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mednafen-0.9.26-3.1.mga3.tainted.x86_64.rpm



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  <center><h1><img alt="Mednafen" src="mednafen.png" width="696" height="204" /></h1></center>
  <center><h1>General Documentation</h1></center>
  <center><i>Last updated October 14, 2012<br />Valid as of 0.9.26-WIP</i></center>
 <p>
 <b>Table of Contents:</b>
 <ul><li /><a href="#Introduction">Introduction</a><ul><li /><a href="#Introduction%01Base+Directory">Base Directory</a><ul></ul></ul><li /><a href="#Core+Features">Core Features</a><ul><li /><a href="#Core+Features%01CD-ROM+Emulation">CD-ROM Emulation</a><ul><li /><a href="#Core+Features%01CD-ROM+Emulation%01Physical+CDs">Physical CDs</a><ul></ul><li /><a href="#Core+Features%01CD-ROM+Emulation%01Ripped+Disc+Images">Ripped Disc Images</a><ul></ul><li /><a href="#Core+Features%01CD-ROM+Emulation%01Multiple-CD+Games">Multiple-CD Games</a><ul></ul></ul></ul><li /><a href="#Security+Issues">Security Issues</a><ul><li /><a href="#Security+Issues%01Save+States">Save States</a><ul></ul><li /><a href="#Security+Issues%01CD+rips+and+PSF%28PSF1%2C+GSF%2C+etc.%29+Files">CD rips and PSF(PSF1, GSF, etc.) Files</a><ul></ul><li /><a href="#Security+Issues%01Network+Play">Network Play</a><ul></ul></ul><li /><a href="#Using+Mednafen">Using Mednafen</a><ul><li /><a href="#Using+Mednafen%01Key+Assignments">Key Assignments</a><ul></ul><li /><a href="#Using+Mednafen%01Command-line">Command-line</a><ul></ul><li /><a href="#Using+Mednafen%01Global+Settings+Reference">Global Settings Reference</a><ul></ul><li /><a href="#Using+Mednafen%01Firmware%2FBIOS">Firmware/BIOS</a><ul></ul><li /><a href="#Using+Mednafen%01Custom+Palettes">Custom Palettes</a><ul></ul><li /><a href="#Using+Mednafen%01Automatic+IPS+Patching">Automatic IPS Patching</a><ul></ul></ul><li /><a href="#Advanced+Usage">Advanced Usage</a><ul><li /><a href="#Advanced+Usage%01Minimizing+video%2Faudio%2Finput+Lag">Minimizing video/audio/input Lag</a><ul><li /><a href="#Advanced+Usage%01Minimizing+video%2Faudio%2Finput+Lag%01Hardware+Selection">Hardware Selection</a><ul></ul><li /><a href="#Advanced+Usage%01Minimizing+video%2Faudio%2Finput+Lag%01Settings+to+Minimize+Video+Lag">Settings to Minimize Video Lag</a><ul></ul><li /><a href="#Advanced+Usage%01Minimizing+video%2Faudio%2Finput+Lag%01Settings+to+Minimize+Audio+Lag">Settings to Minimize Audio Lag</a><ul></ul></ul></ul><li />Emulation Module Documentation<ul><li /><a href="lynx.html">Atari Lynx</a> [lynx]<ul></ul><li /><a href="gb.html">GameBoy (Color)</a> [gb]<ul></ul><li /><a href="gba.html">GameBoy Advance</a> [gba]<ul></ul><li /><a href="ngp.html">Neo Geo Pocket (Color)</a> [ngp]<ul></ul><li /><a href="nes.html">Nintendo Entertainment System/Famicom</a> [nes]<ul></ul><li /><a href="pce.html">PC Engine (CD)/TurboGrafx 16 (CD)/SuperGrafx</a> [pce]<ul></ul><li /><a href="pce_fast.html">PC Engine (CD)/TurboGrafx 16 (CD)/SuperGrafx</a> [pce_fast]<ul></ul><li /><a href="pcfx.html">PC-FX</a> [pcfx]<ul></ul><li /><a href="gg.html">Sega Game Gear</a> [gg]<ul></ul><li /><a href="md.html">Sega Genesis/MegaDrive</a> [md]<ul></ul><li /><a href="sms.html">Sega Master System</a> [sms]<ul></ul><li /><a href="psx.html">Sony PlayStation</a> [psx]<ul></ul><li /><a href="snes.html">Super Nintendo Entertainment System/Super Famicom</a> [snes]<ul></ul><li /><a href="vb.html">Virtual Boy</a> [vb]<ul></ul><li /><a href="wswan.html">WonderSwan</a> [wswan]<ul></ul></ul><li /><a href="cheat.html">Cheat Guide</a><ul></ul><li /><a href="debugger.html">Debugger</a><ul></ul><li /><a href="netplay.html">Network Play</a><ul></ul><li /><a href="#Credits">Credits</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits">Licenses, Copyright Notices, and Code Credits</a><ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01libmpcdec">libmpcdec</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Tremor">Tremor</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Gb_Snd_Emu">Gb_Snd_Emu</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Blip_Buffer">Blip_Buffer</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Sms_Snd_Emu%28base+for+T6W28_Apu+NGP+code%29">Sms_Snd_Emu(base for T6W28_Apu NGP code)</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Handy">Handy</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01PC2e+%28Used+in+portions+of+PC+Engine+CD+emulation%29">PC2e (Used in portions of PC Engine CD emulation)</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Scale2x">Scale2x</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01hq2x%2C+hq3x%2C+hq4x">hq2x, hq3x, hq4x</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01nes_ntsc">nes_ntsc</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%012xSaI">2xSaI</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01VisualBoyAdvance+GameBoy+and+GBA+code">VisualBoyAdvance GameBoy and GBA code</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01trio">trio</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01ConvertUTF">ConvertUTF</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01MD5+Hashing">MD5 Hashing</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01V810+Emulator">V810 Emulator</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Unzipping+Code">Unzipping Code</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01MiniLZO">MiniLZO</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Fuse+Z80+emulation+code">Fuse Z80 emulation code</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01NeoPop+Neo+Geo+Pocket+%28Color%29+Code">NeoPop Neo Geo Pocket (Color) Code</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01SoftFloat+%28Used+in+V810+FPU+Emulation%29">SoftFloat (Used in V810 FPU Emulation)</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01PC-FX+MJPEG+Decoding">PC-FX MJPEG Decoding</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01VRC7+Sound+Emulation">VRC7 Sound Emulation</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01NEC+V30MZ+Emulator">NEC V30MZ Emulator</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01NEC+V30MZ+disassembler%28modified+BOCHS+x86+disassembler%29">NEC V30MZ disassembler(modified BOCHS x86 disassembler)</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Cygne">Cygne</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01FCE+Ultra">FCE Ultra</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01QuickLZ">QuickLZ</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Q-Subchannel+CRC16+Code">Q-Subchannel CRC16 Code</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01SMS+Plus">SMS Plus</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Genesis+Plus">Genesis Plus</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Genesis+Plus+GX">Genesis Plus GX</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01EMU2413%28used+in+SMS+emulation%29">EMU2413(used in SMS emulation)</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01blz">blz</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01CD-ROM+data+correction+code">CD-ROM data correction code</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01C68K">C68K</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01YM2612+Emulator">YM2612 Emulator</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Sega+Genesis+SVP%2FSSP16+Emulator">Sega Genesis SVP/SSP16 Emulator</a><ul></ul><li /><a href="#Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Speex+Resampler">Speex Resampler</a><ul></ul></ul></p><hr width="100%" />
 <a name="Introduction"><h2>Introduction</h2></a><p> <p>
 This main document covers general Mednafen usage, generally regardless of which system is being emulated.  Documentation covering key assignments, settings, and related information for each system emulation module is linked to in the table of contents under "Emulation Module Documentation".
 </p>

