General Mute sound when in background Reduce volume when in background Reduce volume during fast forward/rewind Volume Reduction (%) Volume Reduction Settings Enable Audio Sample Rate: ms Low values may cause sound problems Latency: Device: Volume: Volume Reset to Defaults Audio Player Settings When a track has an unknown duration: Move to the next track after Limit track duration to seconds of silence seconds Advanced Disable dynamic sample rate Enable reverb Enable cross feed Strength Delay Equalizer Enable Equalizer
Controllers General Automatically configure controllers when loading a game Allow invalid input (e.g Down + Up or Left + Right at the same time) Light detection radius for light guns: Small Large Hardware buttons Four Score Configuration 4-Player Adapter Configuration 2-Player Adapter Configuration Setup Port 1: Port 2: Port 1: Port 2: Port 3: Port 4: Port 1: Port 2: Port 3: Port 4: Expansion device: Cartridge:
Port 1: Port 2: Port 1: Port 2: Port 3: Port 4: Port 1: Port 2: Port 3: Port 4: Multitap Configuration Warning: Your current configuration contains conflicting key bindings - some physical buttons on your keyboard or gamepad are mapped to multiple buttons on the NES controller. If this is not intentional, please review and correct your key bindings. Controllers General Allow invalid input (e.g Down + Up or Left + Right at the same time)
General Small Large Controller axis deadzone size: Mouse speed: Slow Fast Force feedback (rumble): Disabled Maximum Display Display ports: Player 1 Player 2 Player 3 Player 4 Player 5 Player 6 Player 7 Player 8 Display position: Horizontal display Hide mouse pointer when using light guns
Setup
Left Top Bottom Right
General Enable integer FPS mode (e.g: run at 60 fps instead of 60.1) Enable vertical sync Aspect Ratio: Custom Ratio: Use bilinear interpolation when scaling Use sRGB when applying interpolation Fullscreen Resolution: Use integer scale values when entering fullscreen mode Use exclusive fullscreen mode Refresh Rate (NTSC / 60 Hz): Refresh Rate (PAL / 50 Hz): Enable game-specific overscan settings Picture Select Preset... Reset General settings Brightness Contrast Hue Saturation Filter settings Filter: NTSC settings (blargg) Artifacts Bleed Fringing Gamma Resolution Sharpness Merge Fields Apply Vertical Blending NTSC settings (Bisqwit) Scale: Y Filter (Horizontal Blur) I Filter (Horizontal Bleed) Q Filter (Horizontal Bleed) LCD Grid Settings Brightness - Top Left Brightness - Top Right Brightness - Bottom Left Brightness - Bottom Right Scanlines Scanlines Reset Composite S-Video RGB Monochrome Advanced Screen Rotation: Use software renderer (requires restart)
General % (0 = Maximum speed) Emulation Speed: % (0 = Maximum speed) Fast Forward Speed: % (0 = Maximum speed) Rewind Speed: Run Ahead: frames (reduces input lag, increases CPU usage) Firmwares NES SNES Game Boy Game Boy Advance PC Engine SMS / Game Gear ColecoVision WonderSwan Other systems File does not contain the expected data, and may not work correctly.
Global settings overrides Override video filter: Override aspect ratio: Custom Ratio:
General Region: Audio Audio interpolation type: Volume Channel 1 Channel 2 Channel 3 Channel 4 Channel 5 Channel 6 Channel 7 Channel 8 Emulation Default power on state for RAM: Randomize power-on state Use strict board mappings (breaks some romhacks) SPC clock speed adjustment: (not recommended) Input Overclocking Overclocking can help reduce or remove slowdowns in games (but it can also cause issues). To overclock, try setting the "before NMI" value to a few hundred lines (e.g 300+). If this breaks the game, try lowering the value or using the "after NMI" field instead. PPU Vertical Blank Configuration Additional scanlines before NMI: Additional scanlines after NMI: Chip-specific overclocking Super FX clock speed (%): BS-X BS-X/Satellaview Date and Time Settings Use current local time Use custom date and time: Date: Time: Video Miscellaneous Settings Blend high resolution modes Hide background layer 1 Hide background layer 2 Hide background layer 3 Hide background layer 4 Hide sprites Overscan Disable frame skipping when fast forwarding Use fixed output resolution (2x scale, ≈512x478)
General Region: Enable HD packs Disable built-in game database Famicom Disk System Settings Automatically insert disk 1 side A when starting FDS games Automatically fast forward FDS games when disk or BIOS is loading Automatically switch disks for FDS games VS. DualSystem Settings Play audio for: Show video for: Input Video Palette Show color indexes Use this palette for VS System games Remove sprite limit (Reduces flickering) Automatically re-enable sprite limit to prevent graphical glitches, when possible Enable PAL black borders (when running in PAL/Dendy mode) Disable background Disable sprites Force background display in first column Force sprite display in first column Overscan NTSC PAL Audio General Channel volume Channel panning Advanced Swap square channels duty cycles (mimics old clones) Reverse DPCM bit order (higher or lower quality, depends on game) Mute ultrasonic frequencies on triangle channel (reduces popping) Reduce popping sounds on the DMC channel Disable noise channel mode flag (mimics oldest Famicom models) Effects Stereo effect: Delay: Strength: ms angle (in degrees) Overclocking Overclocking can help reduce or remove slowdowns in games (but it can also cause issues). To overclock, try setting the "before NMI" value to a few hundred lines (e.g 300+). If this breaks the game, try lowering the value or using the "after NMI" field instead. PPU Vertical Blank Configuration Additional scanlines before NMI: Additional scanlines after NMI: Emulation Recommended settings for developers (homebrew / ROM hacking) Default power on state for RAM: Randomize power-on state for mappers Randomize power-on/reset CPU/PPU alignment Enable PPU OAM decay Enable PPU OAM row corruption emulation Enable PPU $2006 scroll glitch emulation Enable PPU $2000/$2005/$2006 first-write scroll glitch emulation Clear PPU $2000/1/5/6/7 throughout first frame after reset/power on Miscellaneous Settings Disable PPU OAMADDR bug emulation Disable PPU palette reads Disable PPU $2004 reads Enable erroneous sprite pixels at X=255 (2C02B and earlier) Do not reset PPU when resetting console (Famicom behavior) Disable Game Genie bus conflict emulation Disable flash saves (UNROM512 / GTROM / Rainbow) Update original ROM file directly when modified (FDS / Flash) Enable DMC sample duplication glitch (late-G & H CPU behavior) Enable CPU test mode registers Console model:
