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📄 readme.w32

📁 著名SFC模拟器Snes9x的源代码。
💻 W32
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'`'			Superscope turbo button.
'~'			Superscope pause button.

'Tab'                   Turbo mode (fast forward) - for skipping long intros.

'0'                     Toggle H-DMA emulation on/off.
'1'                     Toggle background 1 on/off.
'2'                     Toggle background 2 on/off.
'3'                     Toggle background 3 on/off.
'4'                     Toggle background 4 on/off.
'5'                     Toggle sprites (sprites) on/off
'6'                     Toggle swapping of joy-pad one and two around
'7'			Rotate between Multi-player 5, mouse on port 1,
                        mouse on port 2 and SuperScope emulation.
'8'                     Toggle background layer priorities for backgrounds
                        involved in sub-screen addition/subtraction.
'9'			Toggle transparency effects on and off - only if
			16-bit screen mode selected.
'Backspace'		Toggle emulation of graphics window effects on/off.

Shift+'F1-F9 '          Save a freeze game file.
'F1-F9'                 Load a freeze game file, restoring a game to an
                        exact position.

Ctrl+'F4' -> 'F11' 	Toggle sound channels on/off.
Ctrl+'F12'              Turn on all sound channels.

Shift+'+'               Increase emulated frame time by 1ms - slowing down
                        the game. (auto-frame skip only)
Shift+'-'               Decrease emulated frame time by 1ms - speeding up the
                        game. (auto-frame skip only)

'+'                     Increase frame rendering skip rate, making the screen
                        updates more jerky but speeding up the game. 
'-'                     Decrease frame rendering skip rate, making the game
                        update more smoothly, but potentially slowing down the
                        game. Repeatedly pressing the key will eventually
                        switch to auto-frame skip rate where the rate is
                        dynamically adjusted to keep a constant game play
			speed.

Several of the menu items also have keyboard accelerators; browse the menus
to see what they are.

Joystick Support
================

Configure and calibrate your joystick/joy-pad using Windows joystick applet in
the control panel BEFORE starting Snes9X, then use Snes9X's joy-pad config 
dialog available from the Options menu to map your joystick/joy-pad's buttons
to the emulated SNES joy-pad(s) buttons. See 'Keyboard/Joystick Config' above
for details.

Game Saving
===========

Many SNES games could take a very long time to complete from start to finish so
they allowed your progressed to be saved into RAM fitted inside the game pack;
the RAM contents were backed up by a battery when the SNES was switched off or
the game removed. Snes9x simulates this by saving the contents of the emulated
battery-backed RAM into a file when you load a new game or exit Snes9x. The
file is then automatically re-loaded the next time you play the game.

Snes9x also provides freeze-files; these are files that saves a game's
position at any point in the game, not just at predefined places chosen by
the game's designers - ideal for saving your game just before a tricky bit!
Snes9x provides 9 save slots; during a game, press Shift + F1 to F9 to save a
game, and just F1 to F9 to load it again later.

Freeze game files and Save-RAM (S-RAM) save files are normally written to and
read from the folder where the ROM image was located, but sometimes this is not
desirable or possible, especially if its a CD-ROM, which is of course 
read-only! You can change the folder where Snes9X saves and loads S-RAM and
freeze-files using the Settings Dialog, available from the Options menu.

Snes9x uses its own unique format for freeze-files, as does ZSNES, but Snes9x
can also load ZSNES format freeze-files. Just copy the ZSNES freeze files into
your save directory and, if the native format Snes9x freeze file doesn't exist
(<rom image name>.00X where X is a digit), Snes9x will try to load the
corresponding ZSNES freeze file instead (<rom image name>.zsX where X is a 't'
or a digit). When you freeze a game position after loading a ZSNES format
freeze file, Snes9x will save it in native Snes9x format.

Netplay Support
===============

This support should currently be considered beta. Netplay support allows
up to five players to sit in front of different computers and simultaneously
play the same game, or just watch someone else play a game. All the computers
have to be connected to a network that allows TCP/IP traffic to flow between
them; this includes a local Ethernet-style network, a modem connection to
another machine, a Windows direct-cable connection, or, if you're lucky and 
have short ping times, the Internet.

Its currently easier if you use Snes9x in windowed mode while using Netplay,
mainly because Netplay currently displays status information in the window's
title bar, and it might be necessary to setup a separate chat application so
you can talk to the other players when deciding what game to play next.

One machine has to act as a server which other players (client sessions) 
connect to. The 'master' player, player 1, uses the server machine; the master
decides what game to play. The server machine should be selected to be the
fastest machine on the fastest connection in the group taking part due to the
extra functions it has to perform.

Load up a game, then select the 'Act as server' option from the Netplay menu
to become a Netplay server; the 'network', in whatever form it takes, will
need to be initialised, if necessary, before do this. Then just wait for other
players to connect...

Clients connect to the server using the 'Connect to server...' dialog, again
available from the Netplay menu. Type in the IP address or host name of the
machine running the Snes9x server session and press OK. The first remote client
to connect will become player 2, and so on. Start Menu->Run->winipcfg will tell
you your current IP address, but note that most dial-up ISPs will allocate you
a new IP address each time you dial in.

If the server has the 'Send ROM Image to Client' option checked, it will send
the client a copy of the game it is currently playing; don't enable this option
when using a slow network - sending 4Mbytes+ to several clients will takes ages
when using a modem! If the option is not checked the server will request the
client loads up the correct game first before joining the game.

Once the client has got a copy of the game the server is playing, the server
will then either send it S-RAM data and reset all players' games if the 
'Sync Using Reset Game' option is checked, or send it a freeze file to get the
new client in sync with the other player's progress in a game.

