More cleanups.

This commit is contained in:
Tim Allen 2017-08-25 18:40:20 +10:00
parent b38a657192
commit ea3c2dafda
8 changed files with 149 additions and 118 deletions

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@ -5,13 +5,13 @@ be stored correctly in
For [regular games](#regular-games)
this is simple,
but some games require special treatment,
especially games that make use of
especially those that make use of
unusual hardware.
Regular games
-------------
icarus can import games
higan's importing tool, icarus, can import games
in the most commonly-used formats
for each supported console,
and also those same formats inside `.zip` files
@ -42,12 +42,12 @@ Bandai for the WonderSwan,
etc.)
then choose the appropriate console menu item.
A filesystem browser will appear
listing all the games in your library
listing all the games in the library
for that particular console.
Select the game you want to play
and click the Open button,
or just double-click the game,
and it will begin playing as though you'd just turned on the console.
and it will begin playing.
**Note:**
Sometimes
@ -56,8 +56,8 @@ behave differently,
or the Japanese and American variants.
When choosing a game from the Game Library,
a drop-down list in the bottom-right of the filesystem browser
allows you to choose which regional variation
of the console it should emulate.
allows you to choose which regional variant
of the console higan should emulate.
For most consoles,
higan can reliably guess which variant to use,
and the list defaults to "Auto".
@ -72,7 +72,7 @@ those extra chips were separate CPUs
running their own separate firmware,
and for those cases
higan requires a copy of the co-processor firmware
as well as the actual game.
as well as the actual game data.
Unfortunately,
like games themselves,
co-processor firmware cannot legally be distributed,
@ -81,10 +81,10 @@ copies of the relevant firmware data
yourself.
To import a game that requires co-processor firmware,
you must copy the required firmware files
you must put a copy of the required firmware files
beside the game you want to import.
For example,
if you want to import Megaman X2,
if you want to import Megaman X2 for the Super Famicom,
which is stored in the file `mmx2.sfc`,
the file `cx4.data.rom`
must be placed in the same folder
@ -212,14 +212,15 @@ but the firmware inside is identical.
**Note 2:**
The DSP1B is very similar to the DSP1A,
but has some bugs fixed.
but fixes some bugs.
Note that icarus' heuristics cannot distinguish between
a game that uses DSP1
and one that uses DSP1B,
a game that uses the DSP1
and one that uses the DSP1B,
so if it cannot find your game in its manifest database,
it will assume it uses DSP1B.
Many games work just as well with either DSP1 or DSP1B,
but Pilotwings is a notable exception.
Many games work just as well with either variant,
but Pilotwings for the Super Famicom is a notable exception,
requiring the DSP1 firmware.
If you try to import a game
using the "Import ROM Files ..." option
@ -229,7 +230,7 @@ but do not have the required firmware files
in the correct place,
a window will appear saying
"Import completed, but with 1 errors. View log?"
(or howevery many games were lacking the correct firmware).
(or however many games were lacking the correct firmware).
If you press "Yes",
a new window will appear listing the games that couldn't be imported,
and at least one firmware file that was missing or incorrect, like this:
@ -263,7 +264,7 @@ browse online services,
and download games and data.
This control cartridge was called
*BS-X Sore wa Namae o Nusumareta Machi no Monogatari*,
which translates as
which in English is
*BS-X The Story of The Town Whose Name Was Stolen*.
[wpbsx]: https://en.wikipedia.org/wiki/Satellaview
@ -294,8 +295,8 @@ must end in `.bs`)
in order for it to be successfully imported.
Sometimes memory pak filenames end in `(BSROM).sfc`,
which will make higan try to import them as
regular Super Famicom games,
and fail miserably.
regular Super Famicom games
and fail.
Rename the file and it should work beautifully.
Playing a game that has a slot for a memory pak
@ -311,8 +312,8 @@ the game will load without any cartridge in its memory pak slot.
If you load the control cartridge into higan,
make sure the emulated Satellaview
is connected to the emulated Super Famicom's expansion port
by going to the "Super Famicom" menu,
selecting the "Expansion Port" sub-menu,
by opening the "Super Famicom" menu,
selecting the "Expansion Port" submenu,
and choosing "Satellaview".
If the expansion port was previously
configured with a different option,
@ -447,12 +448,13 @@ you want to insert into the Super Game Boy.
If you press "Cancel" at this point,
higan will crash, so don't do that.
Note that only games for the original, black-and-white Game Boy
**Note:**
Only games for the original, black-and-white Game Boy
can be used with the Super Game Boy.
Some games designed for the Game Boy Color
were backward compatible with the original Game Boy
and hence the Super Game Boy;
see [Playing Game Boy Colour games in Game Boy mode][blackcarts]
see [Playing Game Boy Color games in Game Boy mode][blackcarts]
for details.
[blackcarts]: ../notes.md#playing-game-boy-color-games-in-game-boy-mode
@ -461,9 +463,9 @@ MSU-1 games
-----------
The MSU-1 is a fictional expansion chip
invented by higan's author byuu
for use with Super Famicom games,
designed to allow streaming data and audio.
invented by higan's author byuu,
designed to allow the Super Famicom
to stream data and audio.
Although the MSU-1 is not specific
to any particular storage medium,
it gives the Super Famicom similar capabilities
@ -472,10 +474,18 @@ like the Mega Drive's Mega CD
and the PC Engine's CD-ROM²,
such as CD-quality music and full-motion video.
Although the MSU-1 was invented for higan,
it is now supported by other Super Famicom emulators too.
The [SD2SNES][sd2snes] programmable cartridge
even allows you to play MSU-1 games on a real console.
There are a number of homebrew games
that make use of the MSU-1,
and also mods for commercial Super Famicom games
that add higher-quality music and sometimes video.
One thing to be aware of
when importing an MSU-1 game
is that early firmware versions
of the [SD2SNES][sd2snes] programmable cartridge
is that early firmware versions of the SD2SNES
had a bug that caused MSU-1 music to play too quietly.
Skipping over [the full details][msu1vol],
the short version is this:
@ -485,20 +495,20 @@ the short version is this:
- If an MSU-1 mod for a commercial game offers
"emulator" and "hardware" versions of the patch file,
it means the audio tracks are already boosted.
- Some
[third](https://www.zeldix.net/t1265-#18320)
[parties](https://www.zeldix.net/t1339-#19818)
have created replacement, non-boosted audio tracks
for the most popular MSU-1 mods.
If the mod you want to play has a replacement pack,
use it with the "hardware" version of the patch.
- Even without access to non-boosted audio tracks,
it may be that the existing audio is only slightly boosted,
so try the "hardware" version first, for best quality.
- If the audio tracks are heavily boosted,
the "hardware" patch may sound terrible,
distorting and clipping,
in which case try the "emulator" patch.
- Some
[third](https://www.zeldix.net/t1265-#18320)
[parties](https://www.zeldix.net/t1339-#19818)
have created replacement, non-boosted audio tracks
for the most popular MSU-1 mods.
If the mod you want to play has a replacement pack,
use it with the "hardware" version of the patch.
- Even without access to non-boosted audio tracks,
it may be that the existing audio is only slightly boosted,
so try the "hardware" version first, for best quality.
- If the audio tracks are heavily boosted,
the "hardware" patch may sound terrible,
distorting and clipping,
in which case try the "emulator" patch.
To import an MSU-1 game:

