemize
Use some new C++11 features in GCC 4.6.
\end_layout
\begin_layout Itemize
Be prepared for core frequency changes.
\end_layout
\begin_layout Itemize
Pass colors in one chunk from Lua.
\end_layout
\begin_layout Subsection
rr0-beta18
\end_layout
\begin_layout Itemize
New lua functions gui.line(), gui.status() and gui.circle(), memory.vma_count(),
memory.read_vma() and memory.find_vma().
\end_layout
\begin_layout Itemize
Numerious documentation fixups
\end_layout
\begin_layout Itemize
RTC time format changed
\end_layout
\begin_layout Itemize
Reformat flags display
\end_layout
\begin_layout Itemize
Allow lua package name to be overridden
\end_layout
\begin_layout Itemize
SDUMP (high-quality dumping).
\end_layout
\begin_layout Itemize
Split platform support to plugins.
\end_layout
\begin_layout Itemize
Make all sound plugins support basic sound commands
\end_layout
\begin_layout Itemize
Support portaudio for sound.
\end_layout
\begin_layout Itemize
Allow disable Lua/SDL searching.
\end_layout
\begin_layout Itemize
Upconvert colors when copying lcscreen to screen.
\end_layout
\begin_layout Itemize
Reorganize source tree.
\end_layout
\begin_layout Itemize
Evdev joystick support.
\end_layout
\begin_layout Itemize
Refactor more code into generic window code.
\end_layout
\begin_layout Subsection
rr0-beta19
\end_layout
\begin_layout Itemize
Refactor message handling.
\end_layout
\begin_layout Itemize
Rework makefile
\end_layout
\begin_layout Itemize
Documentation fixes
\end_layout
\begin_layout Itemize
Finish pending saves before load/quit.
\end_layout
\begin_layout Itemize
Wxwidgets graphics plugin.
\end_layout
\begin_layout Subsection
rr0-beta20
\end_layout
\begin_layout Itemize
Get rid of win32-crap.[ch]pp.
\end_layout
\begin_layout Itemize
Move files around a lot.
\end_layout
\begin_layout Itemize
Get rid of need for host C++ compiler.
\end_layout
\begin_layout Itemize
Bsnes v084 core.
\end_layout
\begin_layout Itemize
Refactor inter-component communication.
\end_layout
\begin_layout Itemize
Fix zero luma.
\end_layout
\begin_layout Itemize
Fix crash on multiline aliases.
\end_layout
\begin_layout Itemize
Load/Save settings in wxwidgets gui.
\end_layout
\begin_layout Subsection
rr0-beta21
\end_layout
\begin_layout Itemize
Patch problems in bsnes core
\end_layout
\begin_layout Itemize
SNES is little-endian, not big-endian!
\end_layout
\begin_layout Itemize
Fix memory corruption in lcscreen::load()
\end_layout
\begin_layout Subsection
rr0-beta22
\end_layout
\begin_layout Itemize
Fix interpretting repeat counts in rrdata loading.
\end_layout
\begin_layout Itemize
New lua callback: on_frame()
\end_layout
\begin_layout Itemize
Remove calls to runtosave() that aren't supposed to be there
\end_layout
\begin_layout Itemize
Lua function: movie.read_rtc()
\end_layout
\begin_layout Itemize
Ignore src/fonts/font.cpp
\end_layout
\begin_layout Itemize
Fix more bsnes core problems
\end_layout
\begin_layout Itemize
Control bsnes random seeding
\end_layout
\begin_layout Itemize
Pause-on-end
\end_layout
\begin_layout Itemize
Some bsnes core debugging features (state dump and state hash)
\end_layout
\begin_layout Itemize
Fix titlebar version number (no, the last version wasn't 'lsnes-0-beta21',
it was 'lsnes rr0-beta21').
\end_layout
\begin_layout Subsection
rr0-beta23
\end_layout
\begin_layout Itemize
Fix memory corruption due to macro/field mixup
\end_layout
\begin_layout Itemize
search-memory update
\end_layout
\begin_layout Itemize
Allow direct-mapped framebuffer
\end_layout
\begin_layout Itemize
SDL: Use SDL_ANYFORMAT if possible
\end_layout
\begin_layout Itemize
SDMP2SOX: 2s delay modes.
\end_layout
\begin_layout Itemize
Wxwidgets: Cleanups
\end_layout
\begin_layout Itemize
Use sed -E, not sed -r.