General Model: In Super Game Boy mode, use SGB2 timings and behavior Emulation Default power on state for RAM: General Allow invalid input (e.g Down + Up or Left + Right at the same time) Video Game Boy (DMG) Palette Background: Sprites #1: Sprites #2: Select Preset... Grayscale Grayscale (high contrast) Green Brown LCD Settings Enable LCD frame blending Enable GBC LCD color emulation Disable background Disable sprites Miscellaneous Settings Hide Super Game Boy borders Audio Volume Square 1 Square 2 Wave Noise Input Controllers Player 1 Setup
General Skip boot screen Emulation Save Type: Real-Time Clock: Default power on state for RAM: General Allow invalid input (e.g Down + Up or Left + Right at the same time) Enable mGBA log API Video LCD Settings Enable LCD frame blending Enable LCD color emulation Hide background layer 1 Hide background layer 2 Hide background layer 3 Hide background layer 4 Disable frame skipping when fast forwarding Disable sprites Miscellaneous Settings Audio Volume Channel A Channel B Square 1 Square 2 Wave Noise Input Controllers Player 1 Setup
General Console Type: CD-ROM System: Audio Volume Channel 1 Channel 2 Channel 3 Channel 4 Channel 5 Channel 6 CD Audio ADPCM Emulation Recommended settings for developers (homebrew / ROM hacking) Default power on state for RAM: Randomize power-on state Enable CD-ROM emulation when running HuCard games Disable CD-ROM save RAM when running HuCard games Use HuC6280A audio (reduces popping) Input Video Miscellaneous Settings Remove sprite limit Disable background Disable background (VDC2 - SuperGrafx) Disable sprites Disable sprites (VDC2 - SuperGrafx) Disable frame skipping when fast forwarding Use fixed output resolution (4x scale, ≈1024x956) Overscan Palette
Color picker OK Cancel
Load preset palette... Export palette Load palette file
Controllers Turbo Tap Configuration Setup Controller: Port 1: Port 2: Port 3: Port 4: Port 5: General Allow invalid input (e.g Down + Up or Left + Right at the same time) Disable Run+Select combination (to avoid resets in games)
General Region (Master System): Region (Game Gear): Audio Volume Tone 1 Tone 2 Tone 3 Noise YM2413 Enable FM audio (YM2413) Emulation Recommended settings for developers (homebrew / ROM hacking) Default power on state for RAM: SMS Revision: Input Video SMS - Global Config Overrides Game Gear - Global Config Overrides Miscellaneous Settings Use SG-1000 palette when running SG-1000 software Enable LCD frame blending (Game Gear) Remove sprite limit Disable background Disable sprites Overscan NTSC PAL Game Gear Game Gear screen (default) Full frame Full frame (excluding first column) Select Preset...
Controllers Setup Port 1: Port 2: General General Allow invalid input (e.g Down + Up or Left + Right at the same time)
ColecoVision
General Region: Audio Volume Tone 1 Tone 2 Tone 3 Noise Emulation Recommended settings for developers (homebrew / ROM hacking) Default power on state for RAM: Input Video Miscellaneous Settings Remove sprite limit Disable background Disable sprites Controllers Setup Port 1: Port 2:
General Model: Emulation Use boot ROM Video LCD Settings Automatically rotate screen Enable LCD frame blending Show LCD icons Enable LCD color emulation Hide background layer 1 Hide background layer 2 Disable sprites Miscellaneous Settings Audio Output mode: Volume Channel 1 Channel 2 Channel 3 Channel 4 Hyper Voice Input Controllers Controller (Horizontal) Controller (Vertical) Setup
Warning: Your current configuration contains conflicting key bindings. If this is not intentional, please review and correct your key bindings. Action Binding #1 Binding #2
Shortcut Keys
Settings Audio Emulation Input Video NES SNES Game Boy GBA PC Engine SMS WonderSwan Other systems Preferences Open Mesen folder Reset all settings OK Cancel
General Theme: (requires restart) Display Language: Only allow one instance of Mesen at a time Automatically check for updates Enable developer mode Pause/Background Settings Miscellaneous Settings Automatically hide menu bar Display additional information in title bar Display confirmation dialog before reset / power cycle / power off / exit Pause when a movie finishes playing Display play/pause icon when playing/recording a movie Display icon when fast-forwarding/rewinding Allow input when in background (controllers only) Pause when in background Pause when in menu and config dialogs Debugging tools Automatically load IPS/BPS patches Hide the pause screen Display play/record icon when playing or recording a movie Folders/Files File Associations SNES roms: .sfc, .smc, .swc, .fig, .bs SNES music: .spc NES roms: .nes, .unif, .fds, .qd, .studybox NES music: .nsf, .nsfe Game Boy roms: .gb, .gbc, .gbx Game Boy music: .gbs Game Boy Advance roms: .gba PC Engine roms: .pce, .sgx PC Engine music: .hes SMS roms: .sms Game Gear roms: .gg SG-1000 roms: .sg ColecoVision roms: .col WonderSwan roms: .ws, .wsc Data Storage Folder Change folder... Folder: Folder Overrides Games: Videos: Screenshots: Save Data: Audio: Save States: Movies: Advanced Show full file path in recent file list Show frame counter Show game timer Show lag counter Reset lag counter Show game configuration dialog when loading VS System games Font Settings Font anti-aliasing: Default font: Menu font: Miscellaneous Settings Automatically create a save state every minutes (game clock) Allow rewind to use up to MB of memory (Memory Usage ≈5MB/min) Shortcut Keys UI Display Settings Window Settings Do not allow the main window to be resized using the mouse Game Selection Screen Settings Start game from power-on instead of resuming the previous gameplay session Game selection screen: Disable game database Disable high resolution timer Hide on-screen messages Always display on top of other windows Show FPS HUD display size: Show debug information Last Folder Used OK Cancel
Select Data Storage Folder Select where you want to store Mesen's data: Store data in my user profile Store data in the same folder as the application Destination folder: Copying files... OK Cancel
Start server... Port: Password: OK Cancel
Connect to server... Host: Port: Password: OK Cancel
Cheats Cheats Add Cheat Delete Add cheat... Delete Description Codes Disable all cheats OK Cancel
Edit Cheat Description: Codes Game Genie (e.g: A1B2-C3D4) Pro Action Replay (e.g: AAAAAAVV) Cheat Enabled To enter multiple codes, enter 1 code per line. Some codes do not match the selected format. Format: OK Cancel
About - Mesen Mesen Website: www.mesen.ca Version: Build Date: Commit ID: Runtime: Acknowledgements Thank you to the following people/projects for their direct and indirect help in making Mesen possible: Mesen uses the following open-source software: And thank you to everybody who has contributed in any way! (bug reports, testing, research, etc.) OK
Command-line options Close
Set key binding...
