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📄 gui.txt

📁 linux下的任天堂模拟器代码。供大家参考。
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    to cycle through these tabs.
  Device: - Use your mouse to choose your desired device, and use the Set button
    to set your choice.
        None - Equivalent to unplugging the SNES controller from that port.
        Keyboard/Gamepad (Win/SDL only) - Equivalent to plugging in the SNES
          controller to that port. Using this device should allow input from
          all attached keyboards, gamepads and joysticks.
        If you are using the DOS port, you must manually choose the appropriate
          device from the list.
  Current: - Shows the device that is currently active.
  Buttons
      Set - Set your choice made in the Device: box. Using this button will
        reset key assignments to their defaults.
      Set Keys - ZSNES will automatically cycle through each of the standard
        SNES buttons, prompting you to assign a key to each one.
      Calibrate (DOS only) - This option is here for those older joysticks that
        need to be calibrated in-game before they can be used properly.
  Keys: - These are the standard SNES buttons, and the only ones required to
    be configured. Click inside the black box beside each one of these to
    configure a key for it. Press ESC to clear the current assignment.
  Turbo: - You can assign keys to these buttons in the same way you assign
    them to the standard SNES buttons. Holding down the key assigned to the
    turbo button is the same as if you were repeatedly pressing the normal
    button very, very fast. You can control the rate of key presses per second
    with the "Turbo at 30Hz" option, below.
  Diagonals: - It may be more convenient to assign a single key to a
    diagonal direction of the D-Pad, rather than pressing two keys at the
    same time. Just in case it's not obvious: DL=Down+Left, DR=Down+Right,
    UL=Up+Left, UR=Up+Right.
  Game Specific - This option allows for input configurations that are specific
    to individual games.
  Sidewinder Fix (DOS port only) - If your Sidewinder doesn't work after
    disabling the Sidewinder profiler and having pressed the mode button twice,
    enable this.
  Allow U+D/L+R - This option allows for the simultaneous pressing of opposing
    directional keys (up and down; left and right) on the SNES pad. This feature
    was implemented for those who need it to exploit bugs in certain games for
    recording "speed-run" ZMVs. Warning: Do not use this for normal gameplay,
    as the resulting bugs disrupt the "natural" gaming experience.
  Turbo at 30Hz - Default: Checked. When enabled, turbo keys will equal 30
    button presses per second in NTSC games or 25 presses per second in PAL
    games. Otherwise, turbo keys will repeat 60 times per second in NTSC games
    or 50 times per second in PAL games. This option is enabled by default
    mainly because some games can't handle excessive key presses.
  Use Pl3/4 as Pl1/2 - The key assignments for Player 3, in addition to
    those for Player 1, will be used for SNES controller port #1. The key
    assignments for Player 4, in addition to those for Player 2, will be
    used for SNES controller port #2. As a result, MultiTap support will be
    disabled (which means only two controllers will be active). The primary
    use of this option is to allow you to assign two different devices for
    the same SNES controller. For example, you might use a gamepad as input
    for Player 1, and a keyboard as input for Player 3. Then, with this
    option enabled, you may use either one of these devices (or both
    simultaneously) to control Player 1.
  Use Joystick Port 209H (DOS only) - Use the 209H hardware port; use this
    if you have moved the port's jumper (or if your joystick does not work
    when this feature is disabled).

  Note: A keyboard is a poor replacement for a proper gamepad. SNES games are
    designed to be played with a gamepad, so if you find that you're having
    trouble with the keyboard, use a gamepad.

  There is another important limitation with keyboards. Many keyboards have
  a limit on the maximum number of simultaneous key-presses, above which they
  will not detect input. This means combinations of, for example, three or
  more keys may not be properly detected. One way to get around this kind
  of keyboard limitation is to assign multiple SNES buttons to the same
  keyboard key. There is a slightly longer explanation in the FAQ [FAQ.txt].