Fixes building on Mac OS X.
\end_layout
\begin_layout Itemize
Wxwidgets: Save jukebox on exit
\end_layout
\begin_layout Itemize
Fix RTC if using load-movie on savestate.
\end_layout
\begin_layout Itemize
Fix crash related to full console mode.
\end_layout
\begin_layout Subsection
rr0-beta24
\end_layout
\begin_layout Itemize
Wxwidgets: Allow bringing application to foreground on Mac OS X.
\end_layout
\begin_layout Itemize
Wxwidgets: Allow compiling on Mac OS X.
\end_layout
\begin_layout Itemize
Use movie compare instead of movie hashing (faster save/load).
\end_layout
\begin_layout Itemize
Lua: _SYSTEM table.
\end_layout
\begin_layout Subsection
rr0-beta25
\end_layout
\begin_layout Itemize
sdmp2sox: Pad soundtrack if using -l or -L.
\end_layout
\begin_layout Itemize
sdmp2sox: Fix NTSC overscan.
\end_layout
\begin_layout Itemize
sdmp2sox: Add AR correction mode.
\end_layout
\begin_layout Itemize
call lua_close() when exiting.
\end_layout
\begin_layout Itemize
Fix zip_writer bug causing warnings from info-zip and error from advzip.
\end_layout
\begin_layout Subsection
rr0-beta26
\end_layout
\begin_layout Itemize
Fix IPS patching code (use bsnes core IPS patcher).
\end_layout
\begin_layout Itemize
Implement BPS patching (using bsnes core IPS patcher).
\end_layout
\begin_layout Itemize
Add feature to load headered ROMs.
\end_layout
\begin_layout Subsection
rr0-beta27
\end_layout
\begin_layout Itemize
Show command names when showing keybindings
\end_layout
\begin_layout Subsection
rr0
\end_layout
\begin_layout Itemize
Fix pause-on-end to be actually controllable
\end_layout
\begin_layout Itemize
SDL: Poll all events in queue, not just first one (fixes slowness in command
typing)
\end_layout
\begin_layout Itemize
Wxwidgets: Fix ROM loading.
\end_layout
\begin_layout Subsection
rr1-beta0
\end_layout
\begin_layout Itemize
Lua: Add gui.textH, gui.textV, gui.textHV
\end_layout
\begin_layout Itemize
Fix text colors on SDL on Mac OS X
\end_layout
\begin_layout Itemize
Mode 'F' for finished in readonly mode.
\end_layout
\begin_layout Itemize
Fix some WS errors.
\end_layout
\begin_layout Itemize
Reliably pause after skip poll
\end_layout
\begin_layout Itemize
Split UI and core into their own threads
\end_layout
\begin_layout Subsection
rr1-beta1
\end_layout
\begin_layout Itemize
Remove leftover dummy SRAM slot
\end_layout
\begin_layout Itemize
Fix controller numbers.
\end_layout
\begin_layout Subsection
rr1-beta2
\end_layout
\begin_layout Itemize
Fix lsnes-dumpavi after interface change.
\end_layout
\begin_layout Itemize
Also give BSNES patches for v085.
\end_layout
\begin_layout Itemize
Pack movie data in memory.
\end_layout
\begin_layout Subsection
rr1-beta3
\end_layout
\begin_layout Itemize
Fix framecount/length given when loading movies.
\end_layout
\begin_layout Itemize
Controller command memory leak fixes.
\end_layout
\begin_layout Itemize
Don't leak palette if freeing screen object.
\end_layout
\begin_layout Subsection
rr1-beta4
\end_layout
\begin_layout Itemize
Detect revisions.
\end_layout
\begin_layout Itemize
Wxwidgets: Allow controlling dumper from the menu.
\end_layout
\begin_layout Subsection
rr1-beta5
\end_layout
\begin_layout Itemize
Rewrite parts of manual
\end_layout
\begin_layout Itemize
Lua: Make it work with Lua 5.2.
\end_layout
\begin_layout Subsection
rr1-beta6
\end_layout
\begin_layout Itemize
Win32: Fix compile errors.
\end_layout
\begin_layout Subsection
rr1-beta7
\end_layout
\begin_layout Itemize
Refactor controller input code.
\end_layout
\begin_layout Itemize
Fix crash when using command line on SDL / Mac OS X.