Video Recording Settings Save to: Video Codec: Compression Level: low (fast) high (slow) Record system HUD (game timer, on-screen messages, etc.) Record input HUD Browse... Record Cancel
Mesen Updater Latest version: Installed version: A new version of Mesen is available Release notes Update Cancel
Mesen Mesen - Emulator Configuration Please take a moment to perform Mesen's initial setup. Data Storage Location Select where you want to store Mesen's data: Store the data in my user profile Store the data in the same folder as the application Folder: Input Mappings Select your preferred input methods: Other Options Create a shortcut on my desktop Automatically check for updates when launched CONFIRM Cancel
Movie Recording Settings Save to: Record from: Movie Information (Optional) Author: Description: Browse... Record Cancel
HD Pack Builder Recording Settings CHR Bank Size: Scale/Filter: Sort pages by usage frequency Use 8x16 sprite display mode Group blank tiles Ignore tiles at the edges of the screen (overscan) Selects the scale and video filter to use when generating the PNG files for the HD Pack. Use the "Prescale" filters to generate the tiles at a larger scale without applying any transformation to the pixels. This option is only available for CHR RAM games. CHR RAM games have no fixed "banks" - they are dynamically created by the game's code. This option alters the HD Pack Builder's behavior when grouping the tiles into the PNG files - a smaller bank size will usually result in less PNG files (but depending on the game's code, larger values may produce better results). When this option is enabled, the tiles in PNG files are sorted by the frequency at which they are shown on the screen while recording (more common palettes will be grouped together in the first PNG for a specific bank number. If this option is unchecked, the PNGs will be sorted by palette - each PNG will only contain up to 4 different colors in this case. This option groups all the blank tiles sequentially into the same PNG files - this helps reduce the number of PNG files produced by removing almost-empty PNG files containing only blank tiles. When enabled, this option will alter the display order of CHR banks that contain only sprites to make the sprites easier to edit in the PNG file. When enabled, this will make the builder ignore any pixels in the overscan area. This is useful in games that contain glitches on the outer edge of the screen. Incorrect palette combinations due to these glitches will be ignored and won't be shown in the PNG files. Start Recording Stop Recording Open Save Folder Save to:
Input barcode... Barcode: OK Cancel
Game Settings Overscan Use game-specific overscan settings DIP Switches OK Cancel
Select rom... Search: OK Cancel
Import cheats from cheat database... Search: OK Cancel
OK Cancel
Controller Configuration Each button can be mapped to up to 4 different keyboard keys or gamepad buttons. Set Default Bindings Clear Key Bindings Key Set #1 Key Set #2 Key Set #3 Key Set #4 Turbo Speed: Fast Slow Select Preset... Keyboard WASD Layout Arrow Keys Layout Xbox Controller Controller #1 Controller #1 - A+B layout Controller #1 - X+A layout Controller #2 Controller #2 - A+B layout Controller #2 - X+A layout PS4 Controller Controller #1 Controller #1 - X+O layout Controller #1 - X+Square layout Controller #2 Controller #2 - X+O layout Controller #2 - X+Square layout OK Cancel
(not recommended)
System-specific settings NES SNES Game Boy GBA PC Engine SMS WonderSwan
Previous track Next track Play/pause Shuffle on/off Repeat on/off
Tilemap Viewer _File _View Toggle settings panel Display mode: Selected Tile Tilemap Show tile grid Show attribute grid (16x16) Show attribute grid (32x32) Show nametable delimiters Highlight settings Tiles: Attributes: Show scroll overlay
Tile Editor _File _View _Tools Background: Show grid Preview Select color by clicking above. Left-click: Draw selected color Hold shift: Details on pixel under cursor Shift-click/Right-click: Pick color under cursor Ctrl-click: Make pixel transparent
Tile Viewer _File _View Toggle settings panel Selected Tile Presets: Source: Size: Address: Format: Tile Layout: Filter: Background: Show tile grid Use grayscale palette
Palette Viewer _File _View Toggle settings panel Show palette indexes Selected Color
Select color... Cancel
Sprite Viewer Selected Sprite Toggle settings panel _File _View # X Y Size Tile Priority Palette Flags Visible Show outline around sprites Show list view Show offscreen regions Dim offscreen sprites (grid) Background: Data Source Source: Offset:
Assembler _File _Settings Start address: $ Bytes used: Warning: The new code exceeds the original code's length. Applying this modification will overwrite other portions of the code and potentially cause problems. Error: Code is too large to fit. Code matches original code Line Error Apply Cancel
Script Window _File _Script _Help Run Stop
Log Window Close
Debug Log Close
History Viewer Volume File Settings
Export specific range... Start time: End time: seconds OK Cancel
NES Header Editor File Type: Mapper: Submapper: Mirroring Type: Frame Timing: System: Input Type: VS System Type: VS PPU Type: PRG ROM: CHR ROM: Work RAM: Save RAM: CHR RAM: CHR Save RAM: Battery Trainer Save as... Cancel
Trace Logger Condition: Enabled {0} - Log settings Use custom format: Show registers Show status flags Flag format: Show byte code Show effective address Show memory value Show clock counter Show frame counter Show frame position Use labels Indent based on stack pointer Condition contains invalid syntax or symbols. _File _Debug _View _Search Open trace file Log to file... Stop logging Clear log
Event Viewer _File _Debug _View Toggle settings panel Show list view Select all Deselect all PC Scanline Cycle Type Address Value Details
_File _Debug _Search _Settings Toggle settings panel
E M Type Address Condition
Function PC Address ROM Address
Address Result
Function CPU Addr ROM Addr
Label CPU Addr ROM Addr Comment
Name Value
Search
File:
Disassembly settings Data: Unidentified: Margin: Show byte code Show memory values Use lower case Show jump/sub labels Use 6502-like mnemonics CPU mode: Controls whether unidentified code is disassembled as ARM or Thumb. Break on... BRK COP WDM STP Invalid PPU memory access Controller read during auto-read STOP / SLEEP Uninitialized memory read Debugger opened Power/reset Unofficial opcodes Unstable opcodes Breaks on "ANE #imm" ($8B) and "LAX #imm" ($AB) Both opcodes are unstable on hardware and their results are usually unreliable. CPU crash Bus conflict Decayed OAM read PPU scroll glitch Invalid VRAM access Invalid OAM write DMA controller read PPU EXT output mode Invalid OAM access Invalid VRAM access LCD disable outside vblank Invalid instructions LD B, B (nop) OAM corruption Invalid VRAM address Break on invalid instructions Break on MOV R11, R11 (nop) Break on unaligned access Undefined opcodes Misc. settings Bring to front on break Bring to front on pause Focus game window on resume Refresh while running Draw partial frame Use predictive breakpoints When enabled, the debugger attempts to predict breakpoints before the corresponding read/write occurs, allowing execution to be stopped before the instruction starts executing. Break once per instruction Ignore DSP reads/writes DSP reads/writes to SPC RAM will be ignored by the debugger. Reads/writes done by the DSP won't trigger breakpoints, nor be counted as accesses, etc. (This slightly improves performance when debugging)
Memory Viewer _File _View _Search Memory Type: Toggle settings panel
Access highlighting Fade speed: Data type highlighting Font settings Misc. settings Reads Writes Execution Code Data Unidentified Labels Frozen addresses DPCM Data Drawn tiles (PPU) Breakpoints Use high-density text Show characters Show tooltips
Find... Search: Data Type: Format: Case sensitive Use TBL mappings Data Type Filters Code Data Unidentified Access Filters Not accessed Read Written Executed In the last frames No match found! Previous Next When searching hexadecimal values, a question mark (?) can be used to define a byte that can take any value. e.g: "FF ? 55" will search for any set of three bytes that starts with FF and ends with 55. Close
Family: Size: This font doesn't appear to be a monospace font. Using this font may cause display issues in the UI. This font is not supported and cannot be used.
