Mednafen

General Documentation

Last updated April 13, 2007
Valid as of Mednafen 0.8.1

Table of Contents:


Introduction

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)!


Core Features


Automatic IPS Patching

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.

CD-ROM Emulation

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.



Using Mednafen

Key Assignments

Key(s):Action:Configuration String:
F1Toggle in-game quick help screen.toggle_help
F5Save state.save_state
F7Load state.load_state
0-9Select save state slot."0" through "9"
-Decrement selected save state slot.state_slot_dec
=Increment selected save state slot.state_slot_inc
Shift + F5Record movie.save_movie
Shift + F7Play movie.load_movie
Shift + 0-9Select movie slot."m0" through "m9"
ALT + CToggle cheat console.togglecheatview
ALT + TToggle cheats active.togglecheatactive
TEnable network play console input.togglenetview
ALT + DToggle debugger.toggle_debugger
ALT + AEnter frame advance mode, if not already in it, and advance the frame.advance_frame
ALT + RExit frame advance mode.run_normal
SHIFT + F1Toggle frames-per-second display(from top to bottom, the display format is: virtual, rendered, blitted).toggle_fps_view
ALT + SToggle 600-frame(~10 seconds on NES) save-state rewinding functionality, disabled by default.state_rewind_toggle
BackspaceRewind emulation, if save-state rewinding functionality is enabled, up to 600 frames.state_rewind
F9Save screen snapshot.take_snapshot
Alt + EnterToggle fullscreen mode.toggle_fs
Ctrl + 1
through
Ctrl + 9
Toggle layer."tl1" through "tl9"
~Fast-forward.fast_forward
CTRL + SHIFT + iSelect 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
F2Activate in-game input configuration process for a command key.input_configc
Scroll LockToggle input grabbing(use this to use the PC Engine mouse properly in windowed mode).toggle_grab_input
Shift + Scroll LockToggle 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
F10Reset.reset
F11Hard reset(toggle power switch).power
Escape/F12Exit(the emulator, or netplay chat mode).exit


NES

Key(s):Action:Configuration String:
ALT + SHIFT + 1Activate in-game input configuration process for input port 1.input_config1
ALT + SHIFT + 2Activate in-game input configuration process for input port 2.input_config2
ALT + SHIFT + 3Activate in-game input configuration process for input port 3.input_config3
ALT + SHIFT + 4Activate in-game input configuration process for input port 4.input_config4
ALT + SHIFT + 5Activate in-game input configuration process for the Famicom expansion port.input_config5

VS Unisystem

Key:Action:Configuration String:
F8Insert coin.insert_coin
F6Show/Hide dip switches.toggle_dipview
1-8Toggle dip switches(when dip switches are shown)."1" through "8"

Famicom Disk System

Key:Action:Configuration String:
F6Select disk and disk side.select_disk
F8Eject or Insert disk.insert_eject_disk

Barcode Readers

Key:Action:Configuration String:
0-9Barcode digits(after activating barcode input)."0" through "9"
F8Activate barcode input/scan barcode.activate_barcode

Game Pad

Key:Button on Emulated Gamepad:
Keypad 2B
Keypad 3A
Enter/ReturnStart
TabSelect
ZDown
WUp
ALeft
SRight

Power Pad

Side B
OP []
KL;'
M,./

Side A
P [
KL;'
,.

Family Keyboard

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.

HyperShot Controller

RunJump
Controller IQW
Controller IIER

Mahjong Controller

Emulated Mahjong Controller:ABCDEFGHIJKLMN
PC Keyboard:QWERTASDFGHJKL

Emulated Mahjong Controller:SELST?????
PC Keyboard:ZXCVBNM

Quiz King Controller

Emulated Buzzer:123456
PC Keyboard:QWERTY


Atari Lynx

Key(s):Action:Configuration String:
ALT + SHIFT + 1Activate in-game input configuration process for Lynx pad.input_config1
F8Rotate the screen(and optionally input controlled, by setting lynx.rotateinput)rotatescreen