If the master player loads a different game, the server will either 
automatically send remote clients a copy, or request that they load the game.
If the master player loads a freeze file, the server will automatically send
that to remote clients as well.

Client sessions must be able to keep up with the server at all times - if they
can't, either because the machine is just too slow, or its busy, the games
will get out of sync and it will be impossible to successfully play a 
multi-player game...

...To make sure this doesn't happen, don't move the Snes9x window unnecessarily
and don't use Ctlt+Alt+Del to display the task manager while playing. Also stop
any unnecessary applications and as many background tasks as possible. Even
something as simple as a text editor might periodically write unsaved data to
the disk, stealing CPU time away from Snes9x causing it to skip a frame or
delay a sound effect; not a problem for most games, but the Bomberman series
(the best multi-player games on the SNES) sync the game to sound samples 
finishing. Turning off 'Volume envelope height reading' from the Sound Options
dialog might help with this problem.

Cheat Support
=============

Use the Cheat Code Entry and Editor dialog from the Cheats menu to enter 
Game Genie or Pro-Action Reply cheat codes. Cheat codes allow you to, 
surprisingly, cheat at games; they might give you more lives, infinite health,
enable special powers normally only activated when a special item is found,
etc.

Many existing Game Genie and Pro-Action Reply codes can be found at:
http://vgstrategies.miningco.com/games/vgstrategies/library/ggn/bl_ggnsnes.htm

Type in a Game Genie or Pro-Action Reply code into the "Enter Cheat Code" text
edit box and press <Return>. Be sure to include the '-' when typing in a Game
Genie code. You can then type in an optional short description as a reminder
to yourself what function the cheat performs. Press <Return> again or click the
Add button to add the cheat to the list. 

Note that the Add button remains insensitive while "Enter Cheat Code" text 
edit box is empty or contains an invalid code. The cheat code is always 
translated into an address and value pair and displayed in the cheat list as
such.

Beware of cheat codes designed for a ROM from a different region compared to
the one you are playing or for a different version of the ROM; the source of
the cheats should tell you which region and for which version of the game they
were designed for. If you use a code designed for a different region or version
of your game, the game might crash or do other weird things.

It is also possible to enter cheats as an address and value pair; some users
have requested this functionality. Type in the address into the "Address"
text edit box then type the value into the "Value" text edit box. The value is
normally entered in decimal, but if you prefix the value with a '$' or append
a 'h' then you can enter the value in hex.

Double-clicking on an cheat line from the list in the dialog or clicking on 
the "En" column, toggles a individual cheat on and off. All cheats can be
switched on and off by checking and unchecking the "Apply cheats" item from
the Cheat menu.

Selecting a cheat from the list causes its details to be filled into the text
edit boxes in the dialog box; the details can then be edited and the Change
button pressed to commit the edits. Note that the "Enter Cheat Code" text edit
box always redisplays the cheat code as a Pro-Action Replay code regardless of
whether you originally entered it as a Game Genie or Pro-Action Replay code.

Selecting a cheat from the list then pressing the Delete button permanently
removes that cheat.

Cheats are saved in .cht files stored in the Freeze File Directory and are 
automatically loaded the next time a game with the same filename is loaded.
The format for the .cht files is the same format as used by the other excellent
SNES emulator for MS-DOS, ZSNES.

Snes9X also allows new cheats to be found using the Search for New Cheats
dialog, again available from the Cheats menu. The easiest way to describe the
dialog is to walk through an example.

Cheat Search Example
--------------------
Lets give ourselves infinite health and lives on Ocean's Addams Family 
platform game:

Load up the game, keep pressing the start button (Return key by default) to 
skip past the title screens until you actually start playing the game. You'll
notice the game starts with 2 health hearts and 5 lives. Remember that
information, it will come in useful later.

Launch the cheat search dialog for the first time, Alt+A is its accelerator.
Press the Reset button just in case you've used the dialog before, leave the 
Search Type and Data Size radio boxes at their default values and press OK.

Play the game for a while until you loose a life by just keep walking into 
baddies, when the game restarts and the life counter displays 4, launch the 
cheat search dialog again but this time press the Search button rather than 
Reset. The number of items in the list will reduce, each line shows a memory
location, its current value and its previous value; what we're looking for is
the memory location where the game stores its life counter. 

Look at address line 7E00AC, its current value is 4 and its previous value was
5. Didn't we start with 5 lives? Looks interesting...

Note that some games store the current life counter as displayed on the screen,
while others store current number of lives minus 1. Looks like Addams Family
stores the actual life count as displayed on the screen.

Just to make sure you've found the correct location, press OK on the dialog, 
and play the game until you loose another life. Launch the search dialog again
after the life counter on screen has been updated and press the Search
button. Now there's even fewer items in the list, but 7E00AC is there again,
this time the current value is 3 and the previous value was 4. Looks very much
like we've found the correct location.

Now that we're happy we've found the correct location, click on the 7E00AC
address line in the list and then press the Add Cheat button. Another dialog,
Cheat Details, will be displayed. Type in a new value of say 5, this will be
number of lives that will be displayed by the lives counter. Don't be greedy;
some games display a junk life counter or might even crash if you enter a
value that's too high; Snes9X keeps the value constant anyway, so even if you
do loose a life and life counter goes down by one, less than 20ms later,
Snes9X resets the counter back to the value you chose!

If the memory location you add a cheat on proves to be wrong, just go to the
Cheat Code Editor dialog and delete the incorrect entry.

Now lets try and find the Addams Family health counter. While two hearts are
displayed on the screen, visit the cheat search dialog and press the Reset 
button followed by OK. Play the game until you loose a heart by touching a
baddie, then visit the cheat search dialog again.

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