Refresh on scanline (V) and cycle (H) Reset to default Refresh on break
Go to All Search: results Select Close
Debugger Settings OK Cancel Debugger General settings Reset CDL when ROM changes Disable default labels Disassembly settings Keep active statement in the center Copy selected code settings Copy addresses Copy byte code Copy comments Copy block headers Script Window When a script window is opened: Auto-save changes before running script Auto-start script when loaded (or reloaded) Auto-reload script from disk when file changes Auto-restart script after power cycling or reloading a game Display settings Show line numbers Restrictions Maximum execution time: seconds Allow access to I/O and OS functions Allow network access Fonts & Colors Font settings Disassembly: Memory viewer: Assembler: Script window: Other (monospace): Syntax highlighting Opcode Label Immediate Value Address Value Comment Effective Address Active Statement Active Statement (mid-instruction) Verified Data Unidentified Block Unexecuted Code Exec Breakpoint Write Breakpoint Read Breakpoint Forbid Breakpoint Integration Integration settings Reset workspace labels to their default state before importing label/symbol files Auto-load settings Automatically load the following file types when a matching file is found in the ROM's folder: .DBG files (CA65 debug symbols) .SYM files (PCEAS, RGBDS, WLA DX, bass) .CDB files (SDCC) .ELF files (devkitARM - GBA) .MLB files (Mesen label file) .FNS files (NESASM) .CDL files (Code/data log) Import filters Import the following types of labels: ROM labels Save RAM labels Work RAM labels Other labels Import comments (restricted to the label types selected above) Source view Tab size: Shortcuts Shared Memory Viewer Misc.
Watch Window
Profiler _File _View Reset Refresh Refresh on break Function (Entry Address) Call Count Inclusive Time (Cycles) Inclusive Time (%) Exclusive Time (Cycles) Exclusive Time (%) Avg. Cycles Min. Cycles Max. Cycles
Memory Search Apply filter Reset Undo Reset access stats Memory type: Format: Value size: Search Filter Compare To Operator Address Value Last Value Reads Writes Execs Last Read Last Write Last Exec Match
Go to Address... Address: OK Cancel
Find All Occurrences... Search: Match case Match whole word Find Cancel
Break In... Break in: CPU instructions CPU cycles PPU cycles Scanlines Frames OK Cancel
Run to scanline... Scanline #: OK Cancel
Edit label... Memory type: Address: Label: Comment: Length: bytes Delete Label OK Cancel
Edit comment... OK Cancel
Register Viewer _File _View
Address Name Value Value (Hex)
Edit breakpoint... Edit forbid breakpoint... Read Write Execution Memory type: Break on: Address: to $ Condition: Ignore dummy reads/writes Mark on Event Viewer Break Execution Enabled Condition contains invalid syntax or symbols. OK Cancel
Select... Delete file
Last Session Auto-save Slot #{0} Load State Menu Save State Menu Load from file... Save to file... {0} disabled. {0} enabled. All BG/sprite layers enabled. Save changes? Keep changes? Do you want to load a second Sufami Turbo ROM to insert into slot B? This file does not match any of the known firmwares and may not work properly. Expected (SHA256): {0} Current (SHA256): {1} This file does not have the required size. Expected: {0} bytes Current: {1} bytes The following file will be deleted permanently. Are you sure? {0} The following file already exists and will be overwritten. This cannot be undone. Are you sure? {0} Segment #{0} Export entire segment Export specific range... An error occurred while trying to save the movie file. An error occurred while trying to save the file. Press any key on your keyboard to set a new binding. Press any key on your keyboard, controller or mouse to set a new binding. Clear History = {0} Hz (default: 40) E This game requires a firmware file for the: {0} Filename: {1} Size: {2} bytes Would you like to select it now? The selected file does not match the firmware required for the: {0} Firmware SHA-256: {1} Selected file's SHA-256: {2} Would you like to use this file anyway? The selected file does not match the required size ({0} bytes) and cannot be used. Mouse enabled - pause to release cursor Bandai Microphone Datach Barcode Reader /fullscreen - Start Mesen in fullscreen mode /DoNotSaveSettings - Prevent settings from being saved to the disk (useful to prevent command line options from becoming the default settings) /RecordMovie="filename.mmo" - Start recording a movie after the specified game is loaded. /LoadLastSession - Resumes the game in the state it was left in when it was last played. Right-click to clear binding Resume Pause Start Server Stop Server Connect to Server Disconnect Player {0} Expansion Device Press {0} to exit fullscreen Default {0} roms found Warning: This will reset ALL settings and cannot be undone! Continue? Warning: This operation will empty the watch window, remove all breakpoints and reset labels to their default state. This resets the workspace of all CPUs for the current ROM. Are you sure? Import completed: {0} labels imported. Import completed: {0} labels imported (and {1} errors.) Import completed: {0} labels imported. The following files could not be found: {1} Import completed: {0} labels imported (and {1} errors.) The following files could not be found: {2} Mesen could not find any games to load. Invalid palette file (too small or too large.) The selected folder cannot be written to - please select another folder and try again. Details: {0} The following path overrides are invalid: {0} Please use valid and writable folders and try again. All files will be copied from: {0} to {1} Once the copy is completed, Mesen will restart. Continue? {0} games in database {0} cheats imported for {1}. Next Track (Hold to fast forward) <no name> <unknown> The Visual Studio Runtime could not be installed properly. <empty> An error has occurred while trying to check for updates. Check your internet connection and try again. Error details: {0} Automatic updates are not enabled on this build - please download the latest