 <p>
  The term "movie" used in this documentation refers to save-state and recorded input stream stored in a file, generally usable only in Mednafen itself.<br>
  The terms "audio/video movie", "QuickTime movie", and variations thereof refer to audio and video data recorded and stored in a file, and
  usable with external programs.
 </p>
  <a name="Introduction%01Base+Directory"><h3>Base Directory</h3></a><p>   <p>
    Mednafen's "base directory" is the directory under which Mednafen stores its data and
    looks for various auxillary data by default.  If the "<b>HOME</b>" environment variable is set, it will be suffixed with "/.mednafen"
    and used as the base directory(in other words ~/.mednafen, or $HOME/.mednafen).  If the "<b>MEDNAFEN_HOME</b>" environment variable is set,
    it will be used as the base directory.  If neither the "HOME" nor "MEDNAFEN_HOME" environment
    variable is set, and the current user has an entry in the password file, the corresponding home directory
    will be used as if it were the "HOME" environment variable.
   </p>

   <p>
    On Microsoft Windows, these conditions are typically
    not met, in which case the directory the Mednafen executable("mednafen.exe") is in will be used as the base directory.
   </p>

   <p>
    If none of the preceding conditions were met, then you're doomed, doomy doomy DOOMED, GOTO DOOM.
   </p>

  </p><hr width="75%">
 </p><hr width="75%">
 <a name="Core+Features"><h2>Core Features</h2></a><p> <ul>
  <li>Physical joystick/gamepad support.</li>
  <li>Versatile input configuration system; assign multiple physical buttons to a virtual button or action.</li>
  <li>Multiple graphics filters and scaling modes.</li>
  <li>Save states.</li>
  <li>Real-time game rewinding.</li>
  <li>Screen snapshots, saved in PNG format.</li>
  <li>QuickTime movie recording.</li>
  <li>MS WAV-format sound logging.</li>
  <li>Loading games from gzip and (pk)zip compressed archives.</li>
  <li>Network play(utilizing an external dedicated server program).</li>
</ul>

 <a name="Core+Features%01CD-ROM+Emulation"><h3>CD-ROM Emulation</h3></a><p> <p>
  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 <b>strongly</b> recommended for performance and data consistency.
 </p>

<a name="Core+Features%01CD-ROM+Emulation%01Physical+CDs"><h4>Physical CDs</h4></a><p> Physical CD access is done via <a href="http://www.gnu.org/s/libcdio/">libcdio</a>, using SCSI Multimedia Commands.
 Only drives that support reading and returning raw P-W subchannel data, CD-DA data, and 2352-byte raw data sector data
 are supported.  Note that some drives have buggy firmware and may return subchannel data
 for a following or preceding sector/frame, sometimes out of order, and this can compromise or break the program
 being emulated.
</p><hr width="50%">
<a name="Core+Features%01CD-ROM+Emulation%01Ripped+Disc+Images"><h4>Ripped Disc Images</h4></a><p> <p>
  For ripped disc images, Mednafen supports "CUE" sheets and cdrdao "TOC" files; though only a very limited subset of the
  latter's full capabilities is supported.  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.
 </p>
 <p>
  The cdrdao "TOC" support in Mednafen includes support for "RW_RAW" subchannel data, needed for CD+G.  Note that Mednafen assumes that the Q subchannel
  is also included in the RW_RAW data area in the ripped image(even though the name "RW_RAW" would suggest it isn't present, cdrdao seems to included it).  If
  the Q subchannel data is missing from the RW_RAW data area in the ripped image, Mednafen's CD emulation will not work properly.
 </p>
 <p>
  Since 0.8.4, Mednafen will perform simple data correction on ripped CDROM images that contain EDC and L-EC data(2352-byte-per-sector "raw" rips").
  It calculates the real EDC, and if it doesn't match the EDC recorded for that sector, it will evaluate the L-EC data to repair the data.  If the
  data is unrepairable, an error message will be displayed.
  <br>
  <b>This may cause problems with naive patches that don't update the error-correction data(at least the 32-bit EDC, if that's correct, the L-EC data will
  be ignored)!</b>
 </p>
</p><hr width="50%">
<a name="Core+Features%01CD-ROM+Emulation%01Multiple-CD+Games"><h4>Multiple-CD Games</h4></a><p> <p>
  To play a game that consists of more than one CD, and you are using ripped disc images, you will need to create an
  M3U file(plain-text, ".m3u" extension), and enter the filenames of the CUE/TOC sheets, one per line.  Load the M3U file
  with Mednafen instead of the CUE/TOC files, and use the F6 and F8 keys to switch among the various discs available.
  <br>
  <b>Note:</b> Preferably, your M3U file(s) should reference CUE/TOC files that are in the same directory as the M3U file,
  otherwise you will likely need to alter the <a href="#filesys.untrusted_fip_check">filesys.untrusted_fip_check</a> setting.
 </p>

 <p>
  Support for multi-disc games when using physical CDs is somewhat clunky.  To begin with, you'll need to start Mednafen with
  the first disc of the set in the drive.  To switch to a different disc, press the F8 key, which should eject the disc.  If
  the disc fails to eject, use the drive's eject button.  Place the disc you're switching to in the drive, close
  the lid/tray/whatever(if applicable), and press the F8 key again.  If you're using a standard PC-type drive with extending
  tray, you may just press F8 to close the tray instead of manually closing it and then pressing F8.
 </p>
 </p><hr width="50%">
 </p><hr width="50%">
 </p><hr width="50%">
 <a name="Security+Issues"><h2>Security Issues</h2></a><p>
 This section discusses various known design flaws/choices, bugs, and limitations in Mednafen that have security implications.

 <a name="Security+Issues%01Save+States"><h3>Save States</h3></a><p> Causing Mednafen to lock-up, abort, or consume large amounts of CPU time via loading a specially-constructed save state is
 a trivial exercise.  It is hypothetically possible to overflow some buffers on some emulated systems by clever
 manipulation of saved timekeeping variables.  In combination with custom emulated machine code and state, it may therefore
 be possible to run arbitrary host code, compromising the host system. <b>Therefore, loading save states from parties
 you have reason to distrust, or not trust, is advised against.</b>
 </p><hr width="75%">
 <a name="Security+Issues%01CD+rips+and+PSF%28PSF1%2C+GSF%2C+etc.%29+Files"><h3>CD rips and PSF(PSF1, GSF, etc.) Files</h3></a><p> <p>
 CUE and TOC, and PSF(PSF1, GSF, etc.) files can reference arbitrary files for inclusion and parsing.  Inclusion of
 device files may cause odd system behavior, particularly if you are running Mednafen as root(which you shouldn't be!) on a
 UN*X system, or cause Mednafen to lockup or abort.  <b>In combination with save states, this file inclusion presents
 the possibility of leaking of private local information;</b> for example, if an attacker supplies a CD rip or PSF rip that
 you subsequently run, and can convince you to save a state and send it back, or to connect to a network play server(in
 which save states are automatically utilized), the attacker may then have access to local private data from your
 system.  The setting <a href="#filesys.untrusted_fip_check">filesys.untrusted_fip_check</a>, when set to 1(the default), will enable
 checks that mitigate this potential problem.
 </p>
 </p><hr width="75%">
 <a name="Security+Issues%01Network+Play"><h3>Network Play</h3></a><p> <p>
 Mednafen's network play automatically utilizes save states to synchronize state among newly connected players, and
 thereafter at connected players' command.  Hence, any security issues relating to save states apply to network play as well.
 </p>

 <p>
 Additionally, network problems, or a malicious network play server or player, may cause Mednafen to lock up or consume large
 amounts of CPU time processing received data.
 </p>
 </p><hr width="75%">
 </p><hr width="75%">
 <a name="Using+Mednafen"><h2>Using Mednafen</h2></a><p> <p>
 