\end_layout
\begin_layout Subsection
rr1-beta8
\end_layout
\begin_layout Itemize
Delete core/coroutine (obsolete)
\end_layout
\begin_layout Itemize
Lag input display by one frame.
\end_layout
\begin_layout Itemize
Rewind movie to beginning function.
\end_layout
\begin_layout Itemize
Fix wrong frame number reported to Lua when repainting after loadstate
\end_layout
\begin_layout Itemize
Support UI editing of jukebox
\end_layout
\begin_layout Itemize
Wxwidgets: Save settings on exit.
\end_layout
\begin_layout Itemize
Support ${project} for filenames
\end_layout
\begin_layout Itemize
SDL: Fix command history
\end_layout
\begin_layout Subsection
rr1-beta9
\end_layout
\begin_layout Itemize
Fix some order-of-global-ctor bugs.
\end_layout
\begin_layout Subsection
rr1-beta10
\end_layout
\begin_layout Itemize
Fix crashes when quitting on Win32.
\end_layout
\begin_layout Subsection
rr1-beta11
\end_layout
\begin_layout Itemize
EVDEV: Queue keypresses from joystick, don't send directly
\end_layout
\begin_layout Itemize
Wxwidgets: Load-Preserve that actually works.
\end_layout
\begin_layout Subsection
rr1-beta12
\end_layout
\begin_layout Itemize
Wxwidgets: GUI for memory search.
\end_layout
\begin_layout Itemize
Warn about using synchronous queue in UI callback.
\end_layout
\begin_layout Subsection
rr1-beta13
\end_layout
\begin_layout Itemize
Remember last saved file for each ROM
\end_layout
\begin_layout Itemize
Support MT dumping via boost.
\end_layout
\begin_layout Itemize
Lua: input.raw
\end_layout
\begin_layout Itemize
Lua: input.keyhook
\end_layout
\begin_layout Itemize
Make mouse be ordinary input instead of special-casing
\end_layout
\begin_layout Itemize
SDL: Don't screw up commands with NUL codepoints.
\end_layout
\begin_layout Subsection
rr1-beta14
\end_layout
\begin_layout Itemize
Merge status panel and main window
\end_layout
\begin_layout Itemize
True movie slot support (the rest of it)
\end_layout
\begin_layout Itemize
SDL: Fix compilation error
\end_layout
\begin_layout Itemize
Elminate cross calls in dump menu code.
\end_layout
\begin_layout Subsection
rr1-beta15
\end_layout
\begin_layout Itemize
Cancel pending saves command
\end_layout
\begin_layout Itemize
Wxwidgets: Code refactoring
\end_layout
\begin_layout Itemize
Wxwidgets: Fix system -> reset
\end_layout
\begin_layout Itemize
Wxwidgets: Read watch expressions in the right thread
\end_layout
\begin_layout Subsection
rr1-beta16
\end_layout
\begin_layout Itemize
Wxwidgets: Don't prompt for member when running Lua script (Lua doesn't
support that).
\end_layout
\begin_layout Itemize
Wxwidgets: 128 -> 1024 Autohold slots (in case more are needed).
\end_layout
\begin_layout Itemize
Don't append trailing '-' to prefix when saving movie.
\end_layout
\begin_layout Itemize
Fix ROM/savestate handling (don't let user mismatch ROM and savestates).
\end_layout
\begin_layout Subsection
rr1
\end_layout
\begin_layout Itemize
Document memory watch syntax.
\end_layout
\begin_layout Subsection
rr1-delta1
\end_layout
\begin_layout Itemize
Fix unattended dumping (lsnes-dumpavi)
\end_layout
\begin_layout Itemize
Support RAW dumping
\end_layout
\begin_layout Itemize
Use adv_dumper instead of the old interface in lsnes-dumpavi (changes syntax)
\end_layout
\begin_layout Itemize
Add option to control sample rate preturbation in AVI dumper
\end_layout
\begin_layout Subsection
rr1-delta2
\end_layout
\begin_layout Itemize
Wxwidgets: Fix dumper submodes
\end_layout
\begin_layout Itemize
Set core controller types before loadstate
\end_layout
\begin_layout Subsection
rr1-delta2epsilon1
\end_layout
\begin_layout Itemize
Fix compiling with bsnes v086.
\end_layout
\begin_layout Subsection
rr1-delta3
\end_layout
\begin_layout Itemize
Don't prompt before quitting
\end_layout
\begin_layout Itemize
Start unpaused, preserve pause/unpause over load.