version of the code and recompile Mesen to get the latest updates. File not found: {0} Invalid argument: {0} You are running the latest version of Mesen. Patch and reset the current game? Please select a ROM for this patch file. Unable to download file. Check your internet connection and try again. Details: {0} Mesen could not launch because it was unable to load MesenCore.dll due to missing dependencies. Mesen was unable to start due to missing files. Error: MesenCore.dll is missing. An unexpected error has occurred. Error details: {0} Download failed - the file appears to be corrupted. Please visit the Mesen website to download the latest version manually. Upgrade completed successfully. The update process could not be started due to missing files. The Microsoft .NET Framework 4.5 could not be found. Please download and install the latest version of the .NET Framework from Microsoft's website and try again. The selected file ({0}) is not a valid cheat file. The selected file ({0}) is not a valid XML file. The selected cheat file ({0}) contains no cheats that match the selected game. Are you sure you want to reset? Are you sure you want to power cycle? Are you sure you want to reload the ROM from the disk? Are you sure you want to power off? Are you sure you want to exit? The selected HD Pack is not compatible with the currently running game and cannot be installed. An error occurred while trying to install the HD Pack: {0} The selected file is not a valid HD Pack. The selected file is not a valid ZIP file. The destination folder ({0}) already exists - are you sure you want to overwrite it? The HD Pack has been installed successfully. Do you want to reset the game and load the HD Pack now? Player Location: ${0} Selection: ${0} - ${1} Length: {0} bytes (${1}) Hex addresses, labels, and any expression supported by the watch window can be used. View in {0} OK Cancel Yes No You have unsaved changes for this script - would you like to save them? {0} OK? A label with this name already exists. Label does not follow naming rules. A label or a comment must be specified. The address is out of range. Another label exists for this address: {0} Fast Forward (Hold button) Toggle Fast Forward Rewind (Hold button) Toggle Rewind Rewind 10 seconds Rewind 1 minute Increase Speed Decrease Speed Pause Reset Power Cycle Reload ROM Power Off Exit Take Screenshot Select Next Save Slot Select Previous Save Slot Save State Load State Enable/Disable Cheat Codes Enable/Disable Audio Increase Volume Decrease Volume Audio Player - Previous Track Audio Player - Next Track Run Single Frame Set Scale 1x Set Scale 2x Set Scale 3x Set Scale 4x Set Scale 5x Set Scale 6x Set Scale 7x Set Scale 8x Set Scale 9x Set Scale 10x Toggle Fullscreen Mode Toggle FPS Counter Toggle Debug Information Toggle Game Timer Toggle Frame Counter Toggle Lag Counter Reset Lag Counter Show/Hide on-screen messages Toggle Display on Top Toggle Keyboard Mode Toggle BG Layer 1 Toggle BG Layer 2 Toggle BG Layer 3 Toggle BG Layer 4 Toggle Sprite Layer 1 Toggle Sprite Layer 2 Enable All Layers Start/Stop Recording Video Start/Stop Recording Audio Start/Stop Recording Movie Toggle Maximum Speed Save State - Slot 1 Save State - Slot 2 Save State - Slot 3 Save State - Slot 4 Save State - Slot 5 Save State - Slot 6 Save State - Slot 7 Save State - Slot 8 Save State - Slot 9 Save State - Slot 10 Save State to File Open Save State Menu Load State - Slot 1 Load State - Slot 2 Load State - Slot 3 Load State - Slot 4 Load State - Slot 5 Load State - Slot 6 Load State - Slot 7 Load State - Slot 8 Load State - Slot 9 Load State - Slot 10 Load State - Auto Save Slot Load State from File Open Load State Menu Load Last Session Select Save Slot 1 Select Save Slot 2 Select Save Slot 3 Select Save Slot 4 Select Save Slot 5 Select Save Slot 6 Select Save Slot 7 Select Save Slot 8 Select Save Slot 9 Select Save Slot 10 Open File FDS - Switch Disk Side FDS - Eject Disk FDS - Insert Next Disk VS - Insert Coin 1 VS - Insert Coin 2 VS - Insert Coin 3 (DualSystem) VS - Insert Coin 4 (DualSystem) VS - Service Button VS - Service Button 2 (DualSystem) Input Barcode Load Tape From File Start Recording Tape To File Stop Recording Tape None SNES Controller SNES Mouse Super Scope Super Multitap NES Controller Famicom Controller Famicom Controller Zapper (NES) Arkanoid Controller (NES) Power Pad (Side A) Power Pad (Side B) SNES Mouse Subor Mouse Virtual Boy Controller Four Score (NES) Zapper (Famicom) 2-Player Adapter (Famicom) 4-Player Adapter (Famicom) Arkanoid Controller (Famicom) Oeka Kids Tablet Family Trainer (Side A) Family Trainer (Side B) Konami Hyper Shot Family Basic Keyboard Partytap Pachinko Controller Exciting Boxing Punching Bag Jissen Mahjong Controller Subor Keyboard Barcode Battler Hori Track Bandai Hyper Shot Turbo File Battle Box Bandai Microphone Datach Barcode Reader Gameboy Controller 2-button Controller 6-button Controller Turbo Tap SMS Controller Light Phaser ColecoVision Controller A B C D E F G H I J K L M N SEL (Select) ST (Start) カン (Kan) ポン (Pon) チー (Chii) リーチ (Riichi) ロン (Ron) Press Release Button 1 Button 2 Button 3 Button 4 Button 5 Button 6 Player 1 - Jump Player 1 - Run Player 2 - Jump Player 2 - Run Fire Aim offscreen (hold) Left Button Right Button Gauss (default, accurate) Cubic Sinc None Fire Cursor Turbo Pause Fire Click A B Microphone D-Pad (right) - Down D-Pad (right) - Left Button - Select Button - Start D-Pad (left) - Up D-Pad (left) - Down D-Pad (left) - Left D-Pad (left) - Right D-Pad (right) - Right D-Pad (right) - Up Button - L Button - R Button - B Button - A Hook (left) Move (right) Move (left) Hook (right) Jab (left) Body Jab (right) Straight Button 01 (top left) Button 02 Button 03 Button 04 (top right) Button 05 (middle left) Button 06 Button 07 Button 08 (middle right) Button 09 (bottom left) Button 10 Button 11 Button 12 (bottom right) Key - A Key - B Key - C Key - D Key - E Key - F Key - G Key - H Key - I Key - J Key - K Key - L Key - M Key - N Key - O Key - P Key - Q Key - R Key - S Key - T Key - U Key - V Key - W Key - X Key - Y Key - Z Key - 0 Key - 1 Key - 2 Key - 3 Key - 4 Key - 5 Key - 6 Key - 7 Key - 8 Key - 9 Return Space Del (Delete) Ins (Insert) Esc (Escape) Ctr (Control) Right Shift Left Shift Right Bracket (]) Left Bracket ([) Arrow - Up Arrow - Down Arrow - Left Arrow - Right Dot (.) Comma (,) Colon (:) Semicolon (;) Underscore (_) Slash (/) Minus (-) Caret (^) F1 F2 F3 F4 F5 F6 F7 F8 Yen (¥) Stop At (@) Grph Clr Home カナ (Kana) Key - A Key - B Key - C Key - D Key - E Key - F Key - G Key - H Key - I Key - J Key - K Key - L Key - M Key - N Key - O Key - P Key - Q Key - R Key - S Key - T Key - U Key - V Key - W Key - X Key - Y Key - Z Key - 0 Key - 1 Key - 2 Key - 3 Key - 4 Key - 5 Key - 6 Key - 7 Key - 8 Key - 9 F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Numpad - 0 Numpad - 1 Numpad - 2 Numpad - 3 Numpad - 4 Numpad - 5 Numpad - 6 Numpad - 7 Numpad - 8 Numpad - 9 Numpad - Enter Numpad - Dot Numpad - Plus Numpad - Multiply Numpad - Divide Numpad - Minus Num Lock Comma (,) Dot (.) Semicolon (;) Apostrophe (') Slash (/) Backslash (\) Equal (=) Minus (-) Grave (`) Left Bracket ([) Right Bracket (]) Caps Lock Pause Ctrl Shift Alt Space Backspace Tab Esc Enter End Home Ins Delete Page Up Page Down Arrow - Up Arrow - Down Arrow - Left Arrow - Right Unknown 1 Unknown 2 Unknown 3 Fire Aim offscreen (hold) Number 0 Number 1 Number 2 Number 3 Number 4 Number 5 Number 6 Number 7 Number 8 Number 9 Pound (#) Star (*) D-Pad - Up D-Pad - Down D-Pad - Left D-Pad - Right Button - Right Button - Left NES - Front loader (NES-001) NES - Top loader (NES-101) Famicom (HVC-001) AV Famicom (HVC-101) Disabled Enabled (resume from save state) Enabled (restart from power on) Auto NTSC (60 FPS) PAL (50 FPS) Dendy (50 FPS) NTSC - Japan (60 FPS) No Stretching (default) Auto (NTSC/PAL) NTSC (8:7 PAR) PAL (11:8 PAR) Standard (4:3) Widescreen (16:9) Custom Default 3840x2160 2560x1440 2160x1200 1920x1440 1920x1200 1920x1080 1680x1050 1600x1200 1600x1024 1600x900 1366x768 1360x768 1280x1024 1280x960 1280x800 1280x768 1280x720 1152x864 1024x768 800x600 640x480 None 90° 180° 270° None NTSC (blargg) NTSC (Bisqwit) (NES-only) LCD Grid xBRZ 2x xBRZ 3x xBRZ 4x xBRZ 5x xBRZ 6x HQ 2x HQ 3x HQ 4x Scale 2x Scale 3x Scale 4x 2xSai Super2xSai SuperEagle Prescale 2x Prescale 3x Prescale 4x Prescale 6x Prescale 8x Prescale 10x 2x 4x 8x Top Left Top Right Bottom Left Bottom Right Light Dark Auto (recommended) PC Engine (JP) PC Engine SuperGrafx (JP) TurboGrafx-16 (NA) CD-ROM² Super CD-ROM² Arcade CD-ROM² (recommended) Random Values All 0s All 1s Disabled Anti-aliasing Subpixel anti-aliasing None (Uncompressed) Zip Motion Block Video (ZMBV) Camstudio (CSCD) GIF Power on Power on, with save data Current state 11,025 Hz 22,050 Hz 32,000 Hz 44,100 Hz 48,000 Hz 96,000 Hz None Delay Panning Comb filter Both Main system only Sub system only Game Genie (e.g: SXUGTPVG) Pro Action Rocky (e.g ADEE5710) Custom (AAAA:VV:CC) Game Boy - Game Genie (e.g A1B-2C3-D4E) Game Boy - Game Shark (e.g 01A0A3DF) SNES - Game Genie (e.g A1B2-C3D4) SNES - Pro Action Replay (AAAAAAVV) Raw (AAAAAA:VV) Physical Address (AAAAAA:VV) Game Genie (e.g A1B-2C3-D4E) Pro Action Replay (e.g 00AAAAVV) BG layer 1 BG layer 2 BG layer 3 BG layer 4 Sprite layer 1 Sprite layer 2 Compatibility (default) SMS 1 SMS 2 Auto-detect None SRAM EEPROM (512 bytes) EEPROM (8 KB) Flash (64 KB) Flash (128 KB) Auto-detect Enabled Disabled Auto ARM Thumb None 128 bytes 256 bytes 512 bytes 1 KB 2 KB 4 KB 8 KB 16 KB 32 KB 64 KB 128 KB 256 KB 512 KB 1024 KB Reserved ($F) NTSC PAL NTSC and PAL Dendy NES / Famicom / Dendy VS System Playchoice-10 Famicom clone with Decimal Mode NES/Famicom with EPSM module VT01 Red/Cyan VT02 VT03 VT09 VT32 VT369 UMC UM6578 Famicom Network System Reserved ($D) Reserved ($E) Reserved ($F) iNes NES 2.0 Horizontal Vertical Four Screens RP2C03B RP2C03G RP2C04-0001 RP2C04-0002 RP2C04-0003 RP2C04-0004 RC2C03B RC2C03C RC2C05-01 RC2C05-02 RC2C05-03 RC2C05-04 RC2C05-05 Reserved ($D) Reserved ($E) Reserved ($F) Default RBI Baseball TKO Boxing Super Xevious Ice Climber VS. Dual System Raid on Bungeling Bay Unspecified Standard Controllers Four Score (NES) Four Player Adapter (Famicom) VS System VS System - Swap P1/P2 VS System - Swap A/B buttons VS Zapper Zapper 2 zappers Bandai Hypershot Power Pad Side A Power Pad Side B Family Trainer Side A Family Trainer Side B Arkanoid Controller (NES) Arkanoid Controller (Famicom) 2x Arkanoid Controllers (NES) Konami Hyper Shot Pachinko Controller Exciting Boxing Jissen Mahjong Party Tap Oeka Kids Tablet Barcode Battler Miracle Piano Pokkun Moguraa Top Rider Double Fisted Famicom 3D System Doremikko Keyboard ROB Family Data Recorder Turbo File Battle Box Family Basic Keyboard PEC-586 Keyboard Bit-79 Keyboard Subor Keyboard Subor Keyboard+Mouse (Type A) Subor Keyboard+Mouse (Type B) SNES Mouse Generic Multicart SNES Controllers RacerMate Bicycle U-Force R.O.B. Stack-Up City Patrolman Lightgun Sharp C1 Cassette Interface Standard Controller with swapped Left-Right/Up-Down/B-A Excalibor Sudoku Pad ABL Pinball Golden Nugget Casino CX4 DSP-1 DSP-1B DSP-2 DSP-3 DSP-4 ST010 ST011 ST018 Sufami Turbo Satellaview (BS-X) Game Boy CPU Game Boy Color CPU Game Boy Advance Boot ROM SGB1 - Game Boy CPU SGB2 - Game Boy CPU SGB1 SGB2 Famicom Disk System Study Box Super CD-ROM² Games Express Card ColecoVision WonderSwan WonderSwan Color SwanCrystal YFM288 ADPCM ROM (EPSM) Master System - Boot ROM Game Gear - Boot ROM SNES (65816) SPC DSP-n SA-1 GSU CX4 ST018 Game Boy NES PC Engine SMS GBA WS CPU Memory SPC Memory SA-1 Memory GSU Memory DSP-n Memory CX4 Memory ST018 Memory PRG ROM Work RAM Save RAM Video RAM OAM (Sprites) CG RAM (Palette) Register SPC RAM SPC ROM (IPL) SPC DSP Registers DSP-n Program ROM DSP-n Data ROM DSP-n Data RAM SA-1 IRAM GSU Work RAM CX4 Data RAM BS-X PSRAM BS-X Memory Pack ST018 PRG ROM ST018 Data ROM ST018 Work RAM Sufami Turbo Firmware Sufami Slot B ROM Sufami Slot B RAM GB - CPU Memory GB - PRG ROM GB - Work RAM GB - Cart RAM GB - High RAM GB - Boot ROM GB - Video RAM GB - Sprite RAM CPU