Table of Contents:
Mednafen is a multi-game-system emulator, for various platforms, including emulation of the following systems:
This document has been arranged to keep user interface details and emulation details as separate as possible, though this has not been accomplished entirely.
In several places references are made to the "base directory". If you are running a port on a UN*X-like system(Linux/*BSD/Mac OSX/SunOS/etc.), the base directory is "~/.mednafen", or in other words, "your home directory plus .mednafen". For all other ports(including DOS and MS Windows), the base directory is the directory that the executable is in.
Mednafen includes parts of or links with the following software packages and programs, so give the developers lots of thanks sometime(NOTE they do not provide user support for Mednafen, so don't ask them questions about Mednafen)!
Mednafen has many palette features, including loading a custom palette to replace the default NES palette. The palette from an NTSC NES can also be generated on-the-fly.
First, a note on on the format of external palettes; Palette files are expected to contain 64 8-bit RGB triplets(each in that order; red comes first in the triplet in the file, then green, then blue). Each 8-bit value represents brightness for that particular color. 0 is minimum, 255 is maximum.
Palettes can be set on a per-game basis. To do this, put a palette file in the "gameinfo" directory with the same base filename as the game you wish to associate with and add the extension "pal". Examples:
File name: Palette file name: BigBad.nes BigBad.pal BigBad.zip BigBad.pal BigBad.Better.nes BigBad.Better.pal
With so many ways to choose a palette, figuring out which one will be active may be difficult. Here's a list of what palettes will be used, in order from highest priority to least priority(if a condition doesn't exist for a higher priority palette, the emulator will continue down its list of palettes).
All 5 internal sound channels are supported(2x rectangle, triangle, noise, and DMC/PCM). Sound channels are emulated with CPU instruction granularity.
Sound data is generated at the NES' CPU clock rate(about 1.8MHz for the NTSC NES), and then resampled to the output sample rate.
Besides the 5 internal NES sound channels, Mednafen emulates the extra sound capabilities of the Konami VRCVI, Konami VRCVII, Namco 106, Nintendo MMC5, and the Sunsoft FME-07 chips. The extra sound channel in the Famicom Disk System is also emulated, but the support for its FM capabilities is limited.
Mednafen emulates the standard NES gamepad, the Four-Score multiplayer adapter, the Zapper, the Power Pad, and the Arkanoid controller. The Famicom version of the Arkanoid controller, the "Space Shadow" gun, the Famicom 4-player adapter, the Family Keyboard, the HyperShot controller, the Mahjong controller, the Oeka Kids tablet, the Quiz King buzzers, the Family Trainer, and the Barcode World barcode reader are also emulated.
Most Zapper NES games expect the Zapper to be plugged into port 2. and most VS Unisystem games expect the Zapper to be plugged into port 1.
The left mouse button is the emulated trigger button for the Zapper. The right mouse button is also emulated as the trigger, but as long as you have the right mouse button held down, no color detection will take place, which is effectively like pulling the trigger while the Zapper is pointed away from the television screen. Note that you must hold the right button down for a short time to have the desired effect.
Mednafen supports the iNES, FDS(raw and with a header), UNIF, and NSF file formats. FDS ROM images in the iNES format are not supported; it would be silly to do so and storing them in that format is nonsensical.
Mednafen supports loading ROM/disk images from some types of compressed files. Mednafen can load data from both PKZIP-format files and gzip-format files. Only the "deflate" algorithm is supported, but this is the most widely used algorithm for these formats.
All files in a PKZIP format archive will be scanned for the followings extensions: .nes, .fds, .nsf, .unf, .nez, .unif The first archived file to have one of these extensions will be loaded. If no archived file has one of these extensions, the first archived file will be loaded.
The battery-backed RAM, vertical/horizontal mirroring, four-screen name table layout, and 8-bit mapper number capabilities of the iNES format are supported. The 512-byte trainer capability is also supported, but it is deprecated. Common header corruption conditions are cleaned(let's go on a DiskDude hunt), though not all conditions can be automatically detected and fixed. In addition, a few common header inaccuracies for games are also corrected(detected by CRC32 value). Note that these fixes are not written back to the storage medium.
Support for the recent VS System bit and "number of 8kB RAM banks" is not implemented. Too many iNES headers are corrupt where this new data is stored, causing problems for those games.
The following table lists iNES-format "mappers" supported well in Mednafen.