 </p>
 <a name="Using+Mednafen%01Key+Assignments"><h3>Key Assignments</h3></a><p> <p>
 <table border>
 <tr><th>Key(s):</th><th>Action:</th><th>Configuration String:</th></tr>
 <tr><td>F1</td><td>Toggle in-game quick help screen.</td><td>toggle_help</td></tr>
 <tr><td>F5</td><td>Save state.</td><td>save_state</td></tr>
 <tr><td>F7</td><td>Load state.</td><td>load_state</td></tr>
 <tr><td>0-9</td><td>Select save state slot.</td><td>"0" through "9"</td></tr>
 <tr><td>-</td><td>Decrement selected save state slot.</td><td>state_slot_dec</td></tr>
 <tr><td>=</td><td>Increment selected save state slot.</td><td>state_slot_inc</td></tr>
 <tr><td>Shift + F5</td><td>Record movie.</td><td>save_movie</td></tr>
 <tr><td>Shift + F7</td><td>Play movie.</td><td>load_movie</td></tr>
 <tr><td>Shift + 0-9</td><td>Select movie slot.</td><td>"m0" through "m9"</td></tr>
 <tr><td>ALT + C</td><td>Toggle cheat console.</td><td>togglecheatview</td></tr>
 <tr><td>ALT + T</td><td>Toggle cheats active.</td><td>togglecheatactive</td></tr>
 <tr><td>T</td><td>Enable network play console input.</td><td>togglenetview</td></tr>
 <tr><td>ALT + D</td><td>Toggle debugger.</td><td>toggle_debugger</td></tr>
 <tr><td>ALT + A</td><td>Enter frame advance mode, if not already in it, and advance the frame.</td><td>advance_frame</td></tr>
 <tr><td>ALT + R</td><td>Exit frame advance mode.</td><td>run_normal</td></tr>
 <tr><td>SHIFT + F1</td><td>Toggle frames-per-second display(from top to bottom, the display format is: virtual, rendered, blitted).</td><td>toggle_fps_view</td></tr>
 <tr><td>ALT + S</td><td>Toggle <a href="#srwframes">600-frame(~10 seconds on NES)</a> save-state rewinding functionality, disabled by default.</td><td>state_rewind_toggle</td></tr>
 <tr><td>Backspace</td><td>Rewind emulation, if save-state rewinding functionality is enabled, up to <a href="#srwframes">600 frames</a>.</td><td>state_rewind</td></tr>
 <tr><td>F9</td><td>Save screen snapshot.</td><td>take_snapshot</td></tr>
 <tr><td>ALT + O</td><td>Rotate the screen</td><td>rotate_screen</td></tr>
 <tr><td>Alt + Enter</td><td>Toggle fullscreen mode.</td><td>toggle_fs</td></tr>
 <tr><td nowrap>Ctrl + 1<br>through<br>Ctrl + 9</td><td>Toggle layer.</td><td>"tl1" through "tl9"</td></tr>
 <tr><td>`</td><td>Fast-forward.</td><td>fast_forward</td></tr>
 <tr><th>Key(s):</th><th>Action:</th><th>Configuration String:</th></tr>
 <tr><td>F3</td><td>Detect analog buttons on physical joysticks/gamepads(for use with the input configuration process).
<p>
                  Twirl all sticks and D-pads and press all analog buttons on any physical gamepads/joysticks with analog buttons you want
                  to use in the input configuration process, then press F3.  Then, configure input as normal.  The detected analog buttons
                  will be recognized during input configuration until Mednafen exits;  if you exit Mednafen and restart, and want to configure
                  input devices again, you'll need to repeat the twirling-pressing-F3 process again).
</p>
</td><td>input_config_abd</td></tr>

 <tr><td nowrap>ALT + SHIFT + [<i>n</i>]</td><td>Configure buttons for emulated device on input port <i>n</i>(1-8).</td><td>input_config<i>n</i></td></tr>
 <tr><td nowrap>CTRL + SHIFT + [<i>n</i>]</td><td>Select input device on input port <i>n</i>(1-8).<br /><br /><b>Note:</b> Many games do not expect input devices to change while the game is running, and thus may require a hard reset.</td><td>device_select<i>n</i></td></tr>
 <tr><td>F2</td><td>Activate in-game input configuration process for a command key.</td><td>input_configc</td></tr>
 <tr><td>SHIFT + F2</td><td>Like F2, but after configuration completes, to activate the configured command key will require all buttons configured to it to be in a pressed state simultaneously to trigger the action.  Note that keyboard modifier keys(CTRL, ALT, SHIFT) are still treated as modifiers and not discrete keys.<br><br>Especially useful in conjunction with the <a href="#ckdelay">ckdelay</a> setting.</td><td>input_configc_am</td></tr>
 <tr><td nowrap>Scroll Lock</td><td>Toggle input grabbing(use this to use the PC Engine mouse properly in windowed mode).</td><td>toggle_grab_input</td></tr>
 <tr><td>Shift + Scroll Lock</td><td>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).</td><td>toggle_cdisable</td></tr>
 <tr><td>F10</td><td>Reset.</td><td>reset</td></tr>
 <tr><td>F11</td><td>Hard reset(toggle power switch).</td><td>power</td></tr>
 <tr><td>Escape/F12</td><td>Exit(the emulator, or netplay chat mode).</td><td>exit</td></tr>
 </table>
 </p>

 </p><hr width="75%">
 <a name="Using+Mednafen%01Command-line"><h3>Command-line</h3></a><p> <p>
  Mednafen supports arguments passed on the command line.   Arguments
  are taken in the form of "-parameter value".  Some arguments are valueless.
 </p>
 <p>
  In addition to the arguments listed in the table below, any setting listed in the "Settings" section of this document and any system emulation module sub-document can be set by prefixing it with
  a hyphen(-), followed by the parameter, such as: -nes.slstart 8
</p>
  <table border>
   <tr><th>Argument:</th><th>Parameter Type:</th><th>Description:</th></tr>
   <tr><td>-loadcd x</td><td>string</td><td>Load and boot a CD for system "x"(not available for all emulated systems).  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. </td></tr>
   <tr><td nowrap>-force_module x</td><td>string</td><td>Force usage of specified emulation module.</td></tr>