Memory PPU Memory PRG ROM System RAM Work RAM Save RAM Nametable RAM (CIRAM) Mapper RAM (EXRAM) Sprite RAM (OAM) Secondary OAM RAM CHR ROM CHR RAM Palette RAM CPU Memory HuCard ROM Work RAM Save RAM CD-ROM RAM Card RAM ADPCM RAM Arcade Card RAM Video RAM Video RAM (VDC2) Palette RAM Sprite RAM Sprite RAM (VDC2) CPU Memory ROM System RAM Cart RAM BIOS ROM Video RAM Palette RAM I/O Port CPU Memory ROM Internal Work RAM External Work RAM Save RAM BIOS ROM Video RAM Sprite RAM Palette RAM CPU Memory ROM Work RAM Save RAM EEPROM (Cart) Boot ROM IEEPROM (Internal) I/O Port None Auto (prefer Game Boy Color) Auto (prefer Super Game Boy) Auto (prefer Game Boy) Game Boy Game Boy Color Super Game Boy Auto WonderSwan WonderSwan Color SwanCrystal Headphones (recommended) Speaker Fixed size Scaled with game 2 bpp 2 bpp 4 bpp 8 bpp Direct Color Mode 7 Mode 7 - Direct Color Mode 7 - ExtBG 4 bpp (sprites) 2 bpp (sprites - SP01) 2 bpp (sprites - SP23) 2 bpp (background - CG0) 2 bpp (background - CG1) 4 bpp 1 bpp 4 bpp 8 bpp 4 bpp (packed) Normal 8x16 (same line) 16x16 (same line) None Hide used tiles Hide unused tiles Default (Color 0) Palette Color 0 Transparent Black White Magenta Gray Color 0 Transparent Black White Magenta Default Grayscale Attribute view None Horizontal Vertical Screen A Screen B Four Screens No highlight Changes Writes Hexadecimal Text Text (Active only) Breakpoint Pause CPU Step PPU Step Pause BRK COP WDM STP Uninitialized memory read Invalid OAM access Invalid VRAM access Disabled LCD outside vblank Invalid instruction LD B, B (NOP) OAM corruption bug triggered IRQ NMI Decayed OAM read $2000/5/6 scroll glitch $2006 scroll glitch Unofficial OP Unstable OP Bus conflict CPU crashed PPU EXT output mode Invalid VRAM access Invalid OAM access DMA controller read Invalid VRAM address (>= $8000) LD B, B (NOP) MOV R11, R11 (NOP) Invalid instruction Unaligned memory access Controller read during auto-read Invalid PPU memory access Undefined OP Read Write Exec Exec DMA Read DMA Write Dummy Read Dummy Write PPU Rendering Read Idle Do not fade Slow Normal Fast Navigate to: Previous code block Navigate to: Next code block Navigate to: Previous data block Navigate to: Next data block Navigate to: Previous unidentified block Navigate to: Next unidentified block Navigate to: Previous read block Navigate to: Next read block Navigate to: Previous write block Navigate to: Next write block Navigate to: Previous exec block Navigate to: Next exec block Hexadecimal String Integer Any size 8-bit integer 16-bit integer 32-bit integer Hide Show Disassemble CPU address ROM address Both Both (compact) Hex Signed Unsigned 8-bit 16-bit 32-bit Previous search value Previous refresh value Specific value: Specific address: Equal Not equal Less than Greater than Less than or equal Greater than or equal Display the tutorial script Display an empty script Load the previous script Sprite RAM CPU Memory - 0 1 2 3 Foreground Background Visible Offscreen Disabled Callbacks Drawing Emulation Input Logging Memory Access Miscellaneous Enums Access Counters Code/Data Log Cheats Save States Others Register NMI IRQ Breakpoint BG Change Sprite 0 Hit DMC Read OAM/Other DMA Read None A - Accumulator Implied #i - Immediate r - Relative z - Zero Page a - Absolute z,x - Zero Page, X z,y - Zero Page, Y (a) - Absolute Indirect (z,x) - Zero Page Indexed Indirect (z),y - Zero Page Indirect Indexed a,x - Absolute, X a,y - Absolute, Y (a,x) - Absolute Indexed Indirect a,x - Absolute Indexed with X a,y - Absolute Indexed with Y al - Absolute Long al,x - Absolute Long, X (al) - Absolute Indirect Long (a) - Absolute Indirect Block Move d - Direct d,x - Direct Indexed with X (d) - Direct Indirect [d] - Direct Indirect Long (d),y - Direct Indirect Indexed (d,x) - Direct Indexed Indirect d,y - Direct Indexed with Y [d],y - Direct Indirect Long Indexed #i8 - Immediate (8-bits) #i16 - Immediate (16-bits) #ix - Immediate X (variable size) #im -Immediate M (variable size) rl - Relative Long s - Stack d,s - Stack Relative (d,s),y - Stack Relative Indirect Indexed (a,x) - Absolute Indexed Indirect s,d,l - Block Transfer #i,z - Immediate Zero Page #i,z,x - Immediate Zero Page Indexed #i,a - Immediate Absolute #i,a,x - Immediate Absolute Indexed (z) - Zero Page Indirect z,r - Zero Page Relative Increase Font Size Decrease Font Size Reset Font Size Go to... Find Find Next Find Previous Undo Copy Cut Paste Select All Undo Refresh Mark Selection as Code Mark Selection as Data Mark Selection as Unidentified Go to All Zoom In Zoom Out Save As PNG Toggle Settings Panel Open Assembler Open Debugger Open SPC Debugger Open SA-1 Debugger Open ST018 Debugger Open GSU Debugger Open DSP Debugger Open CX4 Debugger Open Game Boy Debugger Open Event Viewer Open Memory Viewer Open Profiler Open Script Window Open Watch Window Open Trace Logger Open Memory Search Open Register Viewer Open Debug Log Open NES Header Editor Open Tilemap Viewer Open Tile Viewer Open Sprite Viewer Open Palette Viewer Reset Power cycle Reload ROM Toggle break/continue Continue Break Step into Step over Step out Step back Step back (1 scanline) Step back (1 frame) Run one CPU Cycle Run one PPU Cycle Run one PPU Scanline Run one PPU Frame Break in... Run to scanline... Run to NMI Run to IRQ Import labels Export labels Import watch entries Export watch entries Reset workspace Find all occurrences Go to program counter Go to address... Go to [CPU vector 1] Go to [CPU vector 2] Go to [CPU vector 3] Go to [CPU vector 4] Go to [CPU vector 5] Code Window: View in Memory Viewer Code Window: Add to Watch Code Window: Go to Location Code Window: Navigate Backward Code Window: Navigate Forward Code Window: Move Program Counter Code Window: Run to Location Code Window: Edit Selected Code Code Window: Edit Source File (Source View) Code Window: Edit Label Code Window: Edit Comment Code Window: Navigate Back Code Window: Navigate Forward Code Window: Toggle Breakpoint Code Window: Disable/Enable Breakpoint Code Window: Switch View (Disassembly / Source View) Label List: Add Label Label