Number: | Description: | Game Examples: |
---|---|---|
0 | No bankswitching | Donkey Kong, Mario Bros |
1 | Nintendo MMC1 | MegaMan 2, Final Fantasy |
2 | UNROM | MegaMan, Archon, 1944 |
3 | CNROM | Spy Hunter, Gradius |
4 | Nintendo MMC3 | Super Mario Bros. 3, Recca, Final Fantasy 3 |
5 | Nintendo MMC5 | Castlevania 3, Just Breed, Bandit Kings of Ancient China |
6 | FFE F4 Series(hacked, bootleg) | |
7 | AOROM | Battle Toads, Time Lord |
8 | FFE F3 Series(hacked, bootleg) | |
9 | Nintendo MMC2 | Punchout! |
10 | Nintendo MMC4 | Fire Emblem, Fire Emblem Gaiden |
11 | Color Dreams | Crystal Mines, Bible Adventures |
12 | ?? | Dragon Ball Z 5 ("bootleg" original) |
13 | CPROM | Videomation |
15 | Multi-cart(bootleg) | 100-in-1: Contra Function 16 |
16 | Bandai ?? | Dragon Ball Z, SD Gundam Gaiden **EEPROM is not emulated |
17 | FFE F8 Series(hacked, bootleg) | |
18 | Jaleco SS806 | Pizza Pop, Plasma Ball |
19 | Namco 106 | Splatter House, Mappy Kids |
21 | Konami VRC4 2A | WaiWai World 2, Ganbare Goemon Gaiden 2 |
22 | Konami VRC4 1B | Twinbee 3 |
23 | Konami VRC2B | WaiWai World, Crisis Force |
24 | Konami VRC6 | Akumajou Densetsu |
25 | Konami VRC4 | Gradius 2, Bio Miracle:Boku tte Upa |
26 | Konami VRC6 A0-A1 Swap | Esper Dream 2, Madara |
32 | IREM G-101 | Image Fight 2, Perman |
33 | Taito TC0190/TC0350 | Don Doko Don |
34 | NINA-001 and BNROM | Impossible Mission 2, Deadly Towers, Bug Honey |
41 | Caltron 6-in-1 | Caltron 6-in-1 |
42 | (bootleg) | Mario Baby |
44 | Multi-cart(bootleg) | Super HiK 7 in 1 |
45 | Multi-cart(bootleg) | Super 1000000 in 1 |
46 | Game Station | Rumble Station |
47 | NES-QJ | Nintendo World Cup/Super Spike V-Ball |
48 | Taito TC190V | Flintstones |
49 | Multi-cart(bootleg) | Super HiK 4 in 1 |
51 | Multi-cart(bootleg) | 11 in 1 Ball Games |
52 | Multi-cart(bootleg) | Mario Party 7 in 1 |
64 | Tengen RAMBO 1 | Klax, Rolling Thunder, Skull and Crossbones |
65 | IREM H-3001 | Daiku no Gensan 2 |
66 | GNROM | SMB/Duck Hunt |
67 | Sunsoft ?? | Fantasy Zone 2 |
68 | Sunsoft ?? | After Burner 2, Nantetta Baseball |
69 | Sunsoft FME-7 | Batman: Return of the Joker, Hebereke |
70 | ?? | Kamen Rider Club |
71 | Camerica | Fire Hawk, Linus Spacehead |
72 | Jaleco ?? | Pinball Quest |
73 | Konami VRC3 | Salamander |
74 | Taiwanese MMC3 CHR ROM w/ VRAM | Super Robot Wars 2 |
75 | Jaleco SS8805/Konami VRC1 | Tetsuwan Atom, King Kong 2 |
76 | Namco 109 | Megami Tensei |
77 | IREM ?? | Napoleon Senki |
78 | Irem 74HC161/32 | Holy Diver |
79 | NINA-06/NINA-03 | F15 City War, Krazy Kreatures, Tiles of Fate |
80 | Taito X-005 | Minelvation Saga |
82 | Taito ?? | Kyuukyoku Harikiri Stadium - Heisei Gannen Ban |
85 | Konami VRC7 | Lagrange Point |
86 | Jaleco JF-13 | More Pro Baseball |
87 | ?? | Argus |
88 | Namco 118 | Dragon Spirit |
89 | Sunsoft ?? | Mito Koumon |
90 | ?? | Super Mario World, Mortal Kombat 3, Tekken 2 |
92 | Jaleco ?? | MOERO Pro Soccer |
93 | ?? | Fantasy Zone |
94 | ?? | Senjou no Ookami |
95 | Namco 118 | Dragon Buster |
96 | Bandai ?? | Oeka Kids |
97 | ?? | Kaiketsu Yanchamaru |
99 | VS System 8KB VROM Switch | VS SMB, VS Excite Bike |
105 | NES-EVENT | Nintendo World Championships |
107 | ?? | Magic Dragon |
112 | Asder | Sango Fighter, Hwang Di |
113 | MB-91 | Deathbots |
114 | ?? | The Lion King |
115 | ?? | Yuu Yuu Hakusho Final, Thunderbolt 2, Shisen Mahjian 2 |
117 | ?? | San Guo Zhi 4 |
118 | MMC3-TLSROM/TKSROM Board | Ys 3, Goal! 2, NES Play Action Football |
119 | MMC3-TQROM Board | High Speed, Pin*Bot |
133 | Sachen SA72008 | Jovial Race |
134 | Sachen 74LS374N | Olympic IQ |
135 | Sachen 8259A | Super Pang |
140 | Jaleco ?? | Bio Senshi Dan |
144 | AGCI 50282 | Death Race |
150 | Camerica BF9097 | FireHawk |
151 | Konami VS System Expansion | VS The Goonies, VS Gradius |
152 | ?? | Arkanoid 2, Saint Seiya Ougon Densetsu |
153 | Bandai ?? | Famicom Jump 2 |
154 | Namco ?? | Devil Man |
155 | MMC1 w/o normal WRAM disable | The Money Game, Tatakae!! Rahmen Man |
156 | ?? | Buzz and Waldog |
157 | Bandai Datach ?? | Datach DBZ, Datach SD Gundam Wars, **EEPROM is not emulated |
158 | RAMBO 1 Derivative | Alien Syndrome |
160 | (same as mapper 90) | (same as mapper 90) |
180 | ?? | Crazy Climber |
182 | ?? | Super Donkey Kong |
184 | ?? | Wing of Madoola, The |
185 | CNROM w/ CHR ROM unmapping | Banana, Mighty Bomb Jack, Spy vs Spy(Japanese) |
189 | ?? | Thunder Warrior, Street Fighter 2 (Yoko) |
193 | Mega Soft | Fighting Hero |
206 | DEIROM | Karnov |
207 | Taito ?? | Fudou Myouou Den |
208 | ?? | Street Fighter IV (by Gouder) |
209 | (mapper 90 w/ name-table control mode enabled) | Shin Samurai Spirits 2, Power Rangers III |
210 | Namco ?? | Famista '92, Famista '93, Wagyan Land 2 |
215 | Bootleg multi-cart ?? | Super\ 308\ 3-in-1\ |
217 | Bootleg multi-cart ?? | Golden Card 6-in-1 |
222 | Bootleg ?? | Dragon Ninja |
228 | Action 52 | Action 52, Cheetahmen 2 |
232 | BIC-48 | Quattro Arcade, Quattro Sports |
234 | Multi-cart ?? | Maxi-15 |
240 | ?? | Gen Ke Le Zhuan, Shen Huo Le Zhuan |
242 | ?? | Wai Xing Zhan Shi |
244 | ?? | Decathalon |
246 | ?? | Fong Shen Ban |
248 | ?? | Bao Qing Tian |
249 | Waixing ?? | ?? |
250 | ?? | Time Diver Avenger |
Mednafen supports the following UNIF boards. The prefixes HVC-, NES-, BTL-, and BMC- are omitted, since they are currently ignored in Mednafen's UNIF loader.