   <tr><td>-connect</td><td></td><td>Trigger to connect to remote host after the game is loaded.</td></tr>
   <tr><td nowrap>-soundrecord x</td><td>string</td><td>Record sound output to the specified filename in the MS WAV format.</td></tr>
   <tr><td nowrap>-qtrecord x</td><td>string</td><td>Record video and audio output to the specified filename in the QuickTime format.</td></tr>
  </table>
 </p><hr width="75%">
<a name="Using+Mednafen%01Global+Settings+Reference"><h3>Global Settings Reference</h3></a><p><p>
<b>Caution:</b> Any settings that change emulation behavior as seen from the emulated game are shown with the setting name bolded 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). 
</p>
<p><table border><tr class="TableHeader"><th>Setting:</th><th>Value Type:</th><th>Possible Values:</th><th>Default Value:</th><th>Description:</th></tr><tr class="RowA"><td class="ColA"><a name="autosave">autosave</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Automatic load/save state on game load/save.<p>Automatically save and load save states when a game is closed or loaded, respectively.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="cheats">cheats</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Enable cheats.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="debugger.autostepmode">debugger.autostepmode</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Automatically go into the debugger's step mode after a game is loaded.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="ffnosound">ffnosound</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Silence sound output when fast-forwarding.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="ffspeed">ffspeed</a></td><td class="ColB">real</td><td class="ColC">1 <i>through</i> 15</td><td class="ColD">4</td><td class="ColE">Fast-forwarding speed multiplier.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="fftoggle">fftoggle</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Treat the fast-forward button as a toggle.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="filesys.disablesavegz">filesys.disablesavegz</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Disable gzip compression when saving save states and backup memory.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="filesys.fname_movie">filesys.fname_movie</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">%f.%M%p.%x</td><td class="ColE">Format string for movie filename.<p>See <a href="fname_format.txt">fname_format.txt</a> for more information.  Edit at your own risk.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="filesys.fname_sav">filesys.fname_sav</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">%F.%M%x</td><td class="ColE">Format string for save games filename.<p>WARNING: %x should always be included, otherwise you run the risk of overwriting save data for games that create multiple save data files.<br />
<br />
See <a href="fname_format.txt">fname_format.txt</a> for more information.  Edit at your own risk.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="filesys.fname_snap">filesys.fname_snap</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">%f-%p.%x</td><td class="ColE">Format string for screen snapshot filenames.<p>WARNING: %x or %p should always be included, otherwise there will be a conflict between the numeric counter text file and the image data file.<br />
<br />
See <a href="fname_format.txt">fname_format.txt</a> for more information.  Edit at your own risk.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="filesys.fname_state">filesys.fname_state</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">%f.%M%X</td><td class="ColE">Format string for state filename.<p>See <a href="fname_format.txt">fname_format.txt</a> for more information.  Edit at your own risk.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="filesys.path_cheat">filesys.path_cheat</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">cheats</td><td class="ColE">Path to directory for cheats.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="filesys.path_firmware">filesys.path_firmware</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">firmware</td><td class="ColE">Path to directory for firmware.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="filesys.path_movie">filesys.path_movie</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">mcm</td><td class="ColE">Path to directory for movies.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="filesys.path_palette">filesys.path_palette</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">palettes</td><td class="ColE">Path to directory for custom palettes.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="filesys.path_sav">filesys.path_sav</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">sav</td><td class="ColE">Path to directory for save games and nonvolatile memory.<p>WARNING: Do not set this path to a directory that contains Famicom Disk System disk images, or you will corrupt them when you load an FDS game and exit Mednafen.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="filesys.path_snap">filesys.path_snap</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">snaps</td><td class="ColE">Path to directory for screen snapshots.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="filesys.path_state">filesys.path_state</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">mcs</td><td class="ColE">Path to directory for save states.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="filesys.untrusted_fip_check">filesys.untrusted_fip_check</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Enable untrusted file-inclusion path security check.<p>When this setting is set to "1", the default, paths to files referenced from files like CUE sheets and PSF rips are checked for certain characters that can be used in directory traversal, and if found, loading is aborted.  Set it to "0" if you want to allow constructs like absolute paths in CUE sheets, but only if you understand the security implications of doing so(see "Security Issues" section in the documentation).</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="input.autofirefreq">input.autofirefreq</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 1000</td><td class="ColD">3</td><td class="ColE">Auto-fire frequency.<p>Auto-fire frequency = GameSystemFrameRateHz / (value + 1)</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="input.ckdelay">input.ckdelay</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 99999</td><td class="ColD">0</td><td class="ColE">Dangerous key action delay.<p>The length of time, in milliseconds, that a button/key corresponding to a "dangerous" command like power, reset, exit, etc. must be pressed before the command is executed.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="input.joystick.axis_threshold">input.joystick.axis_threshold</a></td><td class="ColB">real</td><td class="ColC">0 <i>through</i> 100</td><td class="ColD">75</td><td class="ColE">Analog axis binary press detection threshold.<p>Threshold for detecting a digital-like "button" press on analog axis, in percent.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="input.joystick.global_focus">input.joystick.global_focus</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Update physical joystick(s) internal state in Mednafen even when Mednafen lacks OS focus.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="netplay.gamekey">netplay.gamekey</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD"></td><td class="ColE">Key to hash with the MD5 hash of the game.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="netplay.host">netplay.host</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">netplay.fobby.net</td><td class="ColE">Server hostname.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="netplay.localplayers">netplay.localplayers</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 16</td><td class="ColD">1</td><td class="ColE">Local player count.<p>Number of local players for network play.  This number is advisory to the server, and the server may assign fewer players if the number of players requested is higher than the number of controllers currently available.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="netplay.nick">netplay.nick</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD"></td><td class="ColE">Nickname.<p>Nickname to use for network play chat.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="netplay.password">netplay.password</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD"></td><td class="ColE">Server password.<p>Password to connect to the netplay server.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="netplay.port">netplay.port</a></td><td class="ColB">integer</td><td class="ColC">1 <i>through</i> 65535</td><td class="ColD">4046</td><td class="ColE">Server port.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="netplay.smallfont">netplay.smallfont</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Use small(tiny!) font for netplay chat console.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="nothrottle">nothrottle</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Disable speed throttling when sound is disabled.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="osd.alpha_blend">osd.alpha_blend</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Enable alpha blending for OSD elements.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="osd.state_display_time">osd.state_display_time</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 15000</td><td class="ColD">2000</td><td class="ColE">The length of time, in milliseconds, to display the save state or the movie selector after selecting a state or movie.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="qtrecord.h_double_threshold">qtrecord.h_double_threshold</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 1073741824</td><td class="ColD">256</td><td class="ColE">Double the raw image's height if it's below this threshold.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="qtrecord.vcodec">qtrecord.vcodec</a></td><td class="ColB">enum</td><td class="ColC">raw<br />cscd<br />png</td><td class="ColD">cscd</td><td class="ColE">Video codec to use.<p></p><ul><li><b>raw</b> - Raw<br>A fast codec, computationally, but will cause enormous file size and may exceed your storage medium's sustained write rate.</li><br /><li><b>cscd</b> - CamStudio Screen Codec<br>A good balance between performance and compression ratio.</li><br /><li><b>png</b> - PNG<br>Has a better compression ratio than "cscd", but is much more CPU intensive.  Use for compatibility with official QuickTime in cases where you have insufficient disk space for "raw".</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="qtrecord.w_double_threshold">qtrecord.w_double_threshold</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 1073741824</td><td class="ColD">384</td><td class="ColE">Double the raw image's width if it's below this threshold.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="sfspeed">sfspeed</a></td><td class="ColB">real</td><td class="ColC">0.25 <i>through</i> 1</td><td class="ColD">0.75</td><td class="ColE">SLOW-forwarding speed multiplier.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="sftoggle">sftoggle</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Treat the SLOW-forward button as a toggle.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="sound">sound</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Enable sound output.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="sound.buffer_time">sound.buffer_time</a></td><td class="ColB">integer</td><td class="ColC">1 <i>through</i> 1000</td><td class="ColD">32 (52 on MS Windows)</td><td class="ColE">Desired total buffer size in milliseconds.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="sound.device">sound.device</a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">default</td><td class="ColE">Select sound output device.<p>When using ALSA sound output under Linux, the "sound.device" setting "default" is Mednafen's default, IE "hw:0", not ALSA's "default". If you want to use ALSA's "default", use "sexyal-literal-default".</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="sound.driver">sound.driver</a></td><td class="ColB">enum</td><td class="ColC">default<br />alsa<br />oss<br />dsound<br />sdl<br />jack</td><td class="ColD">default</td><td class="ColE">Select sound driver.<p>The following choices are possible, sorted by preference, high to low, when "default" driver is used, but dependent on being compiled in.</p><ul><li><b>default</b> - Default<br>Default sound driver.</li><br /><li><b>alsa</b> - ALSA<br>A recommended driver, and the default for Linux(if available).</li><br /><li><b>oss</b> - Open Sound System<br>A recommended driver, and the default for non-Linux UN*X/POSIX/BSD systems, or anywhere ALSA is unavailable. If the ALSA driver gives you problems, you can try using this one instead.<br />
<br />
If you are using OSSv4 or newer, you should edit "/usr/lib/oss/conf/osscore.conf", uncomment the max_intrate= line, and change the value from 100(default) to 1000(or higher if you know what you're doing), and restart OSS. Otherwise, performance will be poor, and the sound buffer size in Mednafen will be orders of magnitude larger than specified.<br />
<br />
If the sound buffer size is still excessively larger than what is specified via the "sound.buffer_time" setting, you can try setting "sound.period_time" to 2666, and as a last resort, 5333, to work around a design flaw/limitation/choice in the OSS API and OSS implementation.</li><br /><li><b>dsound</b> - DirectSound<br>A recommended driver, and the default for Microsoft Windows.</li><br /><li><b>sdl</b> - Simple Directmedia Layer<br>This driver is not recommended, but it serves as a backup driver if the others aren't available. Its performance is generally sub-par, requiring higher latency or faster CPUs/SMP for glitch-free playback, except where the OS provides a sound callback API itself, such as with Mac OS X and BeOS.</li><br /><li><b>jack</b> - JACK<br>Somewhat experimental driver, unusably buggy until Mednafen 0.8.C. The "sound.buffer_time" setting controls the size of the local sound buffer, not the server's sound buffer, and the latency reported during startup is for the local sound buffer only. Please note that video card drivers(in the kernel or X), and hardware-accelerated OpenGL, may interfere with jackd's ability to effectively run with realtime response.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="sound.period_time">sound.period_time</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 100000</td><td class="ColD">0</td><td class="ColE">Desired period size in microseconds.<p>Currently only affects OSS and ALSA output.  A value of 0 defers to the default in the driver code in SexyAL.<br />
<br />
Note: This is not the "sound buffer size" setting, that would be "sound.buffer_time".</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="sound.rate">sound.rate</a></td><td class="ColB">integer</td><td class="ColC">22050 <i>through</i> 1048576</td><td class="ColD">48000</td><td class="ColE">Specifies the sound playback rate, in sound frames per second("Hz").<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="sound.volume">sound.volume</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 150</td><td class="ColD">100</td><td class="ColE">Sound volume level, in percent.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="srwcompressor">srwcompressor</a></td><td class="ColB">enum</td><td class="ColC">minilzo<br />quicklz<br />blz</td><td class="ColD">quicklz</td><td class="ColE">Compressor to use with state rewinding<p></p><ul><li><b>minilzo</b> - MiniLZO<br></li><br /><li><b>quicklz</b> - QuickLZ<br></li><br /><li><b>blz</b> - BLZ<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="srwframes">srwframes</a></td><td class="ColB">integer</td><td class="ColC">10 <i>through</i> 99999</td><td class="ColD">600</td><td class="ColE">Number of frames to keep states for when state rewinding is enabled.<p>WARNING: Setting this to a large value may cause excessive RAM usage in some circumstances, such as with games that stream large volumes of data off of CDs.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="video.blit_timesync">video.blit_timesync</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Enable time synchronization(waiting) for frame blitting.<p>Disable to reduce latency, at the cost of potentially increased video "juddering", with the maximum reduction in latency being about 1 video frame's time.<br />
