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\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, r358 or r364
\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 version 5.1.X or 5.2.X
\end_layout

\begin_layout Enumerate
G++ 4.6 or 4.7
\end_layout

\begin_layout Enumerate
libopus (optional, for commentary track tool)
\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
Wxwidgets options
\end_layout

\begin_layout Subsubsection
--rom=<file>
\end_layout

\begin_layout Standard
Load <file> as ROM.
\end_layout

\begin_layout Subsubsection
<file>
\end_layout

\begin_layout Standard
Load <file> as ROM.
\end_layout

\begin_layout Subsubsection
--load=<file>
\end_layout

\begin_layout Standard
Load <file> as movie or savestate file on startup.
\end_layout

\begin_layout Subsubsection
--settings
\end_layout

\begin_layout Standard
Instead of starting the emulator, only display the settings.
\end_layout

\begin_layout Subsubsection
--pluginmanager
\end_layout

\begin_layout Standard
Instead of starting the emulator, display the plugin manager (useful to
 disable some plugin that causes emulator to crash on startup)
\end_layout

\begin_layout Subsubsection
--lua=<file>
\end_layout

\begin_layout Standard
Run this Lua file on startup
\end_layout

\begin_layout Subsection
dump options (lsnes-dumpavi only)
\end_layout

\begin_layout Subsubsection
--rom=<file>
\end_layout

\begin_layout Standard
Load <file> as ROM.
 Required.
\end_layout

\begin_layout Subsubsection
<filename>
\end_layout

\begin_layout Standard
Load <filename> as movie or savestate file on startup.
 Required.
\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
--firmware-path=<path>
\end_layout

\begin_layout Standard
Set path to look for firmware.
\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, unless --overdump-length is specified.
\end_layout

\begin_layout Subsubsection
--overdump-length=<length>
\end_layout

\begin_layout Standard
Set number of frames to dump after movie end.
 Mutually exclusive with --length.
\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 Subsection
lsnes settings directory
\end_layout

\begin_layout Standard
The lsnes settings directory is (in order of decreasing perference):
\end_layout

\begin_layout Itemize
Windows: %APPDATA%
\backslash
lsnes (if %APPDATA% exists)
\end_layout

\begin_layout Itemize
Unix: $XDG_CONFIG_HOME/lsnes (if $XDG_CONFIG_HOME exists)
\end_layout

\begin_layout Itemize
Unix: $HOME/.config/lsnes (if $HOME exists)
\end_layout

\begin_layout Itemize
All: .
 (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 Itemize
<address> can be one of:
\end_layout

\begin_deeper
\begin_layout Itemize
Decimal number
\end_layout

\begin_layout Itemize
Hexadecimal number (prefixed with 0x)
\end_layout

\begin_layout Itemize
<memarea>+<hexoffset> (no 0x prefix for offset).
\end_layout

\end_deeper
\begin_layout Standard
<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
hword: 3 bytes
\end_layout

\begin_layout Itemize
dword: 4 bytes
\end_layout

\begin_layout Itemize
qword: 8 bytes
\end_layout

\begin_layout Itemize
float: 4 bytes (floating-point)
\end_layout

\begin_layout Itemize
double: 8 bytes (floating-point)
\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
\end_layout

\begin_layout Standard
Quits the emulator.
\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 recording mode.
\end_layout

\begin_layout Subsubsection
set-romode 
\end_layout

\begin_layout Standard
Set playback mode
\end_layout

\begin_layout Subsubsection
toggle-rwmode 
\end_layout

\begin_layout Standard
Toggle between playback and recording 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
+autofire-controller <class>-<#>-<button> [[<duty>] <cyclelen>]
\end_layout

\begin_layout Standard
Start autofire.
 If duty is not specified, defaults to 1.
 If <cyclelen> is not specified, defaults to 2.
\end_layout

\begin_layout Subsubsection
-autofire-controller <class>-<#>-<button> [[<duty>] <cyclelen>]
\end_layout

\begin_layout Standard
End autofire.
\end_layout

\begin_layout Subsubsection
autofire-controller <class>-<#>-<button> [[<duty>] <cyclelen>]
\end_layout

\begin_layout Standard
Toggle autofire.
 If autofire is turned on, specified cycle is used.
\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
repaint
\end_layout

\begin_layout Standard
Force a repaint.
\end_layout

\begin_layout Subsubsection
toggle-pause-on-end
\end_layout

\begin_layout Standard
Toggle pause on end flag.
\end_layout

\begin_layout Subsubsection
set-pause-on-end
\end_layout

\begin_layout Standard
Set pause on end flag.
\end_layout

\begin_layout Subsubsection
clear-pause-on-end
\end_layout

\begin_layout Standard
Clear pause on end flag.
\end_layout

\begin_layout Subsubsection
action <action> [<parameters>]
\end_layout

\begin_layout Standard
Run specified core action.
\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
set-jukebox-slot <slot>
\end_layout

\begin_layout Standard
Set current jukebox slot
\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
Slot branches
\end_layout

