Docs: Various updates

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Sour 2020-01-23 19:32:33 -05:00
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<span>General Options</span>
</div></div>
{{% notice tip %}}
Set any speed value below to 0 to make Mesen run as fast as possible.
{{% /notice %}}
**Emulation Speed**: This configures the regular speed to use when emulating. This should normally be set to `100%`.
**Fast Forward Speed**: This is the alternate speed that is used when the [Fast Forward button](/configuration/preferences.html#shortcut-keys) is held down.
**Rewind Speed**: This configures the speed at which to rewind the gameplay when the [Rewind button](/configuration/preferences.html#shortcut-keys) is held down.
{{% notice tip %}}
Set any speed value to 0 to make Mesen run as fast as it can.
{{% /notice %}}
**Run Ahead**: Run ahead allows the reduction of input lag by the number of frames specified. CPU requirements increase proportionally with the number of run ahead frames specified.
* Run ahead is currently not compatible with movies or netplay.
* **Note for speedrunners:** Using features such as run ahead to reduce lag typically counts as cheating for the purposes of speed running.
## Advanced Options ##
@ -38,6 +43,12 @@ When developing software for the NES, enabling these options can help you catch
**Randomize power-on state for mappers**: Cartridges often have a random state at power-on and need to be fully initialized before being used. This option causes Mesen to randomize the power-on state of the most common mappers. This is useful when developing homebrew software.
**Randomize power-on/reset CPU/PPU alignment**: Each time the NES is reset, the CPU and PPU run with a slightly different and random alignment. This option simulates that behavior. When enabled, some test roms may randomily fail from one reset to another, because of the different alignments (this can also happen on the NES.)
**Enable PPU $2006 scroll glitch emulation**: When enabled, a known hardware bug that occurs when the $2006 register is written at specific cycles during rendering. This glitch is known to occur in some licensed NES games and usually results in a single frame displaying with an incorrect scroll position.
**Enable PPU $2000/$2005/$2006 first-write scroll glitch emulation**: When enabled, a known hardware bug that occurs on the first write to the $2005/$2006 registers (or any write to the $2000 register) when the write occurs at cycle during rendering. This glitch is known to occur in some licensed NES games and usually results in a single scanline displaying incorrectly.
**Default power on state for RAM**: On a console, the RAM's state at power on is undetermined and relatively random. This option lets you select Mesen's behavior when initializing RAM - set all bits to 0, set all bits to 1, or randomize the value of each bit.
### Miscellaneous settings ###
@ -76,8 +87,4 @@ Overclocking can cause issues in some games. The safest way to overclock is to i
**Additional scanlines after NMI**: Increases the number of scanlines in the PPU, *after* the NMI signal is triggered at the end of the visible frame. This effectively gives more time for games to perform calculations, which can reduce slowdowns in games. **This option is less compatible and should only be used if the `before NMI` variation does not work as expected.**
**Clock Rate Multiplier**: Use this to overclock or underclock the CPU -- this has the same effect as physically changing the clock speed on an actual NES. Unless you enable the `Do not overclock APU` option below, the audio output will be affected by this. ***This is not the recommended way to overclock the CPU.***
**Do not overclock APU**: When the `Clock Rate Multiplier` is not set to 100, the audio will be affected. When this option is enabled, the audio processor is not overclocked, which allows normal sound to be played despite the CPU being overclocked.
**Show Lag Counter**: When enabled, the lag counter is displayed on the screen. The lag counter keeps track of frames where the game does not attempt to read the input ports -- this is usually an indication of the game running out of time to perform calculations, which usually causes slowdowns.

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**Display play/record icon when playing or recording a movie**: When enabled, an icon will be shown on the screen whenever a movie is playing or recording.
**Enable developer mode**: When enabled, all debugging tools are moved to a `Debug` menu accessible directly from the main window. This makes debugging tools more accessible as they no longer require opening the debugger before being able to open any other tool.
## Shortcut Keys ##
<div class="imgBox"><div>
@ -117,6 +115,7 @@ Available shortcuts:
* **Load State - Auto Save Slot**: Load the game's state from the auto save slot.
* **Save State to File**: Save the game's state to a user-specified file.
* **Load State from File**: Load the game's state from a user-specified file.
* **Select Save Slot X**: Select the specified save state slot.
* **Load Last Session**: Restores the game to the state it was the last time you stopped playing it.
## FDS / VS System / NSF settings ##

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**Use exclusive fullscreen mode**: Turns on exclusive fullscreen mode. This may be useful if you are experiencing screen tearing issues in regular fullscreen despite vertical sync being turned on.
**Fulscreen Resolution**: This option is shown only when exclusive fullsceen mode is enabled. It allows you to select the screen resolution that should be used when in exclusive fullscreen mode. The default resolution is the current Windows screen resolution.
**Requested Refresh Rate**: This option is shown only when exclusive fullsceen mode is enabled. It allows you to select your preferred refresh rate when running in exclusive fullscreen mode.
**Use integer scale values when entering fullscreen mode**: By default, fullscreen mode fills the entire screen. However, this can cause non-integer scaling values to be used -- for example, in 1080p resolution, the scale becomes 4.5x. Since this can cause irregularly shaped pixels, you can use this option to use the nearest integer scale value instead (e.g 4x in this example).