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@ -1,8 +1,8 @@
The Filesystem Browser
----------------------
Sometimes higan will need
to ask you to choose a file or folder.
Sometimes higan will need you
to choose a file or folder.
For this, it uses a special Filesystem Browser dialog.
Although many operating systems provide a native filesystem browser,
they do not all allow the same customizations.
@ -19,15 +19,15 @@ If you want to browse a specific path,
you may edit the contents of this box
and press Enter to switch to the new location.
The button with two blue arrows at the top-right is "Refresh".
Pressing this button will check for
added (or removed) items in the current folder,
and add (or remove) them to (or from) the list.
The ![two-blue-arrows](refresh.png) button is "Refresh".
Pressing this button will check
if anything has been added to or removed from the current folder
and update the list to match.
The button with the house at the top-right is "Home".
The ![house](home.png) button is "Home".
Pressing this button will switch to your home folder.
The button with the green up-arrow at the top right is "Parent".
The ![up-arrow](up.png) button is "Parent".
Pressing this button will
switch to the parent of the current folder.
@ -37,7 +37,7 @@ Double-clicking a folder,
or selecting it and pressing Enter,
will switch to showing the contents of that folder.
If the list has keyboard focus,
typing any text will jump to the first inem in the list
typing any text will jump to the first item in the list
whose name begins with the text you typed.
If a drop-down list appears in the bottom-left,
@ -55,7 +55,7 @@ you can choose one
by selecting it and clicking the "Select" button in the bottom-right.
Double-clicking
or selecting and pressing Enter don't work,
they just switch to viewing that folder.
they just switch to viewing the conents of that folder.
The "Cancel" button in the bottom-right
closes the filesystem browser without selecting anything.

