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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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          BIOS, which is required to play ST games.
        Same Game: - Specify the full path and filename to the Same Game base
          cartridge ROM.
        SD Gundam G-Next - Specify the full path and filename to the SD Gundam
          G-Next base cartridge ROM.
  SPC7110 Graphic Packs - Enter the directories that contain SPC7110 graphic
    packs in the appropriate fields here. More information about this chip is
    in the Games page [Games.txt].
        FEOEZ: - Far East of Eden Zero
        FEOEZ-SJNS: - Far East of Eden Zero - Shounen Jump no Shou
        MDH: - Momotarou Dentetsu Happy
        SPL4 - Super Power League 4

  Notes:
    * One limitation of ZSNES is that it only accepts one case of input.
      Since most UNIX-based systems are case-sensitive, SDL port users should
      edit their paths in the configuration file instead.
    * Paths can be absolute (e.g. C:\ZSNES\saves) or relative
      (e.g. ..\..\saves).
    * If you are using the Win port, you can paste text from the clipboard
      into the text boxes by using the key combination Ctrl+V.
    * Remember to always press Enter or Return after typing in your path,
      or it may not work!

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 .               Saves               .
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  Configure various options regarding save states and in-game saves.

  # of Rewind States - This sets how many times you can rewind back.
    Note that you must restart your game for this feature to take effect.
  1/5 Seconds Per Rewind - This sets how many fifths of a second ZSNES will
    rewind back each time.
  Do Not Save SRAM - When enabled, SRAM will never be saved at any given point.
    This is useful when you want to look into savestates or movies without
    saving the modified data to disk. This also prevents SRAM Check+Save from
    working.
  SRAM Check+Save - Normally, ZSNES will write SRAM data to disk when you exit
    the emulator or exit to the GUI. When this option is enabled, ZSNES will
    instead write SRAM data shortly after a game modifies it. If you have
    problems with in-game saves not working correctly, or if you fear something
    may prevent ZSNES from exiting normally (i.e. crashing), turn this on.
    The reason this is not enabled by default is because some games use SRAM as
    working memory instead of for persistent saved games. Since these games
    constantly modify SRAM, ZSNES would write to the disk every few seconds
    (if this option is enabled).
  Load Save State w/ SRAM - When enabled, the SRAM data from the save states
    you load will overwrite any other SRAM data for the game that you have.
    Beware, though: if you are really far in a certain game, loading an old
    save state from a point earlier in the game will make you lose all of
    your progress beyond that save state. However, this option may be needed
    to load complete states in certain games.
  Start at Latest Save - With this enabled, every time you load a ROM, the
    save state slot containing the most recent save state for that game will
    be set as the currently selected slot.
  Auto Increment Save Slot - When enabled, the save slot will automatically
    move to the next slot after you save a state. This option is very useful
    in that it decreases the risk of accidentally saving over a previous
    save state, if you forget to manually advance the chosen slot.
  Auto State Save/Load - If this is enabled, ZSNES will automatically create a
    save state when you quit a game (either by loading another game or by
    exiting the emulator). When you return to the game at a later time, ZSNES
    will automatically load the save state it created before.
  Pause After... - Press the P key to unpause.
        Loading State - Pauses emulation after you load a save state.
        Pause After Rewind - Pauses emulation after you press the rewind key.
  State Shortcuts: - Click in a black box to assign a key to that function.
    Press ESC to clear the current assignment.
        ST0 through ST9 - Choose which save state slot to use.
        ST+ - Increment the selected save state slot by one.
        ST- - Decrement the selected save state slot by one.
        Save - Default: F2. Save a state to the current slot.
        Load - Default: F4. Load a state from the current slot.
        Pick - Default: F3. Open a dialog to choose the current save state slot.
          This will show a graphical preview of each save state. Learn more
          about how to use this dialog in the Save State Slot Chooser section
          at the bottom of the GUI page [GUI.txt].
        Rewind - With each use, this key will backtrack the gameplay
          incrementally, according to the options you have set for
          '# of Rewind States' and '1/5 Seconds Per Rewind' (see above).