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 .              Devices              .
- - - - - - - - - - - - - - - - - - - -

  This dialog allows you to select special input devices for Ports 1 and 2
  of the SNES.

  Port 1: - Select a device to be plugged into Port 1. The SNES Mouse is the
    only special device supported on Port 1.
        Gamepad - Use the key assignments for Player #1, configured in the
          Input dialog.
        Mouse - Use your computer's mouse just like it is a connected SNES
          Mouse.
  Port 2: - Select a device to be plugged into Port 2.
        Gamepad - Use the key assignments for Player #2, configured in the
          Input dialog.
        Mouse - Use your computer's mouse just like it is a connected SNES
          Mouse.
        Super Scope - Use your mouse as if it were a Super Scope. Default
          key assignments are in the Default Keys section [Readme.txt].
        1 Justifier - Simulates the movements for the Konami Justifier;
          required for only one game, Lethal Enforcers.
        2 Justifiers -
  Cycle P1:, Cycle P2: - You can assign a key to each of these functions.
    Pressing the key will cycle through the list of special controllers
    available for that port.
  Left Handed - Check one of these boxes to reverse the mouse buttons for the
    special controllers on that port.
  Super Scope Keys: - They can now be customized!
        Auto-Fire - Default: =. Toggle auto-fire on or off.
        SS Pause - Default: Backspace. Assign a key for the Super Scope pause
          button.

  Note: ZSNES will automatically enable the appropriate add-on for special
    controller games that have NSRT headers [http://nsrt.edgeemu.com] (e.g.
    The SNES mouse will automatically hook up after loading Mario Paint).
  Note: ZSNES supports the ManyMouse [http://icculus.org/manymouse/] library
    by Ryan C. Gordon, which means that ZSNES can emulate two SNES devices
    (one connected in each port) if you have two mice plugged in. For a list
    of known affected games (and for other information), please see the
    ManyMouse section of the Games page [Games.txt].

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 .             Chip CFG              .
- - - - - - - - - - - - - - - - - - - -

  These are special settings for the Nintendo Super System. Generally, there
  is no need for a user to change these settings.

  Super System: - Set which DIP switches are enabled.
        DIP 1/2/3/4/5/6 -

  The Nintendo Super System was an arcade machine that used the SNES hardware.
  Changing the settings in this window will only affect games
  designed for the NSS. You can find information at Coin-Op Museum
  [http://www.klov.com/game_detail.php?letter=N&game_id=8894] and
  Wikipedia [http://en.wikipedia.org/wiki/Nintendo_Super_System].

- - - - - - - - - - - - - - - - - - - -
 .              Options              .
- - - - - - - - - - - - - - - - - - - -

  You can change various options here, some of which affect gameplay,
  while others merely change GUI behavior.