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@ -1,49 +1,59 @@
# Synopsis
> higan [*\-\-fullscreen*] [*PATH*]
> higan [*\-\-fullscreen*] [*GAME*]
# Description
When launched with `--fullscreen`,
higan will automatically enter full-screen mode
when it starts.
This is not much use unless you also specify `PATH`,
higan will automatically enter fullscreen mode
when it starts,
otherwise it starts in windowed mode.
This is not much use unless you also specify `GAME`,
because you won't be able to load a game
until you exit full-screen mode
until you exit fullscreen mode
by pressing the "Toggle Fullscreen"
[hotkey](higan-settings.md#hotkeys).
When `PATH` is the path to an existing
When `GAME` is not given,
higan starts with no game loaded.
When `GAME` is the path to an existing
[game folder](../concepts/game-folders.md)
for any supported console,
that game will be loaded when higan starts.
that game will automatically be loaded
after higan starts.
When `PATH` is the path to a ROM file
When `GAME` is the path to a ROM file
for any supported console,
it will be imported into a game folder in
[the Game Library](../concepts/game-library.md),
and then loaded from there when higan starts.
and loaded from there after higan starts.
When loading a game from the Game Library
via higan's GUI,
you can force higan to emulate a particular regional variant
of the relevant console by
choosing a region code from the drop-down list
in the lower-right of the filesystem browser.
To achieve the same effect from the command-line,
`PATH` should be set to the region code used in the GUI,
followed by a vertical bar (`|`),
followed by actual filesystem path
to the game folder or ROM file to load.
When `GAME` is of the form `REGION|PATH`
(that is,
a region code,
a vertical bar (`|`),
and a path to a game folder or ROM file)
higan will load the game at `PATH`
into the `REGION` variant of the appropriate console,
rather than detecting which variant the game expects.
This is the command-line equivalent
of choosing a region from
the drop-down in the bottom-right of the filesystem browser window
when you [load a game from the game library](../guides/import.md#regular-games).
The list of region codes differs from console to console,
so load a game from the library
and check the list
before loading it from the command-line.
# Examples
Play a previously-imported copy of Super Mario World
in full-screen (assuming Linux defaults):
in fullscreen (assuming Linux defaults):
```sh
higan --fullscreen ~/Emulation/"Super Famicom"/"Super Mario World.sfc"
higan --fullscreen "$HOME/Emulation/Super Famicom/Super Mario World.sfc"
```
Play a previously-imported copy of Sonic the Hedgehog 3,