\end_layout
\begin_layout Itemize
Try to autodetect if ROM is headered.
\end_layout
\begin_layout Itemize
Wxwidgets: Only bring up ROM patching screen if specifically requested.
\end_layout
\begin_layout Itemize
Allow configuring some hotkeys.
\end_layout
\begin_layout Subsection
rr1-delta4
\end_layout
\begin_layout Itemize
Lots of code cleanups
\end_layout
\begin_layout Itemize
Fix JMD compression (JMD dumping was broken)
\end_layout
\begin_layout Itemize
Don't crash if Lua C function throws an exception.
\end_layout
\begin_layout Itemize
Support bitmap drawing in Lua.
\end_layout
\begin_layout Itemize
Fix bsnes v085/v086 patches.
\end_layout
\begin_layout Itemize
Improve stability on win32.
\end_layout
\begin_layout Subsection
rr1-delta4epsilon1
\end_layout
\begin_layout Itemize
Don't corrupt movie if movie length is integer multiple of frames per page.
\end_layout
\begin_layout Subsection
rr1-delta5
\end_layout
\begin_layout Itemize
New Lua hooks: on_rewind, on_frame_emulated, on_idle, on_timer
\end_layout
\begin_layout Itemize
New Lua functions: emulator_ready(), utime(), set_idle_timeout(), set_timer_time
out(), bit.extract(), bit.value(), input.geta(), input.seta() and input.controllertyp
e()
\end_layout
\begin_layout Itemize
Wxwidgets: Fix internal focus lost (hotkeys stop working)
\end_layout
\begin_layout Itemize
Wxwidgets: Fix broken modifiers
\end_layout
\begin_layout Itemize
on_paint has parameter now.
\end_layout
\begin_layout Itemize
Optional initital fill for bitmaps
\end_layout
\begin_layout Itemize
Fix palette changing.
\end_layout
\begin_layout Itemize
Optimize rendering a bit.
\end_layout
\begin_layout Itemize
Bsnes v087 support.
\end_layout
\begin_layout Subsection
rr1-delta5epsilon1
\end_layout
\begin_layout Itemize
Movieinfo: Fix display of port #2 type.
\end_layout
\begin_layout Itemize
Call on_input() after loadstate.
\end_layout
\begin_layout Subsection
rr1-delta5epsilon2
\end_layout
\begin_layout Itemize
Fix writing port2 data to movie.
\end_layout
\begin_layout Itemize
Fix SRAM handling with Bsnes v087.
\end_layout
\begin_layout Subsection
rr1-delta6
\end_layout
\begin_layout Itemize
Library loading support
\end_layout
\begin_layout Itemize
Built-in TSCC encoder
\end_layout
\begin_layout Itemize
Hi-color (256T colors) dumping.
\end_layout
\begin_layout Itemize
Dump over TCP/IP(v6)
\end_layout
\begin_layout Itemize
Hidable status panel
\end_layout
\begin_layout Itemize
Turbo toggle/hold
\end_layout
\begin_layout Itemize
Adjustable sound volume
\end_layout
\begin_layout Itemize
Screen scaling
\end_layout
\begin_layout Itemize
Allow DnD into filename boxes
\end_layout
\begin_layout Itemize
Configurable paths
\end_layout
\begin_layout Itemize
Portaudio: Fix speaker popping at start
\end_layout
\begin_layout Itemize
Lots of UI changes
\end_layout
\begin_layout Itemize
Speed adjustment menu
\end_layout
\begin_layout Itemize
Win32 joystick support
\end_layout
\begin_layout Itemize
Lua: gui.rainbow and gui.box
\end_layout
\begin_layout Itemize
Split key lists into classes (the key list was large!)
\end_layout
\begin_layout Itemize
More save slots support
\end_layout
\begin_layout Itemize
Wxwidgets (wxJoystick) joystick support
\end_layout
\begin_layout Subsection
rr1-delta7
\end_layout
\begin_layout Itemize
Lots of internal joystick refactoring
\end_layout
\begin_layout Itemize
Evdev: Add mapping for BTN_TOOL_QUINTTAP
\end_layout
\begin_layout Itemize
Wxwidgets: Settings mode (open settings without ROM)
\end_layout
\begin_layout Itemize
Wxwidgets: Prompt key to use option
\end_layout
\begin_layout Itemize
Wxwidgets: Fix crash if key goes away underneath
\end_layout
\begin_layout Itemize
Wxwidgets: Fix mouse position in presence of scaling
\end_layout
\begin_layout Itemize
AVI dumper: Mode 4 (high-quality resampling to common rate using SRC)
\end_layout
\begin_layout Itemize
Wxwidgets: Redesign hotkeys dialog to avoid tree control (tree control doesn't
seem to work well on WinXP)
\end_layout
\begin_layout Itemize
Start paused option.