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@ -144,7 +144,7 @@ Additionally, the following special operators exist:
* e.g: `[$8000]` will read the value at address $8000 and return it.
* **{*address/label*}**: Surrounding a value/expression with curly brackets will read the corresponding memory address and return its value (2 byte).
* e.g: `{myLabel}` will read 2 bytes of memory at the address represented by the `myLabel` label and return its value
* **:*address/label***: Prepending a `:` before an address/label will return the offset of the corresponding address within that memory type. If an address is not mapped to any type of memory, `-1` will be returned.
* **:address/label**: Prepending a `:` before an address/label will return the offset of the corresponding address within that memory type. If an address is not mapped to any type of memory, `-1` will be returned.
* e.g: `:$8000` will return the offset in PRG ROM of the byte currently mapped at the CPU address $8000.
#### Special values ####
@ -392,14 +392,22 @@ The `Break Options` submenu contains a number of options to configure under whic
* **Break on unofficial opcodes**: Break the emulation whenever an unofficial opcode is about to execute.
* **Break on BRK**: Break the emulation whenever a BRK instruction is about to execute.
* **Break on CPU crash**: Break the emulation whenever an instruction that will cause the CPU to freeze is about to execute.
<div></div>
* **Break on bus conflict**: Break whenever a bus conflict is detected. This option only causes a break when using mappers that have bus conflicts enabled.
* **Break on decayed OAM read**: Break whenever the code a read is performed on decayed OAM memory. **Note**: *This option is only available when the `Enable OAM RAM decay` option is enabled in the `Emulation Settings`.*
* **Break on $2006 scroll glitch**: Break whenever the $2006 scroll glitch is triggered by a write to $2006. **Note**: *This option will only trigger a breakpoint if the option to emulate the glitch is turned on*
* **Break on uninitialized memory read**: Break whenever the code reads from a memory address containing an uninitialized value. **Note**: *This option only works if the debugger has been opened since the last reset or power cycle.*
<div></div>
* **Break when debugger is opened**: The emulation will break when you first open the debugger.
* **Break on debugger focus**: Whenever the debugger's window gains focus (e.g by clicking on it), the emulation will break.
* **Break on Init (NSF)**: Break when the NSF's Init routine is called.
* **Break on Play (NSF)**: Break when the NSF's Play routine is called.
**Enable sub-instruction breakpoints**: This option allow Mesen to process breakpoints in the middle of CPU instructions. This was the default up to version 0.9.7. When this option is disabled, the debugger will break at the beginning of CPU instructions only (and will only break once per instruction). This is the new default as of 0.9.8.
**Enable sub-instruction breakpoints**: This option allows Mesen to process breakpoints in the middle of CPU instructions. This was the default up to version 0.9.7. When this option is disabled, the debugger will break at the beginning of CPU instructions only (and will only break once per instruction). This option is disabled by default as of 0.9.8.
Additionally, you can configure whether or not the debugger window gets focused when a break or pause occurs.

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@ -15,7 +15,7 @@ chapter: false
### Linux ###
* glibc 2.24+
* Mono 4.2.1+
* Mono 5.18+
* SDL 2
## Installation ##
@ -113,9 +113,9 @@ Additionally, the two icons at the top right allow you to toggle the repeat and
<span>Game Selection Screen</span>
</div></div>
The game selection screen is shown when no games are currently loaded -- it will display the last 5 games you've played, along with a screenshot of the game at the point where you left off playing.
The game selection screen is shown when no game is currently loaded -- it will display the last games you've played, along with a screenshot of the game at the point where you left off playing. The number of games shown depends on the window's size.
You can use this screen via the key bindings for player 1 - e.g press `Left` or `Right` on Player 1's d-pad to change game, and the `A` button to start the game. You can also navigate the screen with your mouse -- use the arrows on each side of the screen to change game, and click on the game's screenshot to start playing.
You can use this screen via the key bindings for player 1 - e.g press the d-pad to change selection, and the `A` button to start the game. You can also navigate the screen with your mouse -- use the arrows on each side of the screen to change game, and click on the game's screenshot to start playing.
<div class="clear"></div>
@ -135,7 +135,7 @@ Mesen has a number of shortcut keys that you may find useful:
* <kbd>**Backspace**</kbd>: Hold the backspace key to rewind the emulation, frame-by-frame.
{{% notice tip %}}
If you load a state by mistake, you can use the rewind feature to undo the load state action.
If you load a state, reset or power cycle by mistake, you can use the rewind feature to undo the action.
{{% /notice %}}
The [shortcut keys](/configuration/preferences.html#shortcut-keys) can be customized in the [preferences](/configuration/preferences.html).

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