Key:Action/Button:
Keypad 2B
Keypad 3A
Keypad 4 & Enter/ReturnPause
Keypad 7Option 1
Keypad 1Option 2
WUp
ZDown
ALeft
SRight


GameBoy/GameBoy Color/GameBoy Advance

Key(s):Action:Configuration String:
ALT + SHIFT + 1Activate in-game input configuration process for GameBoy pad.input_config1

Key:Action/Button:
Keypad 2B
Keypad 3A
Enter/ReturnStart
TabSelect
Keypad 5Shoulder Left(GBA only)
Keypad 6Shoulder Right(GBA only)
WUp
ZDown
ALeft
SRight


Neo Geo Pocket/Neo Geo Pocket Color

Key(s):Action:Configuration String:
ALT + SHIFT + 1Activate in-game input configuration process for Neo Geo Pocket pad.input_config1

Key:Action/Button:
Keypad 2A
Keypad 3B
Enter/ReturnOption
WUp
ZDown
ALeft
SRight


PC Engine(TurboGrafx 16)/SuperGrafx

Key(s):Action:Configuration String:
ALT + SHIFT + 1Activate in-game input configuration process for gamepad 1.input_config1
ALT + SHIFT + 2Activate in-game input configuration process for gamepad 2.input_config2
ALT + SHIFT + 3Activate in-game input configuration process for gamepad 3.input_config3
ALT + SHIFT + 4Activate in-game input configuration process for gamepad 4.input_config4
ALT + SHIFT + 5Activate in-game input configuration process for gamepad 5.input_config5

Key:Action/Button:
Keypad 2II
Keypad 3I
Enter/ReturnRun
TabSelect
WUp
ZDown
ALeft
SRight


WonderSwan

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 + 1Activate in-game input configuration process for WonderSwan pad.input_config1
F8Rotate the screen(and optionally input controlled, by setting wswan.rotateinput)rotatescreen

Key:Action/Button:
Keypad 2B
Keypad 3A
Enter/ReturnStart
WUp, X Cursors
ZDown, X Cursors
ALeft, X Cursors
SRight, X Cursors
UPUp, Y Cursors
DOWNDown, Y Cursors
LEFTLeft, Y Cursors
RIGHTRight, Y Cursors