\begin_layout Subsubsection
list-branches
\end_layout

\begin_layout Standard
List all branches
\end_layout

\begin_layout Subsubsection
create-branch <pid> <name>
\end_layout

\begin_layout Standard
Create a new branch, with <pid> as parent and <name> as name.
\end_layout

\begin_layout Subsubsection
rename-branch <id> <name>
\end_layout

\begin_layout Standard
Rename branch <id> to <name>.
\end_layout

\begin_layout Subsubsection
reparent-branch <id> <pid>
\end_layout

\begin_layout Standard
Set parent of branch <id> to <pid>.
\end_layout

\begin_layout Subsubsection
set-branch <id>
\end_layout

\begin_layout Standard
Set current branch to <id>.
\end_layout

\begin_layout Subsubsection
delete-branch <id>
\end_layout

\begin_layout Standard
Delete branch <id>.
\end_layout

\begin_layout Standard

\end_layout

\begin_layout Subsection
Lua 
\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
L <luacode>
\end_layout

\begin_layout Standard
Synonym for evaluate-lua.
\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
Sound 
\end_layout

\begin_layout Subsubsection
enable-sound <on/off> 
\end_layout

\begin_layout Standard
Enable/Disable sound.
\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 Subsubsection
advance-subframe-timeout
\end_layout

\begin_layout Standard
Subframe advance timeout in milliseconds.
 Default is 100.
\end_layout

\begin_layout Section
Settings
\end_layout

\begin_layout Subsection
Core settings
\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 Itemize
3: Multiply by denominator.
\end_layout

\begin_layout Itemize
4: High quality 44.1kHz (SRC needed).
\end_layout

\begin_layout Itemize
5: High quality 48kHz (SRC needed).
\end_layout

\begin_layout Subsection
JMD options
\end_layout

\begin_layout Subsubsection
jmd-compression
\end_layout

\begin_layout Standard
JMD dumper: Compression level (0-9).
\end_layout

\begin_layout Section
Movie editor
\end_layout

\begin_layout Itemize
The editor edits in-memory movie.
\end_layout

\begin_layout Itemize
Because past can't be edited and readwrite mode doesn't allow future, editing
 only works in 
\emph on
read only
\emph default
 mode.
\end_layout

\begin_layout Itemize
Keyboard triggers the normal hotkeys and bindings.
\end_layout

\begin_layout Subsection
Left button actions
\end_layout

\begin_layout Itemize
Clicking on cell in future (indicated by lack of redish background) toggles
 it (if it is a button) or prompts for a value (if it is an axis)
\end_layout

\begin_layout Itemize
Dragging vertically toggles sequence of buttons or changes a sequence of
 axis values.
\end_layout

\begin_layout Subsection
Right button actions
\end_layout

\begin_layout Standard
The right mouse button pops up a context-sensitive menu:
\end_layout

\begin_layout Itemize
Toggle <something>: Toggle this button
\end_layout

\begin_layout Itemize
Change <something>: Change this axis value
\end_layout

\begin_layout Itemize
Insert frame after: Insert a frame after this frame
\end_layout

\begin_layout Itemize
Append frame: Append a frame to movie
\end_layout

\begin_layout Itemize
Append frames: Append specified number of frames to movie
\end_layout

\begin_layout Itemize
Delete frame: Delete this frame
\end_layout

\begin_layout Itemize
Delete subframe: Delete this subframe
\end_layout

\begin_layout Itemize
Truncate movie: Delete this subframe and everything after it.
\end_layout

\begin_layout Itemize
Scroll to frame: Prompt for a frame and scroll the display to that frame.
\end_layout

\begin_layout Itemize
Scroll to current frame: Scroll the display to current position
\end_layout

\begin_layout Itemize
Run to frame: Prompts for frame and runs the emulation to that frame.
\end_layout

\begin_layout Itemize
Change number of lines visible: Change the height of the movie display (1
 to 255).
\end_layout

\begin_layout Itemize
Lock scroll to playback: While playing back or rewinding movies, the display
 will follow if enabled.
\end_layout

\begin_layout Section
Memory watch expression syntax
\end_layout

\begin_layout Standard
Memory watch expressions has the following syntax elements:
\end_layout

\begin_layout LyX-Code
${foo}     The value of memory watch foo.
\end_layout

\begin_layout LyX-Code
0x1234     Hexadecimal number 1234
\end_layout

\begin_layout LyX-Code
12345      Decimal number 12345
\end_layout

\begin_layout LyX-Code
3.141      Decimal number 3.141
\end_layout

\begin_layout LyX-Code
-a         Unary negation
\end_layout

\begin_layout LyX-Code
~a         Bitwise NOT (integers only)
\end_layout

\begin_layout LyX-Code
a*b        Multiplication
\end_layout

\begin_layout LyX-Code
a/b        Division/quotent
\end_layout

\begin_layout LyX-Code
a%b        Remainder (integers only)
\end_layout

\begin_layout LyX-Code
a+b        Sum or string concatenation
\end_layout

\begin_layout LyX-Code
a-b        Difference
\end_layout

\begin_layout LyX-Code
a<<b       Shift left (integers only)
\end_layout

\begin_layout LyX-Code
a>>b       Shift right (integers only).
 Arithmetic for signed.
\end_layout