\end_layout
\begin_layout Subsection
rr1-delta7epsilon1
\end_layout
\begin_layout Itemize
AVI: ZMBV support
\end_layout
\begin_layout Itemize
lsnes-dumpavi: Start Lua before starting dumper
\end_layout
\begin_layout Itemize
AVI: Fix secondary audio in mode 4.
\end_layout
\begin_layout Subsection
rr1-delta7epsilon2
\end_layout
\begin_layout Itemize
AVI: Refactor ZMBV a bit.
\end_layout
\begin_layout Itemize
Fix error reading analog values from movie file
\end_layout
\begin_layout Subsection
rr1-delta8
\end_layout
\begin_layout Itemize
Delayed reset support
\end_layout
\begin_layout Itemize
Lua: memory.hash_region
\end_layout
\begin_layout Subsection
rr1-delta8epsilon1
\end_layout
\begin_layout Itemize
Rework the build system
\end_layout
\begin_layout Itemize
Typing input support
\end_layout
\begin_layout Itemize
Fix building with bsnes v086 and v087.
\end_layout
\begin_layout Itemize
SDL: Save settings on exit
\end_layout
\begin_layout Itemize
SDL: Command to enter command line mode with given command.
\end_layout
\begin_layout Itemize
SDL: More advanced command editing.
\end_layout
\begin_layout Subsection
rr1-delta9
\end_layout
\begin_layout Itemize
wxMSW: Fix the
\begin_inset Quotes eld
\end_inset
arrow keys and enter don't work
\begin_inset Quotes erd
\end_inset
problem
\end_layout
\begin_layout Itemize
MSU-1 support
\end_layout
\begin_layout Itemize
Show mode changes due to rewinding.
\end_layout
\begin_layout Itemize
Unsafe rewind support
\end_layout
\begin_layout Itemize
Fix directory transversal.
\end_layout
\begin_layout Subsection
rr1-delta10
\end_layout
\begin_layout Itemize
AVI: Sound mode 5 (48kHz high-quality)
\end_layout
\begin_layout Itemize
Lua: Reset Lua VM
\end_layout
\begin_layout Itemize
Map the SNES bus into address space
\end_layout
\begin_layout Itemize
Fix loading memory watch files with CRLF line endings
\end_layout
\begin_layout Subsection
rr1-delta10epsilon1
\end_layout
\begin_layout Itemize
Map bsnes internal state into memory space
\end_layout
\begin_layout Itemize
Fix the
\begin_inset Quotes eld
\end_inset
click on panel wedges the emulator
\begin_inset Quotes erd
\end_inset
for real.
\end_layout
\begin_layout Itemize
DnD movies/saves on the main window.
\end_layout
\begin_layout Subsection
rr1-delta11
\end_layout
\begin_layout Itemize
Split core bindings into own module.
\end_layout
\begin_layout Itemize
Remember invalid settings
\end_layout
\begin_layout Itemize
Support for modified Gambatte core for GB/GBC emulation.
\end_layout
\begin_layout Itemize
Reload/swap ROM function
\end_layout
\begin_layout Subsection
rr1-delta11epsilon1
\end_layout
\begin_layout Itemize
Fix step poll function
\end_layout
\begin_layout Subsection
rr1-delta12
\end_layout
\begin_layout Itemize
Non-insane savestate anchoring
\end_layout
\begin_layout Subsection
rr1-delta13
\end_layout
\begin_layout Itemize
More Memory search methods
\end_layout
\begin_layout Itemize
Preserve movie if loading in RO mode.