List: Edit Label Label List: Delete Label Label List: Toggle Breakpoint Label List: Add to Watch Label List: Go to Location Label List: Find Occurrences Label List: View in Memory Viewer Function List: Edit Label Function List: Toggle Breakpoint Function List: Go to Location Label List: Find Occurrences Function List: View in Memory Viewer Breakpoint List: Add Breakpoint Breakpoint List: Add Forbid Breakpoint Breakpoint List: Edit Breakpoint Breakpoint List: Go to Location Breakpoint List: View in Memory Viewer Breakpoint List: Delete Breakpoint Breakpoint List: Enable Breakpoint Breakpoint List: Disable Breakpoint Watch List: Add Entry Watch List: Edit Entry Watch List: Delete Entry Watch List: Move Up Watch List: Move Down Call Stack: Edit Label Call Stack: Go to Location Find Results: Add to Watch Find Results: Go to Location Find Results: Toggle Breakpoint Save ROM Save ROM as... Save edits as IPS patch... Reset CDL data Load CDL data from... Save CDL data to... Tilemap Viewer - Edit Breakpoint (Tilemap) Tilemap Viewer - Edit Breakpoint (Attribute) Tilemap Viewer - View in Memory Viewer Tilemap Viewer - View in Tile Viewer Tilemap Viewer - Edit Tile Tile Viewer - View in Memory Viewer Tile Viewer - Edit Tile Sprite Viewer - View in Memory Viewer Sprite Viewer - View in Tile Viewer Sprite Viewer - Edit Sprite Palette Viewer - Edit Color Palette Viewer - View in Memory Viewer Freeze Unfreeze Add to Watch Edit Breakpoint Edit Label Import Export Reset access stats View in [memory type] View in Debugger Navigate to: Previous code block Navigate to: Next code block Navigate to: Previous data block Navigate to: Next data block Navigate to: Previous unidentified block Navigate to: Next unidentified block Navigate to: Previous read block Navigate to: Next read block Navigate to: Previous write block Navigate to: Next write block Navigate to: Previous exec block Navigate to: Next exec block Open Script Save Script Run Script Stop Script Trace Logger - Edit Breakpoint Trace Logger - Edit Label Trace Logger - View in Debugger Trace Logger - View in Memory Viewer Register Viewer - Edit Breakpoint Tile Editor - Rotate left Tile Editor - Rotate right Tile Editor - Flip horizontal Tile Editor - Flip vertical Tile Editor - Translate left Tile Editor - Translate right Tile Editor - Translate up Tile Editor - Translate down Copy Paste Select All Undo Add... Edit Delete Move Up Move Down Edit Label Edit Comment Add to Watch Add Breakpoint Add Forbid Breakpoint Toggle Forbid Breakpoint Edit Breakpoint (Tilemap) Edit Breakpoint (Attribute) Edit Breakpoint Mark as... Code Data Unknown Decimal Display Hexadecimal Display Binary Display Row Display Format Binary Hexadecimal (8-bit) Hexadecimal (16-bit) Hexadecimal (24-bit) Hexadecimal (32-bit) Signed decimal (8-bit) Signed decimal (16-bit) Signed decimal (24-bit) Signed decimal (32-bit) Unsigned decimal Clear Import... Export... Show breakpoint list Show label list Show function list Show watch list Show call stack Show console status Show controllers Show settings panel Show memory mappings Preferences Continue Break Reset Power cycle Reload ROM Step into Step out Step over Step back Step back (1 scanline) Step back (1 frame) Run one CPU Cycle Run one PPU cycle Run one scanline Run one frame Run to IRQ Run to NMI Break in... Run to scanline... Run Script Stop Script New Script Window Built-in Scripts Open Save Save as... Exit Refresh Zoom in Zoom out Auto-refresh Refresh on break/pause API Reference Recent Scripts Go to Location Export to PNG View in Tile Viewer View in Memory Viewer Load TBL file... Reset TBL mappings Go to... Go to address... Program counter Go to all... Assembler Debugger SPC Debugger SA-1 Debugger ST018 Debugger GSU Debugger DSP Debugger CX4 Debugger Game Boy Debugger Event Viewer Memory Viewer Profiler Script Window Watch Window Memory Search Trace Logger Register Viewer Debug Log NES Header Editor Tilemap Viewer Tile Viewer Sprite Viewer Palette Viewer Settings Tools History Viewer Net Play Start server... Stop server Connect to server... Disconnect Select Controller Movies Play... Record... Stop Sound Recorder Video Recorder Cheats Log Window HD Packs (NES) Install HD Pack HD Pack Builder Take Screenshot Online Help Command-line options Check for updates Report a bug About Speed Normal (100%) Increase Speed Decrease Speed Maximum Speed Triple (300%) Double (200%) Half (50%) Quarter (25%) Show FPS Video Size Aspect Ratio Fullscreen Video Filter Region / Model Audio Emulation Input Video NES SNES Game Boy GBA PC Engine SMS WonderSwan Other systems Resume Pause Power Off Select Disk Eject Disk Insert Coin (1) Insert Coin (2) Insert Coin (3 - DualSystem) Insert Coin (4 - DualSystem) Save State Load State Load Last Session Load State Menu Load from file... Save State Menu Save to file... Recent Files Save ROM Save ROM as... Save edits as IPS patch... Reset to default layout Toggle Breakpoint Edit Selected Code View in Debugger Enable Breakpoint Disable Breakpoint Set Breakpoint Remove Breakpoint Edit Breakpoint Code/Data Logger Reset CDL data Load CDL data from... Save CDL data as... Move Program Counter Run to Location Show toolbar Show list view Workspace Reset workspace Import labels... Export labels... Import watch entries... Export watch entries... Input barcode... Tape recorder Generate ROM... Strip unused data Strip used data Find... Find next Find previous Find all occurrences Edit tile Edit tiles Edit sprite Edit color Navigate to... Previous code block Next code block Previous data block Next data block Previous unidentified block Next unidentified block Previous read block Next read block Previous write block Next write block Previous exec block Next exec block Export Movie Create Save State Resume Gameplay Game Settings Freeze Unfreeze Reset access stats Copy tile (HD pack format) Cheat database Use bilinear interpolation Rotate left Rotate right Flip horizontal Flip vertical Translate left Translate right Translate up Translate down Navigate Backward Navigate Forward Copy to clipboard Reset profiler data