  System:
      Enable MMX Support - Enables MMX copying routines for a slight speed
        increase (MMX processors only). Certain video filters, audio
        interpolation and low-pass filters require MMX support. These options
        will not be visible unless the MMX Support option is checked.
        (See below for the particular options requiring MMX support).
      Pause Emu in Background (Win only) - If enabled, then game emulation
        will automatically be paused when the ZSNES window loses focus, and it
        will unpause when ZSNES regains focus.
      Increase Emu Priority (Win only) - Enabling this will give ZSNES more
        processor time, if needed. This may improve the performance of ZSNES on
        your machine; however, it will reduce the amount of resources given to
        applications running in the background. Processing priority is set to
        "High" on a Win9x OS and "Above Normal" on 2k/XP/2003/Vista.
      Disable Power Management (Win only) - Disables power management while
        ZSNES is running, so that your gameplay will not be interrupted if
        you're using a gamepad.
  Gfx Engines:
      Use New Gfx Eng - Default: Checked. Check to use the new graphics engine;
        uncheck to use the old graphics engine. The new graphics engine should
        be adequate for most games; however, the old one may be necessary for
        some. You can read about the differences in Current Progress
        [Readme.txt].
      Use Alt Old Gfx Eng - Only visible when the new graphics engine is
        disabled, this will enable the Old Gfx Engine Mode 2, which fixes many
        transparency bugs that currently plague ZSNES in the current engine.
        However, it also creates some new ones. This mode can be slower at
        times, so it's recommended that you only turn it on when you need it.
  SShots: - Choose what image format to use for snapshots of the game screen.
    This setting is also configurable via the F1 Menu.
      * BMP - Snapshots will be saved as bitmap pictures (16-bit color). If you
          are using an 8-bit video mode in the DOS port, the bitmap will be
          saved with 8-bit color.
      * PNG - Snapshots will be saved as PNG ("Portable Network Graphics") files
          (32-bit ARGB color). This option is not available if you did not
          compile with PNG support.
  ROM:
      Enable IPS Auto-Patching - When checked, ZSNES will automatically
        soft patch ROMs if a corresponding .ips file is found in your Saves
        directory. More information about the IPS patching feature can be found
        in the Readme.
      Show ROM Info on Load - Briefly displays some internal information about
        the ROM when loaded. Please refer to this information when submitting
        bug reports (also see [Support.txt]).
      Log ROM Info - When checked, ZSNES will create a file named rominfo.txt
        when you load a ROM; it contains information about the ROM.
  Overlays:
      Show FPS Cntr On Emu Load - When checked, the Frames per Second counter
        will be enabled each time you start ZSNES, even if it has been disabled
        during a session. The FPS counter can be manually enabled/disabled via
        the F1 Menu or with the 'Display FPS' quick key, once it has been
        assigned. This counter is only visible when using Auto Frame Rate.
      Show Clock - The current system time will be displayed in the lower
        right-hand corner of the game screen.
            12 Hour Mode - Used in conjunction with the option above, this will
              display the system time in 12 hour mode instead of the default 24
              hour mode.
            Show Clock Box - Also used in conjunction with "Enable Clock",
              this option places a black box behind the clock to increase
              readability.
  Messages:
      Use Small Message Text - On-screen messages that pop up when you save a
        state, disable a background, etc. will be smaller.
      Use Transparent Text - On-screen messages will be slightly transparent
        rather than solid. Using the Small Message Text option overrides this
        choice.


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 .               Video               .
- - - - - - - - - - - - - - - - - - - -

  This dialog allows you to change the numerous video settings available in
  ZSNES.

  Please note that the internal resolution of the SNES is 256x224. Certain
  special high-resolution modes can produce up to 512x448 resolution. You
  may notice that the internal resolution has an 8:7 aspect ratio. SNES
  video output is not intended to be viewed at this aspect ratio, however.
  The 8:7 video signal would normally be scaled to a more-typical 4:3
  aspect ratio when viewed on a television.

 - - - - - -
  Modes tab
 - - - - - -
  Video Mode box - The large box on the left lists all available video modes.
    You can use your mouse or the Up/Down/PgUp/PgDown/Home/End keys to scroll
    through this list.
      Win/SDL port:
          First column: lists the resolution, in pixels, W x H.
              W x H - These video modes use a fixed resolution, in pixels,
                of the width and height shown.
              Variable (SDL only) - Video output is scaled to the size of the
                window, and the window can be resized with the mouse; however,
                aspect ratio is locked, depending on which options are set.
              Custom - Specify a custom, fixed resolution in the boxes
                to the right.
          Second column:
              O (SDL only) - Indicates whether the video mode uses the
                OpenGL API.
              D - The video mode supports graphics-enhancing filters.
                Non-'D' modes will usually be (automatically) interpolated
                by your graphics card.
              R - The video aspect ratio is locked to the internal SNES
                ratio of 8:7.
              S - Video output is stretched to fill the entire window.
          Third column: indicates whether the video mode is Windowed or
            Fullscreen.
      DOS port:
          First column: lists the resolution (in pixels) and color depth
            (in bits), W x H x B.

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