Will work best with emulated systems that are not very computationally expensive to emulate, combined with running on a relatively fast CPU.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="video.driver">video.driver</a></td><td class="ColB">enum</td><td class="ColC">opengl<br />sdl<br />overlay</td><td class="ColD">opengl</td><td class="ColE">Select video driver, "opengl" or "sdl".<p></p><ul><li><b>opengl</b> - OpenGL + SDL<br>This output method is preferred, as all features are available with it.</li><br /><li><b>sdl</b> - SDL Surface<br>Slower with lower-quality scaling than OpenGL, but if you don't have hardware-accelerated OpenGL rendering, it will be faster than software OpenGL rendering. Bilinear interpolation not available. Pixel shaders do not work with this output method, of course.</li><br /><li><b>overlay</b> - SDL Overlay<br>As fast as OpenGL, perhaps faster in some situations, *if* it's hardware-accelerated. Scanline effects are not available. hq2x, hq3x, hq4x are not available. The OSD may be missing or glitchy. Bilinear interpolation can't be turned off. Harsh chroma subsampling blurring in some picture types.  If you use this output method, it is strongly recommended to use a special scaler with it, such as nn2x.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="video.frameskip">video.frameskip</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Enable frameskip during emulation rendering.<p>Disable for rendering code performance testing.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="video.fs">video.fs</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Enable fullscreen mode.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="video.glvsync">video.glvsync</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Attempt to synchronize OpenGL page flips to vertical retrace period.<p>Note: Additionally, if the environment variable "__GL_SYNC_TO_VBLANK" does not exist, then it will be created and set to the value specified for this setting.  This has the effect of forcibly enabling or disabling vblank synchronization when running under Linux with NVidia's drivers.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
</table></p><p><table border><tr class="TableHeader"><th>Setting:</th><th>Value Type:</th><th>Possible Values:</th><th>Default Value:</th><th>Description:</th></tr><tr class="RowA"><td class="ColA"><a name="&lt;system&gt;.enable">&lt;system&gt;.enable</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE">Enable (automatic) usage of this module.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="&lt;system&gt;.forcemono">&lt;system&gt;.forcemono<br /><ul><li>cdplay</li><li>gb</li><li>gba</li><li>gg</li><li>md</li><li>ngp</li><li>pce</li><li>pce_fast</li><li>pcfx</li><li>psx</li><li>sms</li><li>snes</li><li>vb</li><li>wswan</li></ul></a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Force monophonic sound output.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="&lt;system&gt;.pixshader">&lt;system&gt;.pixshader</a></td><td class="ColB">enum</td><td class="ColC">none<br />autoip<br />autoipsharper<br />scale2x<br />ipsharper<br />ipxnoty<br />ipynotx<br />ipxnotysharper<br />ipynotxsharper</td><td class="ColD">none</td><td class="ColE">Enable specified OpenGL pixel shader.<p>Obviously, this will only work with the OpenGL "video.driver" setting, 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.</p><ul><li><b>none</b> - None/Disabled<br></li><br /><li><b>autoip</b> - Auto Interpolation<br>Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer.</li><br /><li><b>autoipsharper</b> - Sharper Auto Interpolation<br>Same as "autoip", but when interpolation is done, it is done in a manner that will reduce blurriness if possible.</li><br /><li><b>scale2x</b> - Scale2x<br></li><br /><li><b>ipsharper</b> - Sharper bilinear interpolation.<br></li><br /><li><b>ipxnoty</b> - Linear interpolation on X axis only.<br></li><br /><li><b>ipynotx</b> - Linear interpolation on Y axis only.<br></li><br /><li><b>ipxnotysharper</b> - Sharper version of "ipxnoty".<br></li><br /><li><b>ipynotxsharper</b> - Sharper version of "ipynotx".<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="&lt;system&gt;.scanlines">&lt;system&gt;.scanlines</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 100</td><td class="ColD">0</td><td class="ColE">Enable scanlines with specified opacity.<p>Opacity is specified in %; IE a value of "100" will give entirely black scanlines.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="&lt;system&gt;.special">&lt;system&gt;.special</a></td><td class="ColB">enum</td><td class="ColC">none<br />hq2x<br />hq3x<br />hq4x<br />scale2x<br />scale3x<br />scale4x<br />2xsai<br />super2xsai<br />supereagle<br />nn2x<br />nn3x<br />nn4x<br />nny2x<br />nny3x<br />nny4x</td><td class="ColD">none</td><td class="ColE">Enable specified special video scaler.<p>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).</p><ul><li><b>none</b> - None/Disabled<br></li><br /><li><b>hq2x</b> - hq2x<br></li><br /><li><b>hq3x</b> - hq3x<br></li><br /><li><b>hq4x</b> - hq4x<br></li><br /><li><b>scale2x</b> - scale2x<br></li><br /><li><b>scale3x</b> - scale3x<br></li><br /><li><b>scale4x</b> - scale4x<br></li><br /><li><b>2xsai</b> - 2xSaI<br></li><br /><li><b>super2xsai</b> - Super 2xSaI<br></li><br /><li><b>supereagle</b> - Super Eagle<br></li><br /><li><b>nn2x</b> - Nearest-neighbor 2x<br></li><br /><li><b>nn3x</b> - Nearest-neighbor 3x<br></li><br /><li><b>nn4x</b> - Nearest-neighbor 4x<br></li><br /><li><b>nny2x</b> - Nearest-neighbor 2x, y axis only<br></li><br /><li><b>nny3x</b> - Nearest-neighbor 3x, y axis only<br></li><br /><li><b>nny4x</b> - Nearest-neighbor 4x, y axis only<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="&lt;system&gt;.stretch">&lt;system&gt;.stretch</a></td><td class="ColB">enum</td><td class="ColC">0<br />full<br />aspect<br />aspect_int<br />aspect_mult2</td><td class="ColD">aspect_mult2</td><td class="ColE">Stretch to fill screen.<p></p><ul><li><b>0</b> - Disabled<br></li><br /><li><b>full</b> - Full<br>Full-screen stretch, disregarding aspect ratio.</li><br /><li><b>aspect</b> - Aspect Preserve<br>Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained.</li><br /><li><b>aspect_int</b> - Aspect Preserve + Integer Scale<br>Full-screen stretch, same as "aspect" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer.</li><br /><li><b>aspect_mult2</b> - Aspect Preserve + Integer Multiple-of-2 Scale<br>Full-screen stretch, same as "aspect_int", but rounds down to the nearest multiple of 2.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="&lt;system&gt;.tblur">&lt;system&gt;.tblur</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Enable video temporal blur(50/50 previous/current frame by default).<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="&lt;system&gt;.tblur.accum">&lt;system&gt;.tblur.accum</a></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE">Accumulate color data rather than discarding it.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="&lt;system&gt;.tblur.accum.amount">&lt;system&gt;.tblur.accum.amount</a></td><td class="ColB">real</td><td class="ColC">0 <i>through</i> 100</td><td class="ColD">50</td><td class="ColE">Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="&lt;system&gt;.videoip">&lt;system&gt;.videoip</a></td><td class="ColB">enum</td><td class="ColC">0<br />1<br />x<br />y</td><td class="ColD"><i>(variable)</i></td><td class="ColE">Enable (bi)linear interpolation.<p></p><ul><li><b>0</b> - Disabled<br></li><br /><li><b>1</b> - Bilinear<br></li><br /><li><b>x</b> - Linear (X)<br>Interpolation only on the X axis.</li><br /><li><b>y</b> - Linear (Y)<br>Interpolation only on the Y axis.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="&lt;system&gt;.xres">&lt;system&gt;.xres</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 65536</td><td class="ColD">0</td><td class="ColE">Full-screen horizontal resolution.<p>A value of "0" will cause the desktop horizontal resolution to be used.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="&lt;system&gt;.xscale">&lt;system&gt;.xscale</a></td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD"><i>(variable)</i></td><td class="ColE">Scaling factor for the X axis.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="&lt;system&gt;.xscalefs">&lt;system&gt;.xscalefs</a></td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">1.000000</td><td class="ColE">Scaling factor for the X axis in fullscreen mode.<p>For this settings to have any effect, the "<system>.stretch" setting must be set to "0".</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="&lt;system&gt;.yres">&lt;system&gt;.yres</a></td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 65536</td><td class="ColD">0</td><td class="ColE">Full-screen vertical resolution.<p>A value of "0" will cause the desktop vertical resolution to be used.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="&lt;system&gt;.yscale">&lt;system&gt;.yscale</a></td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD"><i>(variable)</i></td><td class="ColE">Scaling factor for the Y axis.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="&lt;system&gt;.yscalefs">&lt;system&gt;.yscalefs</a></td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">1.000000</td><td class="ColE">Scaling factor for the Y axis in fullscreen mode.<p>For this settings to have any effect, the "<system>.stretch" setting must be set to "0".</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><a name="&lt;system&gt;.debugger.disfontsize">&lt;system&gt;.debugger.disfontsize<br /><ul><li>md</li><li>nes</li><li>pce</li><li>pcfx</li><li>psx</li><li>vb</li><li>wswan</li></ul></a></td><td class="ColB">enum</td><td class="ColC">xsmall<br />small<br />medium<br />large</td><td class="ColD">small</td><td class="ColE">Disassembly font size.<p>Note: Setting the font size to larger than the default may cause text overlap in the debugger.</p><ul><li><b>xsmall</b> - 4x5<br></li><br /><li><b>small</b> - 5x7<br></li><br /><li><b>medium</b> - 6x13<br></li><br /><li><b>large</b> - 9x18<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><a name="&lt;system&gt;.debugger.memcharenc">&lt;system&gt;.debugger.memcharenc<br /><ul><li>md</li><li>nes</li><li>pce</li><li>pcfx</li><li>psx</li><li>vb</li><li>wswan</li></ul></a></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD"><i>(variable)</i></td><td class="ColE">Character encoding for the debugger's memory editor.<p></p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
</table></p></p><hr width="75%">
 <a name="Using+Mednafen%01Firmware%2FBIOS"><h3>Firmware/BIOS</h3></a><p><p>
Some emulation modules require firmware/BIOS images to function.  If a firmware path is non-absolute(doesn't begin with
C:\ or / or similar), Mednafen will try to load the file relative to the "firmware" directory under the Mednafen base
directory.  If it doesn't find it there, it will be loaded relative to the Mednafen base directory itself.  Of course,
if the "path_firmware" setting is set to a custom value, the firmware files will be searched relative to that path.
</p>
 </p><hr width="75%">
 <a name="Using+Mednafen%01Custom+Palettes"><h3>Custom Palettes</h3></a><p><p>
Custom palettes for a system should be named <sysname>.pal, IE "nes.pal", "pce.pal", etc., and placed in the
"palettes" directory beneath the Mednafen base directory.
</p>
<p>
Per-game custom palettes are also supported, and should be
named as &lt;FileBase&gt;.pal or &lt;FileBase&gt;.&lt;MD5 Hash&gt;.pal, IE "Mega Man 4.pal" or "Mega Man 4.db45eb9413964295adb8d1da961807cc.pal".
</p>
<p>
Not all emulated systems support custom palettes.  Currently, the following emulation modules support custom palettes:
<ul>
 <li>gb - <b>Note:</b> Use "gbc.pal" instead of "gb.pal" for GameBoy Color games per-system custom palette.</li>
 <li>gba</li>
 <li>nes</li>
 <li>pce</li>
 <li>pce_fast</li>
 <li>snes</li>
</ul>
</p>
 </p><hr width="75%">
 <a name="Using+Mednafen%01Automatic+IPS+Patching"><h3>Automatic IPS Patching</h3></a><p> <p>
        Place the IPS file in the same directory as the file to load,
        and name it &lt;FullFileName&gt;.ips.
        <pre>
        Examples:       Boat.nes - Boat.nes.ips
                        Boat.zip - Boat.zip.ips
                        Boat.nes.gz - Boat.nes.gz.ips
                        Boat     - Boat.ips
        </pre>
 </p>
 <p>
  Some operating systems and environments will hide file extensions. Keep this in mind if you are having trouble.
 </p>
 <p>
        Patching is applied in a file format-agnostic way; however, dynamic patching is not done with CD images, nor with
	firmware.
 </p>
 </p><hr width="75%"> 
 </p><hr width="75%">
 <a name="Advanced+Usage"><h2>Advanced Usage</h2></a><p>  <a name="Advanced+Usage%01Minimizing+video%2Faudio%2Finput+Lag"><h3>Minimizing video/audio/input Lag</h3></a><p>This section is a work-in-progress, tips given may not cover all cases, latency reduction is a black art on modern
PCs, etc etc.
<p>
Miscellaneous relevant external links:
<ul>
 <li><a href="http://www.ouma.jp/ootake/delay-solution.html">http://www.ouma.jp/ootake/delay-solution.html</a></li>
 <li><a href="http://www.ouma.jp/ootake/delay-win7vista.html">http://www.ouma.jp/ootake/delay-win7vista.html</a></li>
 <li><a href="http://www.tftcentral.co.uk/articles/input_lag.htm">TFT Central - Input Lag Testing</a></li>
 <li><a href="http://www.prad.de/en/monitore/specials/inputlag/inputlag.html">An investigation of the test process used to date for determining the response time of an LCD monitor, known as input lag</a></li>
 <li><a href="http://shoryuken.com/forum/index.php?threads/sub-1-frame-hdtv-monitor-input-lag-database.145141/">Sub 1 frame HDTV/Monitor Input Lag Database</a></li>
 <li><a href="http://www.tomshardware.com/reviews/s242hl-bid-u2412m-t24a550,3016-14.html">http://www.tomshardware.com/reviews/s242hl-bid-u2412m-t24a550,3016-14.html</a></li>
 <li><a href="http://www.tomshardware.com/reviews/ultrasharp-u2711-ds-277w-multisync-pa271w,2968-14.html">http://www.tomshardware.com/reviews/ultrasharp-u2711-ds-277w-multisync-pa271w,2968-14.html</a></li>
</ul>
</p>
   <a name="Advanced+Usage%01Minimizing+video%2Faudio%2Finput+Lag%01Hardware+Selection"><h4>Hardware Selection</h4></a><p>    <ul>
    <li><u><b>Video Card:</b></u><blockquote>Higher-performing discrete video cards are preferable, but anything with similar
or better OpenGL performance to an NVidia GeForce 9500GT should be fine.</blockquote></li>
    <li><u><b>Monitor:</b></u><blockquote>Choose a monitor with the lowest input lag(AKA display lag), as well as as a low response time(though response time isn't as an important metric to consider, since it's usually acceptably small on modern end-user PC monitors).
Unfortunately, monitor input/display lag is not typically specified by the manufacturer, and it can even vary between
different revisions of the same "model".<br>A monitor capable of 120Hz vertical refresh rate operation, and that also has a low
average input lag(<16ms), would be ideal.
<p>
Keep in mind that sometimes the "game mode" of a modern monitor(or TV) must be selected in order for minimum monitor input lag.
</p>
<p>
For the lowest possible video lag, however, obtain and use an old CRT monitor, and set up a video mode with a vertical
refresh rate of at least 120Hz.
</p>
</blockquote></li>
    <li><u><b>Sound Card:</b></u>  <i>(To be written)</i></li>
   </ul>
   </p><hr width="50%">
   <p>