Group: | |
---|---|
Name: | Game Examples: |
Bootleg: | |
BioMiracleA | Mario Baby |
MARIO1-MALEE2 | Super Mario Bros. Malee 2 |
NovelDiamond9999999in1 | Novel Diamond 999999 in 1 |
Super24in1SC03 | Super 24 in 1 |
Supervision16in1 | Supervision 16-in-1 |
Unlicensed: | |
UNL-603-5052 | Contra Fighter |
NINA-06 | F-15 City War |
Sachen-8259A | Super Cartridge Version 1 |
Sachen-8259B | Silver Eagle |
Sachen-74LS374N | Auto Upturn |
SA-016-1M | Master Chu and the Drunkard Hu |
SA-72007 | Sidewinder |
SA-72008 | Jovial Race |
SA-0036 | Mahjong 16 |
SA-0037 | Mahjong Trap |
TC-U01-1.5M | Challenge of the Dragon |
8237 | Pocahontas Part 2 |
MMC1: | |
SAROM | Dragon Warrior |
SBROM | Dance Aerobics |
SCROM | Orb 3D |
SEROM | Boulderdash |
SGROM | Defender of the Crown |
SKROM | Dungeon Magic |
SLROM | Castlevania 2 |
SL1ROM | Sky Shark |
SNROM | Shingen the Ruler |
SOROM | Nobunaga's Ambition |
MMC2: | |
PEEOROM | Mike Tyson's Punch Out |
PNROM | Punch Out |
MMC3: | |
TFROM | Legacy of the Wizard |
TGROM | Megaman 4 |
TKROM | Kirby's Adventure |
TKSROM | Ys 3 |
TLROM | Super Spike V'Ball |
TLSROM | Goal! 2 |
TR1ROM | Gauntlet |
TQROM | Pinbot |
TSROM | Super Mario Bros. 3 |
TVROM | Rad Racer 2 |
MMC5: | |
EKROM | Gemfire |
ELROM | Castlevania 3 |
ETROM | Nobunaga's Ambition 2 |
EWROM | Romance of the Three Kingdoms 2 |
MMC6: | |
HKROM | Star Tropics |
FME7: | |
BTR | Batman: Return of the Joker |
Nintendo Discrete Logic: | |
CNROM | Gotcha |
CPROM | Videomation |
GNROM | Super Mario Bros./Duck Hunt |
MHROM | |
NROM-128 | Mario Bros. |
NROM-256 | Super Mario Bros. |
RROM-128 | |
UNROM | Megaman |
You will need the FDS BIOS ROM image in the base Mednafen directory. It must be named "disksys.rom". Mednafen will not load FDS games without this file.
Two types of FDS disk images are supported: disk images with the FWNES-style header, and disk images with no header. The number of sides on headerless disk images is calculated by the total file size, so don't put extraneous data at the end of the file.If a loaded disk image is written to during emulation, Mednafen will store the modified disk image in the save games directory, which is by default "sav" under the base directory.
The Game Genie ROM image is loaded from the path specified by the setting "nes.ggrom", or, if that string is not set, the file "gg.rom" in the base directory when Game Genie emulation is enabled.
The ROM image may either be the 24592 byte iNES-format image, or the 4352 byte raw ROM image.
Mednafen currently only supports VS Unisystem ROM images in the iNES format. DIP switches and coin insertion are both emulated. The following games are supported, and have palettes provided(though not necessarily 100% accurate or complete):
Place the IPS file in the same directory as the file to load, and name it filename.ips.
Examples: Boat.nes - Boat.nes.ips Boat.zip - Boat.zip.ips Boat.nes.gz - Boat.nes.gz.ips Boat - Boat.ips
Some operating systems and environments will hide file extensions. Keep this in mind if you are having trouble.
Patching is supported for all supported formats, but it will probably only be useful for fixed-position file formats.
With PC Engine CD and PC-FX emulation, Mednafen can load CD-ROM games from a physical CD-ROM, or a ripped/dumped copy of the disc, such as CUE+BIN. Using a ripped copy of the disc is recommended, due to speed issues and to the fact that physical CDs will be missing pregaps from the point of view of the emulated system.
For ripped disc images, Mednafen supports "CUE" sheets and cdrdao "TOC" files. Mednafen supports raw, simple storage formats supported by libsndfile(MS WAV, AIFF/AIFC, AU/SND, etc.), Ogg Vorbis, and MusePack audio files referenced by CUE sheets. MP3 is not supported, and will not be supported.