Command-line

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 xstringn/aLoad 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 xboolean1If 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 xboolean0Automatically save the game state when a game is closed and reload the state when the game is loaded again.
-dfmd5 xboolean1Include the MD5 hash of the loaded game in the filenames of the data file(save states, SRAM backups) Mednafen creates.
-snapname xboolean0If value is true, use an alternate naming scheme(file base and numeric) for screen snapshots.
-sound xboolean1If value is true, enable sound emulation and output.
-soundrate xinteger48000Specifies the sound playback rate, in frames per second("Hz"). Rates higher than 48000, and lower than 8192, are not supported.
-soundvol xinteger100Sound volume, in percent, from 0 to 100.
-soundbufsize xinteger32(52 for Win32)Specifies the desired size of the sound buffer, in milliseconds.
-sounddriver xstringdefaultSelect sound driver. The following choices are possible, sorted by preference when "default" driver is used, but dependent on being compiled in:
  • oss
  • alsa
  • dsound
  • sdl not recommended, but here if anyone/platform needs it :)
  • jack
-sounddevice xstringdefaultSelect 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 xboolean0When 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 xinteger100PSG volume when playing a CD game, 0-200(%)
-pce.cddavolume xinteger100CD-DA volume, 0-200(%).
-pce.adpcmvolume xinteger100ADPCM volume, 0-200(%).
-<system(pce, gba, gb, ngp only)>.forcemono xboolean0Force monophonic(instead of stereo) sound output.
-autofirefreq xinteger3Set auto fire frequency to ~60Hz / (x + 1). Replace "60" with "50" for PAL games. A value of "0" disables the configured autofire buttons.
-analogthreshold xinteger75Threshold for detecting a "button" press on analog axis, in percent.
-ckdelay xinteger0The 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 xstringgamepadSelect 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 xstringnoneSelect Famicom expansion port device. Valid strings are "none", "shadow", "arkanoid", "4player", and "fkb".
-nes.nofs xboolean0If value is true, disable four-score emulation.
-nes.gg xboolean0Enable NES Game Genie emulation.
-nes.ggrom xstringPath to Game Genie ROM image.
-ffspeed xinteger2Specifies the speed multiplier to be used in fast-forward mode.
-fftoggle xboolean0Treat the fast-forward button as a toggle.
-ffnosoundboolean0Silence sound output when fast-forwarding.
-nothrottle xboolean0If value is true, disable the speed throttling that is used when sound emulation is disabled.
-nes.n106bs xboolean0Enable less-accurate, but better sounding, Namco 106(mapper 19) sound emulation.
-nes.no8lim xboolean0No 8-sprites-per-scanline limit option.
-nes.cpalette xstring0Load a custom global NES palette from file "x". To stop using a custom palette:
mednafen -cpalette "" game.nes
-nes.ntscblitter xboolean0Enable 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 xstringnoneSelect video quality/type preset. Valid strings are: none, composite, svideo, rgb, and monochrome.
-nes.ntsc.mergefields xboolean0Merge fields to partially work around !=60.1Hz refresh rates.
-nes.ntsc.saturation xreal0NTSC composite blitter saturation, -1 <= x <= 1.
-nes.ntsc.hue xreal0NTSC composite blitter hue, -1 <= x <= 1.
-nes.ntsc.sharpness xreal0NTSC composite blitter sharpness, -1 <= x <= 1.
-nes.ntsc.brightness xreal0NTSC composite blitter brightness, -1 <= x <= 1.
-nes.ntsc.contrast xreal0NTSC composite blitter contrast, -1 <= x <= 1.
-nes.ntsc.matrix xboolean0Enable NTSC custom decoder matrix.
-nes.ntsc.matrix.0 xreal1.539NTSC custom decoder matrix element 0(red, value * V).
-nes.ntsc.matrix.1 xreal-0.622NTSC custom decoder matrix element 1(red, value * U).
-nes.ntsc.matrix.2 xreal-0.571NTSC custom decoder matrix element 2(green, value * V).
-nes.ntsc.matrix.3 xreal-0.185NTSC custom decoder matrix element 3(green, value * U).
-nes.ntsc.matrix.4 xreal0.000NTSC custom decoder matrix element 4(blue, value * V).
-nes.ntsc.matrix.5 xreal2.000NTSC custom decoder matrix element 5(blue, value * U.
-nes.pal xboolean0If value is true, emulate a PAL NES. Otherwise emulate an NTSC NES.
-nes.clipsides xboolean0If value is true, clip leftmost and rightmost 8 columns of pixels of the video output.
-nes.slstart xinteger8 First scanline to be rendered in NTSC emulation mode(when PAL emulation is disabled).
-nes.slend xinteger231 Last scanline to be rendered in NTSC emulation mode.
-nes.slstartp xinteger0 First scanline to be rendered in PAL emulation mode.
-nes.slendp xinteger239 Last scanline to be rendered in PAL emulation mode.
-pce.forcesgx xboolean0Force SuperGrafx emulation.
-pce.ocmultiplier xinteger1CPU 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 xinteger1CD-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 xboolean0No 16-sprites-per-scanline limit option.
WARNING: This option may cause undesirable graphics glitching on some games(such as "Bloody Wolf").
-pce.cdbios xstringPath to the CD BIOS
-lynx.rotateinput xboolean1"Rotate" emulated D-pad along with the screen when rotated.
-wswan.rotateinput xboolean0"Rotate" emulated D-pads along with the screen when rotated.
Argument:Value Type:Default value:Description:
-connectTrigger to connect to remote host after the game is loaded.
-nethost xstringSet server's hostname to connect to during netplay.
-netport xinteger4046Set port number to connect to on remote host.
-netpassword xstringThe optional password used to connect to a netplay server.
-netlocalplayers xinteger1Set the number of local players on your system during netplay.
-netnick xstringSet nickname used during chat when using netplay.
-vblur xboolean0Motion 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 xboolean0Accumulate color data rather than discarding it.
-vblur.accum.amount xreal50Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame.
-vdriver xinteger0Select which video output "driver" to use.
  • 0 = OpenGL + SDL
  • 1 = SDL framebuffer