   </p>
   <a name="Advanced+Usage%01Minimizing+video%2Faudio%2Finput+Lag%01Settings+to+Minimize+Video+Lag"><h4>Settings to Minimize Video Lag</h4></a><p>    <p>
    Disabling vsync can also help to reduce keyboard and mouse input lag to a degree, due to the design of common GUI environments and SDL.
    </p>
    <table border="1">
     <tr><th>Mednafen setting name:</th><th>Value for maximum lag reduction:</th></tr>
     <tr><td><a href="#video.driver">video.driver</a></td><td>opengl</td></tr>
     <tr><td><a href="#video.glvsync">video.glvsync</a></td><td>0</td></tr>
     <tr><td><a href="#video.blit_timesync">video.blit_timesync</a></td><td>0</td></tr>
    </table>
    <p>
     <u>Operating System:</u> Disable vsync and triple-buffering if enabled via your card driver's setting utility or control panel.
    </p>
    <p>
     <u>Operating System:</u> Set the "max frames to render ahead"(NVidia) or "flip queue size"(AMD/ATI) to "0"(zero) in your video card
	driver's setting utility or control panel(mostly a Windows-specific tip; TODO: verify that it is relevant for OpenGL).
    </p>
    <p>
     <u>Operating System:</u> Disable window/desktop compositor("Aero" on Windows Vista and newer).
    </p>
    <p>
     <u>Mednafen:</u> Choose full-screen resolutions, via the <a href="#&lt;system&gt;.xres">x-resolution</a> and
<a href="#&lt;system&gt;.yres">y-resolution</a> settings, that match your monitor's native resolution(assuming it has
a native resolution).
    </p>
    <p>
     <u>Mednafen:</u> Avoid using special video filters and scalers(hq2x, 2xsai, scale2x, temporal blur, etc.) in Mednafen.  Mednafen's simple pixel shaders are ok, provided you have a decent video card as specified in the
     hardware selection section above.
    </p>
   </p><hr width="50%">
   <a name="Advanced+Usage%01Minimizing+video%2Faudio%2Finput+Lag%01Settings+to+Minimize+Audio+Lag"><h4>Settings to Minimize Audio Lag</h4></a><p><p>
<u>Mednafen:</u> Select a <a href="#sound.driver">sound driver</a> that is closer to the actual hardware, such as "ALSA" on Linux, and "OSS" on other UN*X platforms.  If you choose to use "OSS", heed the advice regarding osscore.conf and max_intrate.
</p>
<p>
<u>Mednafen:</u> Select a <a href="#sound.device">sound device</a> that is closest to the actual hardware; IE "hw:0", "hw:1", "hw:2", etc. on ALSA.<br>
Avoid selecting a higher-level sound device that is routed through a sound server like PulseAudio!
</p>
<p>
<u>Mednafen:</u> Select a <a href="#sound.buffer_time">sound buffer size</a> that is as small as possible without causing excessive crackling
or speed issues(20ms should be a fairly safe setting with ALSA on a modern multi-core CPU system).
</p>
<p>
<u>Mednafen:</u> Optionally set the <a href="#sound.period_time">sound period size</a> setting to 500(microseconds).
<br><b>Note:</b> The system sound card driver may not handle a value this small correctly,
and may cause sound card or system malfunctions.  Additionally, the system sound card driver may constrain the
sound buffer size to an unusably small value.
</p>
<p>
<u>Mednafen:</u> Set the <a href="#sound.rate">sound rate</a> setting to your sound card's native playback rate, IE the rate which
has the minimum amount of processing done to it before being passed to the DAC or digital output.  This tends to be
"192000" or "96000" on modern sound cards, "48000" on older(late 1990s, early 2000s), and "44100" on older still(early to mid 1990s).  If you don't know, just leave it at the default of "48000".
</p>
<p>
<u>Operating System:</u> Disable 3D spatialization, equalizer, and other special effects via your sound card driver's setting utility or control panel, if applicable.
</p>