Key(s): | Action: | Configuration String: |
---|---|---|
F1 | Toggle in-game quick help screen. | toggle_help |
F5 | Save state. | save_state |
F7 | Load state. | load_state |
0-9 | Select save state slot. | "0" through "9" |
- | Decrement selected save state slot. | state_slot_dec |
= | Increment selected save state slot. | state_slot_inc |
Shift + F5 | Record movie. | save_movie |
Shift + F7 | Play movie. | load_movie |
Shift + 0-9 | Select movie slot. | "m0" through "m9" |
ALT + C | Toggle cheat console. | togglecheatview |
ALT + T | Toggle cheats active. | togglecheatactive |
T | Enable network play console input. | togglenetview |
ALT + D | Toggle debugger. | toggle_debugger |
ALT + A | Enter frame advance mode, if not already in it, and advance the frame. | advance_frame |
ALT + R | Exit frame advance mode. | run_normal |
SHIFT + F1 | Toggle frames-per-second display(from top to bottom, the display format is: virtual, rendered, blitted). | toggle_fps_view |
ALT + S | Toggle 600-frame(~10 seconds on NES) save-state rewinding functionality, disabled by default. | state_rewind_toggle |
Backspace | Rewind emulation, if save-state rewinding functionality is enabled, up to 600 frames. | state_rewind |
F9 | Save screen snapshot. | take_snapshot |
Alt + Enter | Toggle fullscreen mode. | toggle_fs |
Ctrl + 1 through Ctrl + 9 | Toggle layer. | "tl1" through "tl9" |
~ | Fast-forward. | fast_forward |
CTRL + SHIFT + i | Select input device on input port i(1-5). Note:Many games do not expect input devices to change while the game is running, and thus may require a hard reset. | device_selecti |
F2 | Activate in-game input configuration process for a command key. | input_configc |
Scroll Lock | Toggle input grabbing(use this to use the PC Engine mouse properly in windowed mode). | toggle_grab_input |
Shift + Scroll Lock | Toggle input grabbing AND command disabling(used for giving almost unhindered button access to an emulated device; most useful when emulating the Famicom's Family Keyboard). | toggle_cdisable |
F10 | Reset. | reset |
F11 | Hard reset(toggle power switch). | power |
Escape/F12 | Exit(the emulator, or netplay chat mode). | exit |
Key(s): | Action: | Configuration String: |
---|---|---|
ALT + SHIFT + 1 | Activate in-game input configuration process for input port 1. | input_config1 |
ALT + SHIFT + 2 | Activate in-game input configuration process for input port 2. | input_config2 |
ALT + SHIFT + 3 | Activate in-game input configuration process for input port 3. | input_config3 |
ALT + SHIFT + 4 | Activate in-game input configuration process for input port 4. | input_config4 |
ALT + SHIFT + 5 | Activate in-game input configuration process for the Famicom expansion port. | input_config5 |
Key: | Action: | Configuration String: |
---|---|---|
F8 | Insert coin. | insert_coin |
F6 | Show/Hide dip switches. | toggle_dipview |
1-8 | Toggle dip switches(when dip switches are shown). | "1" through "8" |
Key: | Action: | Configuration String: |
---|---|---|
F6 | Select disk and disk side. | select_disk |
F8 | Eject or Insert disk. | insert_eject_disk |
Key: | Action: | Configuration String: |
---|---|---|
0-9 | Barcode digits(after activating barcode input). | "0" through "9" |
F8 | Activate barcode input/scan barcode. | activate_barcode |
Key: | Button on Emulated Gamepad: |
---|---|
Keypad 2 | B |
Keypad 3 | A |
Enter/Return | Start |
Tab | Select |
Z | Down |
W | Up |
A | Left |
S | Right |
Side B | |||
---|---|---|---|
O | P | [ | ] |
K | L | ; | ' |
M | , | . | / |
Side A | |||
---|---|---|---|
P | [ | ||
K | L | ; | ' |
, | . |
All emulated keys are mapped to the closest open key on the PC keyboard, with a few exceptions. The emulated "@" key is mapped to the "`"(grave) key, and the emulated "kana" key is mapped to the "Insert" key(in the 3x2 key block above the cursor keys).
To use the Family Keyboard emulation properly, press SHIFT + Scroll Lock, which will cause input to be grabbed from the window manager(if present) and disable Mednafen's other internal command processing.
Run | Jump | |
---|---|---|
Controller I | Q | W |
Controller II | E | R |
Emulated Mahjong Controller: | A | B | C | D | E | F | G | H | I | J | K | L | M | N |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PC Keyboard: | Q | W | E | R | T | A | S | D | F | G | H | J | K | L |
Emulated Mahjong Controller: | SEL | ST | ? | ? | ? | ? | ? |
---|---|---|---|---|---|---|---|
PC Keyboard: | Z | X | C | V | B | N | M |
Emulated Buzzer: | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
PC Keyboard: | Q | W | E | R | T | Y |
Key(s): | Action: | Configuration String: |
---|---|---|
ALT + SHIFT + 1 | Activate in-game input configuration process for Lynx pad. | input_config1 |
F8 | Rotate the screen(and optionally input controlled, by setting lynx.rotateinput) | rotatescreen |
Key: | Action/Button: |
---|---|
Keypad 2 | B |
Keypad 3 | A |
Keypad 4 & Enter/Return | Pause |
Keypad 7 | Option 1 |
Keypad 1 | Option 2 |
W | Up |
Z | Down |
A | Left |
S | Right |
Key(s): | Action: | Configuration String: |
---|---|---|
ALT + SHIFT + 1 | Activate in-game input configuration process for GameBoy pad. | input_config1 |
Key: | Action/Button: |
---|---|
Keypad 2 | B |
Keypad 3 | A |
Enter/Return | Start |
Tab | Select |
Keypad 5 | Shoulder Left(GBA only) |
Keypad 6 | Shoulder Right(GBA only) |
W | Up |
Z | Down |
A | Left |
S | Right |
Key(s): | Action: | Configuration String: |
---|---|---|
ALT + SHIFT + 1 | Activate in-game input configuration process for Neo Geo Pocket pad. | input_config1 |
Key: | Action/Button: |
---|---|
Keypad 2 | A |
Keypad 3 | B |
Enter/Return | Option |
W | Up |
Z | Down |
A | Left |
S | Right |
Key(s): | Action: | Configuration String: |
---|---|---|
ALT + SHIFT + 1 | Activate in-game input configuration process for gamepad 1. | input_config1 |
ALT + SHIFT + 2 | Activate in-game input configuration process for gamepad 2. | input_config2 |
ALT + SHIFT + 3 | Activate in-game input configuration process for gamepad 3. | input_config3 |
ALT + SHIFT + 4 | Activate in-game input configuration process for gamepad 4. | input_config4 |
ALT + SHIFT + 5 | Activate in-game input configuration process for gamepad 5. | input_config5 |
Key: | Action/Button: |
---|---|
Keypad 2 | II |
Keypad 3 | I |
Enter/Return | Run |
Tab | Select |
W | Up |
Z | Down |
A | Left |
S | Right |
The "X Cursor" buttons are usually used for directional control with horizontal-layout games, while the "Y Cursor" buttons are usually used for directional control with vertical-layout games. Additionally, the opposite buttons are often treated as action buttons...because of this, you must *NOT* configure the X cursor buttons and Y cursor buttons to the same real buttons or keys. Games will not behave well at all if you do.