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@ -11,7 +11,7 @@ The Cheat Editor
For some consoles,
higan supports applying temporary changes to the code of a running game.
For example,
you could disable the code that registers when the player takes damage,
you could disable the code that detects when the player takes damage,
resulting in an "invulnerability" mode.
Currently,
higan supports cheats for the following consoles:
@ -23,6 +23,43 @@ higan supports cheats for the following consoles:
- PC Engine
- Wonder Swan
To add a new cheat,
select an unused row in the list,
then type the relevant codes in the "Code(s)" field at the bottom,
and a description in the "Description" field.
See [Cheat code formats](#cheat-code-formats)
for a description of the codes higan understands.
To enable or disable an existing cheat,
tick the checkbox in the first column of the list.
The change should take effect immediately.
To clear out an existing cheat,
select it from the list
and click the "Erase" button in the bottom right,
or just manually delete
the contents of the "Code(s)" and "Description" fields.
To clear out all existing cheats,
click the "Reset" button in the bottom right.
Changes made in the Cheat Editor are saved to disk
when the game is unloaded,
or when higan exits.
higan stores the known cheats for a particular game
in `higan/cheats.bml`
inside the game's [game folder](../concepts/game-folders.md).
If your copy of higan includes a cheat database
(a file named `cheats.bml`
in the same folder as `Super Famicom.sys`
and the other `*.sys` folders),
you can click the "Find Codes ..." button in the bottom left
to load all known cheats for the currently-running game.
Cheat code formats
------------------
A cheat code of the format `addr=data`
will cause the emulated console to obtain `data`
whenever it reads from memory address `addr`.
@ -52,39 +89,6 @@ in Super Mario World,
you can lock the time to 999 with these codes:
`7e0f31=09+7e0f32=09+7e0f33=09`.
Changes made in the Cheat Editor are saved to disk
when the game is unloaded,
or when higan exits.
higan stores the known cheats for a particular game
in `higan/cheats.bml`
inside the corresponding game folder
in [the Game Library](../concepts/game-library.md).
If your copy of higan includes a cheat database
(a file named `cheats.bml`
in the same folder as `Super Famicom.sys`
and the other `*.sys` folders),
you can click the "Find Codes ..." button in the bottom left
to load all known cheats for the currently-running game.
To add a new cheat,
select an unused row in the list,
then type the relevant codes in the "Code(s)" field at the bottom,
and a description in the "Description" field.
To enable or disable an existing cheat,
tick the checkbox in the first column of the list.
The code should take effect immediately.
To clear out an existing cheat,
select it from the list
and click the "Erase" button in the bottom right,
or just manually delete
the contents of the "Code(s)" and "Description" fields.
To clear out all existing cheats,
click the "Reset" button in the bottom right.
The State Manager
-----------------
@ -97,8 +101,9 @@ saved games
and how they compare,
see [Save States](../concepts/save-states.md).
To create a new manager state,
or to replace an existing one,
To save the current state of the loaded game
in a new slot,
or to replace the contents of an existing slot,
select the slot in the list
then click "Save" in the bottom-left corner.
You can then type a description in the "Description" field,
@ -111,7 +116,7 @@ and edit the "Description" field.
To load a state,
select the slot in the list
and click "Load" in the bottom-left corner,
or just double-click it.
or just double-click the slot.
To clear the state out of a slot,
select the slot in the list
@ -127,6 +132,6 @@ As described in
[Game Manifests](../concepts/manifests.md),
higan uses a "manifest" to
describe how the various parts of a game cartridge
are wired up together,
and the Manifest Viewer lets you examine
the configuration higan is using for the currently-running game.
are wired up together.
The Manifest Viewer lets you examine
the configuration higan is using for the loaded game.

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@ -182,7 +182,7 @@ The sound hardware is still emulated.
**Show Status Bar**
causes higan to show or hide the status bar
at the bottom of the window.
This option has no effect in full-screen mode.
This option has no effect in fullscreen mode.
See [The status bar](#the-status-bar) for more information.
**Video ...**
@ -219,13 +219,16 @@ a state previously saved to one of the quick state slots.
See [Save States](../concepts/save-states.md) for more information.
**Cheat Editor**
opens [the Cheat Editor window](higan-tools.md#the-cheat-editor)
opens [the Cheat Editor tab](higan-tools.md#the-cheat-editor)
of the Tools window.
**State Manager**
opens [the State Manager window](higan-tools.md#the-state-manager)
opens [the State Manager tab](higan-tools.md#the-state-manager)
of the Tools window.
**Manifest Viewer**
opens [the Manifest Viewer window](higan-tools.md#the-manifest-viewer)
opens [the Manifest Viewer tab](higan-tools.md#the-manifest-viewer)
of the Tools window.
The Help menu
-------------
@ -287,7 +290,7 @@ The status bar briefly displays "Slot X quick state does not exist"
(where X is one of the Quick State slot numbers)
when you choose a slot from the
[Tools](#the-tools-menu) → "Load Quick State"
sub-menu that has not had a save-state saved to it,
submenu that has not had a save-state saved to it,
or when you press the "Load Quick State" hotkey
while the current Quick State slot has not had a save-state saved to it,

1
docs/interface/home.png Symbolic link
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@ -0,0 +1 @@
../../hiro/resource/icon/go/home.png

1
docs/interface/refresh.png Symbolic link
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@ -0,0 +1 @@
../../hiro/resource/icon/action/refresh.png

1
docs/interface/up.png Symbolic link
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@ -0,0 +1 @@
../../hiro/resource/icon/go/up.png