   </p><hr width="50%">
  </p><hr width="50%"> </p><hr width="50%">
 
      

 <a name="Credits"><h2>Credits</h2></a><p> <p>
  (This section is woefully outdated, being mostly copied from FCE Ultra)
 <table border width="100%">
  <tr><th>Name:</th><th>Contribution(s):</th></tr>
  <tr><td>\Firebug\</td><td>High-level mapper information.</td></tr>
  <tr><td>Bero</td><td>Original FCE source code.</td></tr>
  <tr><td>Brad Taylor</td><td>NES sound information.</td></tr>
  <tr><td>Charles MacDonald</td><td>PC Engine technical information.</td></tr>
  <tr><td>EFX</td><td>Testing.</td></tr>
  <tr><td>Fredrik Olson</td><td>NES four-player adapter information.</td></tr>
  <tr><td>goroh</td><td>Various documents.</td></tr>
  <tr><td>Jeremy Chadwick</td><td>General NES information.</td></tr>
  <tr><td>kevtris</td><td>Low-level NES information and sound information.</td></tr>
  <tr><td>Ki</td><td>Various technical information.</td></tr>
  <tr><td>Mark Knibbs</td><td>Various NES information.</td></tr>
  <tr><td>Marat Fayzullin</td><td>General NES information.</td></tr>
  <tr><td>Matthew Conte</td><td>Sound information.</td></tr>
  <tr><td>nori</td><td>FDS sound information.</td></tr>
  <tr><td>rahga</td><td>Famicom four-player adapter information.</td></tr>
  <tr><td>TheRedEye</td><td>ROM images, testing.</td></tr>
  <tr><th colspan="2" align="right">...and everyone whose name my mind has misplaced.</th></tr>
 </table>
 </p>
 </p><hr width="100%">
 <a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits"><h2>Licenses, Copyright Notices, and Code Credits</h2></a><p> <p>
  Mednafen makes use of much open-source code from other people, and could not be what it is without their work.  Feel
  free to give them your thanks, but keep in mind most have nothing to do with the Mednafen project, so don't ask
  them questions regarding Mednafen unless appropriate in context.
 </p>
 <p>
 In addition to the listing of licenses and copyright notices for code included in Mednafen, the following 
 "non-system" external libraries are linked to:
 <ul>
  <li><a href="http://www.gnu.org/software/libcdio/">libcdio</a></li>
  <li><a href="http://www.mega-nerd.com/libsndfile/">libsndfile</a></li>
  <li><a href="http://www.libsdl.org/">SDL</a></li>
  <li><a href="http://www.libsdl.org/projects/SDL_net/">SDL_net</a></li>
  <li><a href="http://www.zlib.org">zlib</a></li>
 </ul>
 </p>
 <hr>