Key(s): | Action: | Configuration String: |
---|---|---|
ALT + SHIFT + 1 | Activate in-game input configuration process for WonderSwan pad. | input_config1 |
F8 | Rotate the screen(and optionally input controlled, by setting wswan.rotateinput) | rotatescreen |
Key: | Action/Button: |
---|---|
Keypad 2 | B |
Keypad 3 | A |
Enter/Return | Start |
W | Up, X Cursors |
Z | Down, X Cursors |
A | Left, X Cursors |
S | Right, X Cursors |
UP | Up, Y Cursors |
DOWN | Down, Y Cursors |
LEFT | Left, Y Cursors |
RIGHT | Right, Y Cursors |
Mednafen supports arguments passed on the command line. Arguments are taken in the form of "-parameter value". Some arguments are valueless. Arguments that have both a parameter and a value will be saved in the configuration file.
Caution: Any arguments that change emulation behavior as seen from the emulated game are shown with bold text in the table. One should be conscious of these settings if one has changed them from the default values when using network play or movies, as they can cause desychronizations if not set the same among hosts(or between the recording emulator and the playing emulator).
Arguments listed in this table that contain <system> should have that string replaced with "nes", "pce", "pcfx", "gb", "gba", "lynx", "ngp", "wswan", or "player"(used with music file playing).
Example: <system>.xscale becomes nes.xscale.
Argument: | Value Type: | Default value: | Description: |
---|---|---|---|
-loadcd x | string | n/a | Load and boot a CD for system "x"(only "pce" is valid). This argument modifies the usage of the filename component of the command-line. For example, "mednafen -loadcd pce /somewhere/over/the/rainbow/game.cue" will load the CUE sheet as the emulated CDROM. "mednafen -loadcd pce" will load from the default physical CDROM device. |
-nes.fnscan x | boolean | 1 | If value is true, scan the NES ROM image filename for (U), (J), and (E), and set the emulated video system(NTSC/PAL) accordingly, with NTSC preferred. Warning:This option may break NES network play when enabled IF the players are using ROM images with different filenames. |
-autosave x | boolean | 0 | Automatically save the game state when a game is closed and reload the state when the game is loaded again. |
-dfmd5 x | boolean | 1 | Include the MD5 hash of the loaded game in the filenames of the data file(save states, SRAM backups) Mednafen creates. |
-snapname x | boolean | 0 | If value is true, use an alternate naming scheme(file base and numeric) for screen snapshots. |
-sound x | boolean | 1 | If value is true, enable sound emulation and output. |
-soundrate x | integer | 48000 | Specifies the sound playback rate, in frames per second("Hz"). Rates higher than 48000, and lower than 8192, are not supported. |
-soundvol x | integer | 100 | Sound volume, in percent, from 0 to 100. |
-soundbufsize x | integer | 32(52 for Win32) | Specifies the desired size of the sound buffer, in milliseconds. |
-sounddriver x | string | default | Select sound driver. The following choices are possible, sorted by preference when "default" driver is used, but dependent on being compiled in:
|
-sounddevice x | string | default | Select sound output device. ALSA NOTE: When using the alsa driver, the "default" translates to "hw", not "default", before being sent to the ALSA API. This is necessary because ALSA's "default" audio device has very poor buffering control capabilities. If you really want to use ALSA's "default" device, use "sexyal-literal-default". |
-pce.adpcmlp x | boolean | 0 | When enabled, Mednafen will apply a lowpass filter to ADPCM sound output with a rolloff frequency dependent on the current ADPCM playback frequency. This makes ADPCM voices sound less "harsh", however, the downside is that it will cause many ADPCM sound effects to sound a bit muffled. |
-pce.cdpsgvolume x | integer | 100 | PSG volume when playing a CD game, 0-200(%) |
-pce.cddavolume x | integer | 100 | CD-DA volume, 0-200(%). |
-pce.adpcmvolume x | integer | 100 | ADPCM volume, 0-200(%). |
-<system(pce, gba, gb, ngp only)>.forcemono x | boolean | 0 | Force monophonic(instead of stereo) sound output. |
-autofirefreq x | integer | 3 | Set auto fire frequency to ~60Hz / (x + 1). Replace "60" with "50" for PAL games. A value of "0" disables the configured autofire buttons. |
-analogthreshold x | integer | 75 | Threshold for detecting a "button" press on analog axis, in percent. |
-ckdelay x | integer | 0 | The length of time, in milliseconds, that a button/key corresponding to a "dangerous" command like power, reset, exit, load state, etc. must be pressed before the command is executed. |
-nes.input.porti x | string | gamepad | Select input device for input port i(1-4). Valid strings are "none" and "gamepad"; "zapper", "powerpada", and "powerpadb" can be used on ports 1 and 2, as well. |
-nes.input.fcexp x | string | none | Select Famicom expansion port device. Valid strings are "none", "shadow", "arkanoid", "4player", and "fkb". |
-nes.nofs x | boolean | 0 | If value is true, disable four-score emulation. |