Bilinear interpolation, and alpha blending of some OSD layers are not available with the "SDL framebuffer" driver.
-<system>.videoip xboolean0
PCE: 1
Use bilinear interpolation.
-<system>.scanlines xinteger0If non-zero, enable scanlines; scanline_brightness = 100% - (100% / x)
-<system>.special xstringnoneUse 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).
  • none or 0 (disable special scaler)
  • hq2x
  • hq3x
  • hq4x
  • scale2x
  • scale3x
  • scale4x
  • nn2x (Nearest-neighbor 2x)
  • nn3x (Nearest-neighbor 3x)
  • nn4x (Nearest-neighbor 4x)
  • nny2x (Nearest-neighbor 2x, y axis only)
  • nny3x (Nearest-neighbor 3x, y axis only)
  • nny4x (Nearest-neighbor 4x, y axis only)
-<system>.pixshader xstringnoneEnable 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.
  • none (disable pixel shader)
  • ipxnoty Linear interpolation on X axis only.
  • ipynotx Linear interpolation on Y axis only.
  • ipsharper Sharper bilinear interpolation.
  • ipxnotysharper Sharper version of "ipxnoty".
  • ipynotxsharper Sharper version of "ipynotx".
  • scale2x Scale2X effect. It can be used with the "scale2x", "scale3x", and "scale4x" special scalers, giving "scale4x", "scale6x", and "scale8x", respectively.
-<system>.stretch xboolean0Stretch to fill screen when in fullscreen mode.
-glvsync xboolean1Attempt 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)
realNES: 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
integerNES: 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.
-fsboolean0Full screen mode.


Game-specific Emulation Hacks

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


Credits

Name:Contribution(s):
\Firebug\High-level mapper information.
Andrea MazzoleniScale2x/Scale3x scalers included in Mednafen.
BeroOriginal FCE source code.
Brad TaylorNES sound information.
Charles MacDonaldPC Engine technical information.
EFXTesting.
Fredrik OlsonNES four-player adapter information.
Gilles VollantPKZIP file loading functions.
gorohVarious documents.
Info-ZIPZLIB
Jeremy ChadwickGeneral NES information.
kevtrisLow-level NES information and sound information.
KiVarious technical information.
Mark KnibbsVarious NES information.
Marat FayzullinGeneral NES information.
Matthew ConteSound information.
Maxim Stepinhq2x and hq3x scalers included in Mednafen.
MitsutakaYM2413 emulator.
noriFDS sound information.
rahgaFamicom four-player adapter information.
TheRedEyeROM images, testing.
XodnizelFCE Ultra.
...and everyone whose name my mind has misplaced.


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Gb_Snd_Emu:
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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.
Portions of PC Engine CD emulation:
        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.
OKI MSM6258 ADPCM Decoder:
/*
 * 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.
 */
Scale2x:
 * 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.
hq2x, hq3x, hq4x:
//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
nes_ntsc:
/* 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 */
VisualBoyAdvance GameBoy and GBA code:
// 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.
trio:
 * 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.
ConvertUTF:
 * 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.
MD5 Hashing:
/*
 * RFC 1321 compliant MD5 implementation,
 * by Christophe Devine ;
 * this program is licensed under the GPL.
 */
V810 Emulator:
 * 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
Unzipping Code:
/* 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
*/
MiniLZO:
   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/
Fuse Z80 emulation 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
NeoPop Neo Geo Pocket (Color) Code:
//---------------------------------------------------------------------------
// 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.
FPU Emulation:
/* 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.  */
PC-FX MJPEG Decoding:
/*
 * 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)
VRC7 Sound Emulation:
/*
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 Emulator:
/* 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).
*/
NEC V30MZ disassembler(modified BOCHS x86 disassembler):
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.
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
Cygne:
Cygne is distributed under the terms of the GNU GPL Version 2, 1991.
Copyright 2002 Dox, dox@space.pl.

QuickLZ:
                     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.