\end_layout
\begin_layout Itemize
Fix a obscure case in timeline check
\end_layout
\begin_layout Itemize
Revamp the entiere ROM loading code
\end_layout
\begin_layout Itemize
Support DnD on ROMs
\end_layout
\begin_layout Itemize
Revamp menu layout
\end_layout
\begin_layout Itemize
Standalone hotkey config dialog
\end_layout
\begin_layout Itemize
Show bindings in more user-friendly format
\end_layout
\begin_layout Subsection
rr1-delta13epsilon1
\end_layout
\begin_layout Itemize
Pipedec support
\end_layout
\begin_layout Itemize
Fix uninitialized variables in bsnes v085
\end_layout
\begin_layout Subsection
rr1-delta14
\end_layout
\begin_layout Itemize
Merge gambatte core into mainline (from its own branch)
\end_layout
\begin_layout Itemize
Wxwidgets: Show expected dump file formats
\end_layout
\begin_layout Itemize
Memory watch: Data typing
\end_layout
\begin_layout Itemize
lsnes internal MMIO area.
\end_layout
\begin_layout Itemize
Wxwidgets: New memory watch editor
\end_layout
\begin_layout Itemize
Hexadecimal memory watches
\end_layout
\begin_layout Itemize
Wxwidgets: Monospaced panel
\end_layout
\begin_layout Itemize
Wxwidgets: Split memory watches in panel
\end_layout
\begin_layout Itemize
Wxwidgets: Disable VMAs in memory search
\end_layout
\begin_layout Itemize
lsnes-dumpavi: Fix speed bug
\end_layout
\begin_layout Itemize
Movie subtitle support
\end_layout
\begin_layout Itemize
Fix rerecord count reporting
\end_layout
\begin_layout Itemize
Don't trash movie when loading in readonly mode.
\end_layout
\begin_layout Subsection
rr1-delta14epsilon1
\end_layout
\begin_layout Itemize
Wxwidgets: Fix crashes on closing settings dialogs on Mac OS X.
\end_layout
\begin_layout Itemize
Fix build on Mac OS X.
\end_layout
\begin_layout Itemize
Lua: loopwrapper
\end_layout
\begin_layout Itemize
Wxwidgets: Hidable messages window
\end_layout
\begin_layout Itemize
Lua: input.joyset
\end_layout
\begin_layout Itemize
Bsnes: Support inconsistent saves
\end_layout
\begin_layout Itemize
Bsnes: Allow simulating saving every frame
\end_layout
\begin_layout Itemize
Fix desync if savestate is loaded in readonly mode in certain conditions.
\end_layout
\begin_layout Itemize
Wxwidgets: Fix save dialogs on Mac OS X.
\end_layout
\begin_layout Itemize
Wxwidgets: Fix insane status width on Win32.
\end_layout
\begin_layout Itemize
Wxwidgets: Fix autohold processing to be faster.
\end_layout
\begin_layout Itemize
Wxwidgets: Allow loading ROMs and movies from commandline.
\end_layout
\begin_layout Subsection
rr1-delta15
\end_layout
\begin_layout Itemize
Be a bit smarter with --load
\end_layout
\begin_layout Itemize
Rewrote higher-level parts of audio system
\end_layout
\begin_layout Itemize
Tool to build commentary tracks
\end_layout
\begin_layout Itemize
Lua: input.joyget
\end_layout
\begin_layout Itemize
Gambatte: Add support for SVN358
\end_layout
\begin_layout Itemize
Use builtin font when rendering status panel.
\end_layout
\begin_layout Itemize
Option to detach memory watch to its own window.
\end_layout
\begin_layout Itemize
Recent ROMs/Movies menu
\end_layout
\begin_layout Itemize
Libao support
\end_layout
\begin_layout Itemize
Useful lag counter for SNES games that autopoll
\end_layout
\begin_layout Itemize
Fix buffer overflow in gambatte sound output
\end_layout
\begin_layout Subsection
rr1-delta15epsilon1
\end_layout
\begin_layout Itemize
Don't blow up on wxGTK if the window is hidden somehow
\end_layout
\begin_layout Itemize
Support simultaneous drop of ROM and movie.
\end_layout
\begin_layout Itemize
Gambatte: Don't save spurious SRAMs.
\end_layout
\begin_layout Itemize
Make SGB ROMs actually usable.
\end_layout
\begin_layout Itemize
Fix so that saved movies appear in recent movies.
\end_layout
\begin_layout Itemize
Don't open multiple commentary editors at once.