-nes.gg x | boolean | 0 | Enable NES Game Genie emulation. |
-nes.ggrom x | string | Path to Game Genie ROM image. | |
-ffspeed x | integer | 2 | Specifies the speed multiplier to be used in fast-forward mode. |
-fftoggle x | boolean | 0 | Treat the fast-forward button as a toggle. |
-ffnosound | boolean | 0 | Silence sound output when fast-forwarding. |
-nothrottle x | boolean | 0 | If value is true, disable the speed throttling that is used when sound emulation is disabled. |
-nes.n106bs x | boolean | 0 | Enable less-accurate, but better sounding, Namco 106(mapper 19) sound emulation. |
-nes.no8lim x | boolean | 0 | No 8-sprites-per-scanline limit option. |
-nes.cpalette x | string | 0 | Load a custom global NES palette from file "x". To stop using a custom palette: mednafen -cpalette "" game.nes |
-nes.ntscblitter x | boolean | 0 | Enable NTSC color generation and blitter(only used when NTSC games are played). NOTE:If your refresh rate isn't very close to 60.1Hz(+-0.1), you will need to set the nes.ntsc.mergefields setting to "1" to avoid excessive flickering. |
-nes.ntsc.preset x | string | none | Select video quality/type preset. Valid strings are: none, composite, svideo, rgb, and monochrome. |
-nes.ntsc.mergefields x | boolean | 0 | Merge fields to partially work around !=60.1Hz refresh rates. |
-nes.ntsc.saturation x | real | 0 | NTSC composite blitter saturation, -1 <= x <= 1. |
-nes.ntsc.hue x | real | 0 | NTSC composite blitter hue, -1 <= x <= 1. |
-nes.ntsc.sharpness x | real | 0 | NTSC composite blitter sharpness, -1 <= x <= 1. |
-nes.ntsc.brightness x | real | 0 | NTSC composite blitter brightness, -1 <= x <= 1. |
-nes.ntsc.contrast x | real | 0 | NTSC composite blitter contrast, -1 <= x <= 1. |
-nes.ntsc.matrix x | boolean | 0 | Enable NTSC custom decoder matrix. |
-nes.ntsc.matrix.0 x | real | 1.539 | NTSC custom decoder matrix element 0(red, value * V). |
-nes.ntsc.matrix.1 x | real | -0.622 | NTSC custom decoder matrix element 1(red, value * U). |
-nes.ntsc.matrix.2 x | real | -0.571 | NTSC custom decoder matrix element 2(green, value * V). |
-nes.ntsc.matrix.3 x | real | -0.185 | NTSC custom decoder matrix element 3(green, value * U). |
-nes.ntsc.matrix.4 x | real | 0.000 | NTSC custom decoder matrix element 4(blue, value * V). |
-nes.ntsc.matrix.5 x | real | 2.000 | NTSC custom decoder matrix element 5(blue, value * U. |
-nes.pal x | boolean | 0 | If value is true, emulate a PAL NES. Otherwise emulate an NTSC NES. |
-nes.clipsides x | boolean | 0 | If value is true, clip leftmost and rightmost 8 columns of pixels of the video output. |
-nes.slstart x | integer | 8 | First scanline to be rendered in NTSC emulation mode(when PAL emulation is disabled). |
-nes.slend x | integer | 231 | Last scanline to be rendered in NTSC emulation mode. |
-nes.slstartp x | integer | 0 | First scanline to be rendered in PAL emulation mode. |
-nes.slendp x | integer | 239 | Last scanline to be rendered in PAL emulation mode. |
-pce.forcesgx x | boolean | 0 | Force SuperGrafx emulation. |
-pce.ocmultiplier x | integer | 1 | CPU overclock multiplier. WARNING: This changes low-level emulation behavior in a way that is not possible on a real machine, so don't be surprised if a few games won't work or have glitches with a setting other than 1! |
-pce.cdspeed x | integer | 1 | CD-ROM data transfer speed multiplier. WARNING: pce.ocmultiplier should be set to a value greater than or equal to pce.cdspeed, as the PCE's BIOS routines are not designed for higher transfer rates than in a real PC Engine. Also, don't expect games with HuVideo to work properly if you set this to a value other than 1! |
-pce.nospritelimit x | boolean | 0 | No 16-sprites-per-scanline limit option. WARNING: This option may cause undesirable graphics glitching on some games(such as "Bloody Wolf"). |
-pce.cdbios x | string | Path to the CD BIOS | |
-lynx.rotateinput x | boolean | 1 | "Rotate" emulated D-pad along with the screen when rotated. |
-wswan.rotateinput x | boolean | 0 | "Rotate" emulated D-pads along with the screen when rotated. |
Argument: | Value Type: | Default value: | Description: |
-connect | Trigger to connect to remote host after the game is loaded. | ||
-nethost x | string | Set server's hostname to connect to during netplay. | |
-netport x | integer | 4046 | Set port number to connect to on remote host. |
-netpassword x | string | The optional password used to connect to a netplay server. | |
-netlocalplayers x | integer | 1 | Set the number of local players on your system during netplay. |
-netnick x | string | Set nickname used during chat when using netplay. | |
-vblur x | boolean | 0 | Motion blur each frame with the last frame. This blur happens before all other filters and scaling. Additionally, enabling this will disable internal frameskipping. |
-vblur.accum x | boolean | 0 | Accumulate color data rather than discarding it. |
-vblur.accum.amount x | real | 50 | Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. |
-vdriver x | integer | 0 | Select which video output "driver" to use.