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 .               Speed               .
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  Change speed settings and frame skipping settings here.

  Max Frame Skip - Set the maximum number of frames that may be skipped
    in direct sequence when rendering, only as needed to keep a constant
    emulation speed. Applicable only when using Auto Frame Rate (below).
  Frame Rate - Set a static number of frames to skip rendering between each
    rendered frame, when *not* using Auto Frame Rate (below).
  FastFwd Ratio - Set the number by which the default emulation speed will be
    multiplied while using Fast Forward.
  SlowDwn Ratio - Set the number by which the default emulation speed will be
    divided while using Slow Down (e.g. "4" is 1/4 of normal speed).
  Shortcuts: - Assign keys to various speed options.
      Fast Forward - Default: ~ key. When used, the speed of emulation will
        increase (according to the FastFwd Ratio, above). Useful for quickly
        bypassing game intros or other sequences that you may not want to watch.
      Slow Down - When used, the speed of emulation will decrease (according to
        the SlowDwn Ratio, above). This function requires having Auto Frame Rate
        (below) enabled. You might use this to watch very fast animated
        sequences, or to give yourself an advantage when you need to react
        quickly to something in the game.
      + Emu Speed - Move the Emu Speed slider to the right by one step,
        increasing emulation speed sequentially (e.g. 1x -> 2x, 2x -> 3x, etc.).
      + Frame Rate - Increase the static number of frames to skip rendering.
        Using this key will disable Auto Frame Rate.
      Reset Speed - Sets the emulation speed back to normal (1x).
      - Emu Speed - Move the Emu Speed slider to the left by one step,
        decreasing emulation speed sequentially (e.g. 1x -> 1/2x, 1/2x -> 1/3x,
        etc.).
      - Frame Rate - Decrease the static number of frames to skip rendering.
        If you decrease it enough times, Auto Frame Rate will be enabled.
      Pause Game - Default: P key. Pauses emulation.
      Increment Frame - Only usable when emulation is paused, this feature will
        increment one frame each time the key is pressed.
  Toggled FFwd/SlwDwn - When unchecked, you must hold down the Fast Forward or
    Slow Down keys for as long as you want them to operate. When checked, press
    and release the assigned key once to enable the desired mode, and once again
    to turn it off.
  Auto Frame Rate - Default: Checked. When enabled, ZSNES will attempt to
    maintain emulation at full speed. If necessary to maintain full-speed
    emulation, ZSNES will skip rendering frames of video. When disabled, ZSNES
    will skip a static number of frames for each rendered frame. If your
    priority is full-speed emulation, you should have this enabled, and increase
    Max Frame Skip (above) to its maximum. If your priority is to have every
    frame of video rendered, you should either have this enabled and set Max
    Frame Skip to zero OR disable this and set Frame Rate (above) to zero.
  Emu Speed: - Default: 1x. Only available when using Auto Frame Rate. This
    slider sets the number by which normal emulation speed will be multiplied or
    divided (to speed up or slow down emulation speed, respectively).


............................................................
  4.                     Cheat Menu
............................................................

The Cheat dialogs are only accessible if a game is loaded.

Read the Cheat Codes section in the Readme [Readme.txt] for general information.

Nach, the creator of NSRT, has a complete list of all official Game Genie codes,
available at [http://nsrt.edgeemu.com/forum/kb.php?mode=article&k=3].

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 .           Cheat Browser           .
- - - - - - - - - - - - - - - - - - - -

  Selecting Add Code from the Cheat menu opens this dialog with the cursor in
  the Enter Code: text box. Selecting Browse from the Cheat menu starts with
  the cheat list highlighted.

  Use this dialog to add, remove, and browse cheat codes.