\end_layout
\begin_layout Subsection
rr1-delta15epsilon2
\end_layout
\begin_layout Itemize
Lua: memory.readregion/memory.writeregion
\end_layout
\begin_layout Itemize
Lua: memory.map{,s}{byte,word,dword,qword}
\end_layout
\begin_layout Itemize
Lua: memory.map_structure
\end_layout
\begin_layout Itemize
Lua: Fix bus_address for gambatte
\end_layout
\begin_layout Itemize
Fix features dependent of bsnes debugger
\end_layout
\begin_layout Itemize
Cleanup bsnes debugger logic
\end_layout
\begin_layout Itemize
Fix resets in presence of save every frame
\end_layout
\begin_layout Subsection
rr1-delta15epsilon3
\end_layout
\begin_layout Itemize
Lua: input.lcid_to_pcid
\end_layout
\begin_layout Itemize
Fix off-by-one bug with slot hashes
\end_layout
\begin_layout Itemize
Fix crashes on certain memory watch expressions
\end_layout
\begin_layout Itemize
Lua: memory.read_expr
\end_layout
\begin_layout Itemize
Lua: Fix memory.read_expr on nil argument
\end_layout
\begin_layout Itemize
Fix the code to compile on G++ 4.7
\end_layout
\begin_layout Itemize
Change button_id to be a function pointer field, not a virtual method
\end_layout
\begin_layout Itemize
Add bsnes patches to fix libsnes to compile on GCC 4.7
\end_layout
\begin_layout Itemize
Gambatte: Always use legacy lag counting
\end_layout
\begin_layout Itemize
Memory commands: Memory addresses are up to 16 hex digits, not up to 8
\end_layout
\begin_layout Itemize
Fix analog controllers
\end_layout
\begin_layout Itemize
Fix autohold menus
\end_layout
\begin_layout Itemize
Fix button symbols in input display
\end_layout
\begin_layout Itemize
Compensate for nuts bsnes superscope/justifier handling
\end_layout
\begin_layout Itemize
Lua: Fix bit.extract boolean handling
\end_layout
\begin_layout Subsection
rr2-beta0
\end_layout
\begin_layout Itemize
Split emulation cores more from the rest
\end_layout
\begin_layout Itemize
Support having multiple emulation cores compiled at once
\end_layout
\begin_layout Itemize
Support arbitrary number of ports (well, up to 31 anyway).
\end_layout
\begin_layout Itemize
SNES debugger support
\end_layout
\begin_layout Itemize
Support 16-button controllers
\end_layout
\begin_layout Itemize
Remove old SDL front end
\end_layout
\begin_layout Itemize
Data-driven controller buttons
\end_layout
\begin_layout Itemize
Generate the port code from defines
\end_layout
\begin_layout Subsection
rr2-beta1
\end_layout
\begin_layout Itemize
Update libgambatte to SVN364
\end_layout
\begin_layout Itemize
Get rid of partial linking (building with MXE works)
\end_layout
\begin_layout Itemize
Load XML even without gamepack files
\end_layout
\begin_layout Itemize
Support screen rotate & flip
\end_layout
\begin_layout Itemize
Fix bug when changing controller key to another subkey of the same key
\end_layout
\begin_layout Subsection
rr1-delta16
\end_layout
\begin_layout Itemize
Stop at movie end: Don't off-by-one
\end_layout
\begin_layout Itemize
Fix crash closing lsnes with voice playback active.
\end_layout
\begin_layout Itemize
Import/Export OggOpus for commentary tracks
\end_layout
\begin_layout Itemize
16-button controllers.
\end_layout
\begin_layout Itemize
Don't show nonexistent controllers in input display
\end_layout
\begin_layout Itemize
Set voice record/playback volume from UI
\end_layout
\begin_layout Itemize
Patches for gambatte SVN364.
\end_layout
\begin_layout Itemize
Load markup (if exists) even without gamepack file.
\end_layout
\begin_layout Itemize
Screen rotation & flipping
\end_layout
\begin_layout Itemize
Lua: Some new bit functions
\end_layout
\begin_layout Itemize
Auto-refresh voice streams on change.
\end_layout
\begin_layout Itemize
Auto-refresh subtitles on change & new subtitle editor.
\end_layout
\begin_layout Itemize
Fix music volume adjustment.
\end_layout
\begin_layout Subsection
rr2-beta2
\end_layout
\begin_layout Itemize
Use system threads instead of platform threads
\end_layout
\begin_layout Itemize
Cleanup build by allowing dummy and real drivers to link together.
\end_layout
\begin_layout Itemize
Split duplex support
\end_layout
\end_body
\end_document