Bilinear interpolation, and alpha blending of some OSD layers are not available with the "SDL framebuffer" driver. |
-<system>.videoip x | boolean | 0 PCE: 1 | Use bilinear interpolation. |
-<system>.scanlines x | integer | 0 | If non-zero, enable scanlines; scanline_brightness = 100% - (100% / x) |
-<system>.special x | string | none | Use a special video scaling filter applied before OpenGL rasterization. The destination rectangle is NOT altered by
this setting, so if you have xscale and yscale set to "2", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are
intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice).
|
-<system>.pixshader x | string | none | Enable specified OpenGL pixel shader. Obviously, this will only work in OpenGL mode(-vdriver 0), and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader.
|
-<system>.stretch x | boolean | 0 | Stretch to fill screen when in fullscreen mode. |
-glvsync x | boolean | 1 | Attempt to synchronize OpenGL page flips to vertical retrace period. Note: Additionally, if this setting is 1, and the environment variable "__GL_SYNC_TO_VBLANK" is not set at all(either 0 or any value), then it will be set to "1". This has the effect of forcing vblank synchronization when running under Linux with NVidia's drivers. |
-<system>.xscale (-<system>.xscalefs) / -<system>.yscale (-<system>.yscalefs) | real | NES: 2(2)/2(2) GB: 4(4)/4(4) GBA: 3(3)/3(3) Lynx: 4(4)/4(4) NGP: 4(3)/4(3) PCE: 3(3)/3(3) | Specify the scaling factor for each axis. |
-<system>.xres x / -<system>.yres y | integer | NES: 640/480 GB: 800/600 GBA: 800/600 Lynx: 800/600 NGP: 640/480 PCE: 1024/768 | Set the desired horizontal/vertical resolution when in fullscreen mode. |
-fs | boolean | 0 | Full screen mode. |
Title: | Description: | Source code files affected: |
---|---|---|
KickMaster | KickMaster relies on the low-level behavior of the MMC3(PPU A12 low->high transition) to work properly in certain parts. If an IRQ begins at the "normal" time on the last visible scanline(239), the game will crash after beating the second boss and retrieving the item. The hack is simple, to clock the IRQ counter twice on scanline 238. | src/nes/boards/mmc3.cpp |
Shougi Meikan '92 Shougin Meikan '93 |
The hack for these games is identical to the hack for KickMaster. | src/nes/boards/mmc3.cpp |
Star Wars (PAL/European Version) | This game probably has the same(or similar) problem on Mednafen as KickMaster. The hack is to clock the IRQ counter twice on the "dummy" scanline(scanline before the first visible scanline). | src/nes/boards/mmc3.c |
Name: | Contribution(s): |
---|---|
\Firebug\ | High-level mapper information. |
Andrea Mazzoleni | Scale2x/Scale3x scalers included in Mednafen. |
Bero | Original FCE source code. |
Brad Taylor | NES sound information. |
Charles MacDonald | PC Engine technical information. |
EFX | Testing. |
Fredrik Olson | NES four-player adapter information. |
Gilles Vollant | PKZIP file loading functions. |
goroh | Various documents. |
Info-ZIP | ZLIB |
Jeremy Chadwick | General NES information. |
kevtris | Low-level NES information and sound information. |
Ki | Various technical information. |
Mark Knibbs | Various NES information. |
Marat Fayzullin | General NES information. |
Matthew Conte | Sound information. |
Maxim Stepin | hq2x and hq3x scalers included in Mednafen. |
Mitsutaka | YM2413 emulator. |
nori | FDS sound information. |
rahga | Famicom four-player adapter information. |
TheRedEye | ROM images, testing. |
Xodnizel | FCE Ultra. |
...and everyone whose name my mind has misplaced. |
libmpcdec:
Tremor:Copyright (c) 2005, The Musepack Development Team All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the The Musepack Development Team nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Gb_Snd_Emu:Copyright (c) 2002, Xiph.org Foundation Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. - Neither the name of the Xiph.org Foundation nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Blip_Buffer:/* Library Copyright (C) 2003-2004 Shay Green. Gb_Snd_Emu is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Gb_Snd_Emu is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Gb_Snd_Emu; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */
Sms_Snd_Emu(base for T6W28_Apu NGP code):Copyright (C) 2003-2006 Shay Green. This module is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This module is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this module; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Handy:Copyright (C) 2003-2006 Shay Green. This module is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This module is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this module; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Portions of PC Engine CD emulation:Copyright (c) 2004 K. Wilkins This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution.
OKI MSM6258 ADPCM Decoder:Copyright (C) 2004 Ki This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
Scale2x:/* * Copyright (c) 2001 Tetsuya Isaki. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * 3. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED * AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF * SUCH DAMAGE. */
hq2x, hq3x, hq4x:* Copyright (C) 2001, 2002, 2003, 2004 Andrea Mazzoleni * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
nes_ntsc://Copyright (C) 2003 MaxSt ( maxst@hiend3d.com ) //This program is free software; you can redistribute it and/or //modify it under the terms of the GNU Lesser General Public //License as published by the Free Software Foundation; either //version 2.1 of the License, or (at your option) any later version. // //This program is distributed in the hope that it will be useful, //but WITHOUT ANY WARRANTY; without even the implied warranty of //MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU //Lesser General Public License for more details. // //You should have received a copy of the GNU Lesser General Public //License along with this program; if not, write to the Free Software //Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
VisualBoyAdvance GameBoy and GBA code:/* Copyright (C) 2006 Shay Green. This module is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This module is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this module; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */
trio:// VisualBoyAdvance - Nintendo Gameboy/GameboyAdvance (TM) emulator. // Copyright (C) 1999-2003 Forgotten // Copyright (C) 2004-2006 Forgotten and the VBA development team // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2, or(at your option) // any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
ConvertUTF:* Copyright (C) 1998 Bjorn Reese and Daniel Stenberg. * Copyright (C) 2001 Bjorn Reese* Copyright (C) 2001 Bjorn Reese and Daniel Stenberg. * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF * MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE AUTHORS AND * CONTRIBUTORS ACCEPT NO RESPONSIBILITY IN ANY CONCEIVABLE MANNER.