\begin_layout LyX-Code
a<b        Less than
\end_layout

\begin_layout LyX-Code
a<=b       Less or equal to
\end_layout

\begin_layout LyX-Code
a==b       Equal to
\end_layout

\begin_layout LyX-Code
a!=b       Not equal to
\end_layout

\begin_layout LyX-Code
a>=b       Greater or equal to
\end_layout

\begin_layout LyX-Code
a>b        Greater than
\end_layout

\begin_layout LyX-Code
a&b        Bitwise AND (integers only)
\end_layout

\begin_layout LyX-Code
a^b        Bitwise XOR (integers only)
\end_layout

\begin_layout LyX-Code
a|b        Bitwise OR (integers only)
\end_layout

\begin_layout LyX-Code
a&&b       Logical AND
\end_layout

\begin_layout LyX-Code
a||b       Logical OR
\end_layout

\begin_layout LyX-Code
π          Numeric constant pi.
\end_layout

\begin_layout LyX-Code
i          Imaginary unit
\end_layout

\begin_layout LyX-Code
if(x,y)    If x is true, y, else false.
\end_layout

\begin_layout LyX-Code
if(x,y,z)  If x is true, y, else z.
\end_layout

\begin_layout LyX-Code
select(x...)
\end_layout

\begin_layout LyX-Code
           First value in x...
 that is not false, or false if none.
\end_layout

\begin_layout LyX-Code
unsigned(x)
\end_layout

\begin_layout LyX-Code
           Cast x to unsigned.
\end_layout

\begin_layout LyX-Code
signed(x)
\end_layout

\begin_layout LyX-Code
           Cast x to signed.
\end_layout

\begin_layout LyX-Code
float(x)
\end_layout

\begin_layout LyX-Code
           Cast x to float.
\end_layout

\begin_layout LyX-Code
min(x...)  The smallest value among x...
 or false if empty.
\end_layout

\begin_layout LyX-Code
max(x...)  The largest value among x...
 or false if empty.
\end_layout

\begin_layout LyX-Code
sum(x...)  Sum/concatenation of x...
 or false if empty.
\end_layout

\begin_layout LyX-Code
prod(x...) Product of x...
 or false if empty.
\end_layout

\begin_layout LyX-Code
sqrt(x)    Square root of x.
\end_layout

\begin_layout LyX-Code
log(x)     Natural log of x.
\end_layout

\begin_layout LyX-Code
log(x,y)   Log of y to base x.
\end_layout

\begin_layout LyX-Code
exp(x)     e^x.
\end_layout

\begin_layout LyX-Code
exp(x,y)   x^y
\end_layout

\begin_layout LyX-Code
sin(x)     Sine of x
\end_layout

\begin_layout LyX-Code
cos(x)     Cosine of x
\end_layout

\begin_layout LyX-Code
tan(x)     Tangent of x
\end_layout

\begin_layout LyX-Code
asin(x)    Arcsine of x
\end_layout

\begin_layout LyX-Code
acos(x)    Arccosine of x
\end_layout

\begin_layout LyX-Code
atan(x)    Arctangent of x
\end_layout

\begin_layout LyX-Code
atan(x,y)  Angle between vector (x,y) and x-axis.
\end_layout

\begin_layout LyX-Code
sinh(x)    Hyperbolic sine of x
\end_layout

\begin_layout LyX-Code
cosh(x)    Hyperbolic cosine of x
\end_layout

\begin_layout LyX-Code
tanh(x)    Hyperbolic tangent of x
\end_layout

\begin_layout LyX-Code
arsinh(x)  Hyperbolic arsine of x
\end_layout

\begin_layout LyX-Code
arcosh(x)  Hyperbolic arcosine of x
\end_layout

\begin_layout LyX-Code
artanh(x)  Hyperbolic artangent of x
\end_layout

\begin_layout LyX-Code
torad(x)   Convert x degrees to radians.
\end_layout

\begin_layout LyX-Code
todeg(x)   Convert x radians to degrees.
\end_layout

\begin_layout LyX-Code
re(x)      Real part of complex number x.
\end_layout

\begin_layout LyX-Code
im(x)      Imaginary part of complex number x.
\end_layout

\begin_layout LyX-Code
conj(x)    Complex conjugate of x.
\end_layout

\begin_layout LyX-Code
abs(x)     Absolute value of x.
\end_layout

\begin_layout LyX-Code
arg(x)     Argument of x.
\end_layout

\begin_layout LyX-Code
pyth(x...) sqrt(sum(x^2)).
 I.e.
 pythagorean distance.
\end_layout

\begin_layout LyX-Code
e          Base of natural logarithm
\end_layout

\begin_layout LyX-Code
pi         Pi
\end_layout

\begin_layout LyX-Code
true       Constant true
\end_layout

\begin_layout LyX-Code
false      Constant false
\end_layout

\begin_layout LyX-Code

\end_layout

\begin_layout Section
Modifier and key names:
\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
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.
\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

\end_body
\end_document