  Cheat Browser - This lists all cheats that you have added for the currently
    loaded game. You can have up to 255 codes per game. Each cheat is
    represented on a single row (except in the case of multi-line cheats).
    Each column gives different information about the cheat, as follows:
      Address - Memory address that the cheat edits.
      CV - Current value of the selected memory address.
      PV - Previous value of the selected memory address.
      Tgl - Shows whether the cheat is toggled (active) or not.
      Description - The description for the cheat that you typed into
        the Description: box when adding the cheat.
  Buttons
      Remove - Remove the currently highlighted cheat.
      Toggle - Toggle on or off the currently highlighted cheat. This can also
        be accomplished by double-clicking on a code.
      Save - Save all cheats in the list to a .cht file.
      Load - If a .cht file exists in your saves directory, this will load all
        cheats from that file into the Cheat Browser.
      Fix - If you have entered a cheat and it doesn't appear to work, you can
        try using this button to change the memory address that the cheat edits,
        which might fix the problem.
  Enter Code: - Type in the cheat code. Game Genie, Pro Action Replay, and
    GoldFinger codes are supported. Remember that Game Genie codes require
    the - (dash).
  Description: - Type in a description for your code.
  Add button - Add the code to the Cheat Browser once you have filled in the
    previous two boxes.
  Auto-load .cht file at game load - When you load a ROM, ZSNES will look in
    your saves directory for a matching .cht file, and load it. This prevents
    you from having to hit the Load button, above.

  Notes on usage:
    * To use a multi-line cheat code, just enter each line as a separate code!
    * You can also quickly modify the value of the currently selected cheat code
      (in the browse window) by typing a 2 digit hex number in the cheat code
      enter space.
    * You can allow a value of one cheat code to be mirrored from a value of
      another cheat code. To do this, type an 'R' at the end of any cheat code
      as the destination, then type another cheat code (Without the 'R') as the
      source. For example, if you want address 7E1000 to reflect the value at
      address 7F2000 (whatever value written to 7F2000 from the game will also
      be written to 7E1000), enter cheat code 7E1000FFR, then cheat code
      7F2000FF (where FF can be any value).

  Keyboard usage:
    * Use the Up and Down arrows to scroll through the Cheat Browser.
    * Use the R, T, S, L, and F keys to duplicate the functions of the five
      buttons below the Cheat Browser.
    * Use Tab to move from the Enter Code: box to the Description: box.

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 .              Search               .
- - - - - - - - - - - - - - - - - - - -

  Selecting Seach from the Cheat menu opens the Cheat Search dialog. Use this
  to search for values in memory such as life, score, etc. and change their
  values as you please.

 - - - - - - - -
  Setup Search
 - - - - - - - -

  Select Size and Format:
      Size: You can choose the data size to use in your search. If you know the
        numerical values of the data you want to view, select the smallest
        number range that fits the data values. (For example, if you know the
        value cannot go higher than 50000, select 2 BYTES [0..65535] instead of
        3 BYTES [0..16777215]). Sometimes you don't know the numerical value (in
        the case of life bars), so you have to guess the size.
            1 Byte [0..255] - Value is stored in 8 bits.
            2 Bytes [0..65535] - Value is stored in 16 bits.
            3 Bytes [0..16777215] - Value is stored in 24 bits.
            4 Bytes [0..4294967295] - Value is stored in 32 bits.
      Format: In general, it's recommended that you use decimal, although there
        are some cases that have the values in memory stored as binary-coded
        decimal. For example, "34 lives" could be stored in a byte as 34h, and
        if you were searching for it in the decimal mode, it would actually have
        a value of 52.
            Dec (Base 10) - The number you search for will be treated as a
              decimal number.
            Hex (Base 16) - The number you search for will be treated as a
              hexadecimal number.
  Select Search Type:
      Exact Value Search - In this mode, you have to enter the exact numerical
        value that you want to find. If you have 3 lives left, then search for
        the value 3. The cheat search engine also looks for "value - 1" since
        even if a game tells you that you have 3 lives left, it usually stores
        the value as 2 in memory.
      Comparative Search - In this mode, you select whether the value is less

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