MD5 Hashing:* Copyright 2001-2004 Unicode, Inc. * * Disclaimer * * This source code is provided as is by Unicode, Inc. No claims are * made as to fitness for any particular purpose. No warranties of any * kind are expressed or implied. The recipient agrees to determine * applicability of information provided. If this file has been * purchased on magnetic or optical media from Unicode, Inc., the * sole remedy for any claim will be exchange of defective media * within 90 days of receipt. * * Limitations on Rights to Redistribute This Code * * Unicode, Inc. hereby grants the right to freely use the information * supplied in this file in the creation of products supporting the * Unicode Standard, and to make copies of this file in any form * for internal or external distribution as long as this notice * remains attached.
V810 Emulator:/* * RFC 1321 compliant MD5 implementation, * by Christophe Devine; * this program is licensed under the GPL. */
Unzipping Code:* Copyright (C) 2006 David Tucker * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
MiniLZO:/* unzip.c -- IO for uncompress .zip files using zlib Version 1.01e, February 12th, 2005 Copyright (C) 1998-2005 Gilles Vollant Read unzip.h for more info */ /* Decryption code comes from crypt.c by Info-ZIP but has been greatly reduced in terms of compatibility with older software. The following is from the original crypt.c. Code woven in by Terry Thorsen 1/2003. */ /* Copyright (c) 1990-2000 Info-ZIP. All rights reserved. See the accompanying file LICENSE, version 2000-Apr-09 or later (the contents of which are also included in zip.h) for terms of use. If, for some reason, all these files are missing, the Info-ZIP license also may be found at: ftp://ftp.info-zip.org/pub/infozip/license.html */
Fuse Z80 emulation code:Copyright (C) 2005 Markus Franz Xaver Johannes Oberhumer Copyright (C) 2004 Markus Franz Xaver Johannes Oberhumer Copyright (C) 2003 Markus Franz Xaver Johannes Oberhumer Copyright (C) 2002 Markus Franz Xaver Johannes Oberhumer Copyright (C) 2001 Markus Franz Xaver Johannes Oberhumer Copyright (C) 2000 Markus Franz Xaver Johannes Oberhumer Copyright (C) 1999 Markus Franz Xaver Johannes Oberhumer Copyright (C) 1998 Markus Franz Xaver Johannes Oberhumer Copyright (C) 1997 Markus Franz Xaver Johannes Oberhumer Copyright (C) 1996 Markus Franz Xaver Johannes Oberhumer All Rights Reserved. The LZO library is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. The LZO library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with the LZO library; see the file COPYING. If not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Markus F.X.J. Oberhumer <markus@oberhumer.com> http://www.oberhumer.com/opensource/lzo/
NeoPop Neo Geo Pocket (Color) Code:Copyright (c) 1999-2004 Philip Kendall, Witold Filipczyk $Id: z80_ops.c,v 1.56 2004/06/09 10:55:09 pak21 Exp $ This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Author contact information: E-mail: pak21-fuse@srcf.ucam.org Postal address: 15 Crescent Road, Wokingham, Berks, RG40 2DB, England
FPU Emulation://--------------------------------------------------------------------------- // NEOPOP : Emulator as in Dreamland // // Copyright (c) 2001-2002 by neopop_uk //--------------------------------------------------------------------------- // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. See also the license.txt file for // additional informations.
PC-FX MJPEG Decoding:/* Software floating-point emulation. Copyright (C) 1997,1998,1999,2000,2002,2003,2005,2006 Free Software Foundation, Inc. This file is part of the GNU C Library. Contributed by Richard Henderson (rth@cygnus.com), Jakub Jelinek (jj@ultra.linux.cz), David S. Miller (davem@redhat.com) and Peter Maydell (pmaydell@chiark.greenend.org.uk). The GNU C Library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. The GNU C Library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with the GNU C Library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. */
VRC7 Sound Emulation:/* * jrevdct.c * * Copyright (C) 1991, 1992, Thomas G. Lane. * This file is part of the Independent JPEG Group's software. * For conditions of distribution and use, see the accompanying README file. * */ (The file is included in the Mednafen source distribution as mednafen/Documentation/README.jpeg4a)
NEC V30MZ Emulator:/* YM2413 emulator written by Mitsutaka Okazaki 2001 Permission is granted to anyone to use this software for any purpose, including commercial applications. To alter this software and redistribute it freely, if the origin of this software is not misrepresented. */
NEC V30MZ disassembler(modified BOCHS x86 disassembler):/* This NEC V30MZ emulator may be used for purposes both commercial and noncommercial if you give the author, Bryan McPhail, a small credit somewhere(such as in the documentation for an executable package). */
Caution: Bochs' code is under the LGPL, but it is unclear if "or (at your option) any later version." applies to the x86 disassembler code.Cygne:This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
QuickLZ 1.20 data compression library Copyright (C) 2006-2007 Lasse Mikkel Reinhold QuickLZ can be used for free under the GPL-1 or GPL-2 license (where anything released into public must be open source) or under a commercial license if such has been acquired (see http://www.quicklz.com/order.html). The commercial license does not cover derived or ported versions created by third parties under GPL.