 <p>
  <a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01libmpcdec"><h3><a href="http://www.musepack.net/">libmpcdec</a></h3></a><p>  <blockquote>
  <pre>
  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.
  </pre>
  </blockquote>
  </p><hr width="75%">
  <a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Tremor"><h3><a href="http://xiph.org/">Tremor</a></h3></a><p>  <blockquote>
<pre>
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.
</pre>
  </blockquote>
  </p><hr width="75%">
 <a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Gb_Snd_Emu"><h3><a href="http://slack.net/~ant/libs/audio.html">Gb_Snd_Emu</a></h3></a><p><blockquote>
<pre>
/* 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 */
</pre>
</blockquote>
 </p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Blip_Buffer"><h3><a href="http://www.slack.net/~ant/libs/">Blip_Buffer</a></h3></a><p><blockquote>
<pre>
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
</pre>
</blockquote>
 </p><hr width="75%">
 <a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Sms_Snd_Emu%28base+for+T6W28_Apu+NGP+code%29"><h3><a href="http://slack.net/~ant/libs/audio.html">Sms_Snd_Emu(base for T6W28_Apu NGP code)</a></h3></a><p><blockquote>
<pre>
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
</pre>
</blockquote>
 </p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Handy"><h3><a href="http://homepage.ntlworld.com/dystopia/">Handy</a></h3></a><p><blockquote>
<pre>
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.
</pre>
</blockquote>
 </p><hr width="75%">
 <a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01PC2e+%28Used+in+portions+of+PC+Engine+CD+emulation%29"><h3>PC2e (Used in portions of PC Engine CD emulation)</h3></a><p><blockquote>
<pre>
        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.
</pre>
</blockquote>
 </p><hr width="75%">
 <a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Scale2x"><h3><a href="http://scale2x.sf.net/">Scale2x</a></h3></a><p><blockquote>
<pre>
 * 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.
</pre>
</blockquote>
 </p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01hq2x%2C+hq3x%2C+hq4x"><h3><a href="http://www.hiend3d.com/hq2x.html">hq2x, hq3x, hq4x</a></h3></a><p><blockquote>
<pre>
//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
</pre>
</blockquote>
 </p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01nes_ntsc"><h3><a href="http://www.slack.net/~ant/libs/ntsc.html#nes_ntsc">nes_ntsc</a></h3></a><p><blockquote>
<pre>
/* 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 */
</pre>
</blockquote>
 </p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%012xSaI"><h3>2xSaI</h3></a><p><blockquote>
<pre>
/* 2xSaI
 * Copyright (c) Derek Liauw Kie Fa, 1999-2002
 *
 * 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
 */
/* http://lists.fedoraproject.org/pipermail/legal/2009-October/000928.html */
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01VisualBoyAdvance+GameBoy+and+GBA+code"><h3><a href="http://vba.sf.net/">VisualBoyAdvance GameBoy and GBA code</a></h3></a><p><blockquote>
<pre>
// 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.
</pre>
</blockquote>
 </p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01trio"><h3><a href="http://daniel.haxx.se/projects/trio/">trio</a></h3></a><p><blockquote>
<pre>
 * Copyright (C) 1998, 2009 Bjorn Reese and Daniel Stenberg.
 * Copyright (C) 2001 Bjorn Reese <breese@users.sourceforge.net>
 * 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.
 *
</pre>
</blockquote>

</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01ConvertUTF"><h3>ConvertUTF</h3></a><p><blockquote>
<pre>
 * 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.
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01MD5+Hashing"><h3>MD5 Hashing</h3></a><p><blockquote>
<pre>
/*
 * RFC 1321 compliant MD5 implementation,
 * by Christophe Devine <devine@cr0.net>;
 * this program is licensed under the GPL.
 */
</pre>
</blockquote>
 </p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01V810+Emulator"><h3>V810 Emulator</h3></a><p><blockquote>
<pre>
 * 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
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Unzipping+Code"><h3>Unzipping Code</h3></a><p><blockquote>
<pre>
/* 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
*/
</pre>
</blockquote>

</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01MiniLZO"><h3><a href="http://www.oberhumer.com/opensource/lzo/">MiniLZO</a></h3></a><p><blockquote>
<pre>
   Copyright (C) 2011 Markus Franz Xaver Johannes Oberhumer
   Copyright (C) 2010 Markus Franz Xaver Johannes Oberhumer
   Copyright (C) 2009 Markus Franz Xaver Johannes Oberhumer
   Copyright (C) 2008 Markus Franz Xaver Johannes Oberhumer
   Copyright (C) 2007 Markus Franz Xaver Johannes Oberhumer
   Copyright (C) 2006 Markus Franz Xaver Johannes Oberhumer
   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.,
   51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

   Markus F.X.J. Oberhumer
   <markus@oberhumer.com>
   http://www.oberhumer.com/opensource/lzo/
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Fuse+Z80+emulation+code"><h3><a href="http://fuse-emulator.sourceforge.net/">Fuse Z80 emulation code</a></h3></a><p><blockquote>
<pre>
   Copyright (c) 1999-2005 Philip Kendall, Witold Filipczyk
   Copyright (c) 1999-2011 Philip Kendall

   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.,
   51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.

   Author contact information:

   E-mail: philip-fuse@shadowmagic.org.uk
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01NeoPop+Neo+Geo+Pocket+%28Color%29+Code"><h3><a href="http://neopop.emuxhaven.net/">NeoPop Neo Geo Pocket (Color) Code</a></h3></a><p><blockquote>
<pre>
//---------------------------------------------------------------------------
// 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.
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01SoftFloat+%28Used+in+V810+FPU+Emulation%29"><h3>SoftFloat (Used in V810 FPU Emulation)</h3></a><p><blockquote>
<pre>
/*============================================================================

This C source file is part of the SoftFloat IEC/IEEE Floating-point Arithmetic
Package, Release 2b.

Written by John R. Hauser.  This work was made possible in part by the
International Computer Science Institute, located at Suite 600, 1947 Center
Street, Berkeley, California 94704.  Funding was partially provided by the
National Science Foundation under grant MIP-9311980.  The original version
of this code was written as part of a project to build a fixed-point vector
processor in collaboration with the University of California at Berkeley,
overseen by Profs. Nelson Morgan and John Wawrzynek.  More information
is available through the Web page `http://www.cs.berkeley.edu/~jhauser/
arithmetic/SoftFloat.html'.

THIS SOFTWARE IS DISTRIBUTED AS IS, FOR FREE.  Although reasonable effort has
been made to avoid it, THIS SOFTWARE MAY CONTAIN FAULTS THAT WILL AT TIMES
RESULT IN INCORRECT BEHAVIOR.  USE OF THIS SOFTWARE IS RESTRICTED TO PERSONS
AND ORGANIZATIONS WHO CAN AND WILL TAKE FULL RESPONSIBILITY FOR ALL LOSSES,
COSTS, OR OTHER PROBLEMS THEY INCUR DUE TO THE SOFTWARE, AND WHO FURTHERMORE
EFFECTIVELY INDEMNIFY JOHN HAUSER AND THE INTERNATIONAL COMPUTER SCIENCE
INSTITUTE (possibly via similar legal warning) AGAINST ALL LOSSES, COSTS, OR
OTHER PROBLEMS INCURRED BY THEIR CUSTOMERS AND CLIENTS DUE TO THE SOFTWARE.

Derivative works are acceptable, even for commercial purposes, so long as
(1) the source code for the derivative work includes prominent notice that
the work is derivative, and (2) the source code includes prominent notice with
these four paragraphs for those parts of this code that are retained.

=============================================================================*/
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01PC-FX+MJPEG+Decoding"><h3>PC-FX MJPEG Decoding</h3></a><p><blockquote>
<pre>
/*
 * 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.
 *
 */
<i>(The file is included in the Mednafen source distribution as mednafen/Documentation/README.jpeg4a)</i>
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01VRC7+Sound+Emulation"><h3>VRC7 Sound Emulation</h3></a><p><blockquote>
<pre>
/*
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.
*/
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01NEC+V30MZ+Emulator"><h3>NEC V30MZ Emulator</h3></a><p><blockquote>
<pre>
/* 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).
*/
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01NEC+V30MZ+disassembler%28modified+BOCHS+x86+disassembler%29"><h3>NEC V30MZ disassembler(modified BOCHS x86 disassembler)</h3></a><p><blockquote>
<i>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.</i>
<pre>
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
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Cygne"><h3><a href="http://http://cygne.emuunlim.com/">Cygne</a></h3></a><p><p>
Cygne is distributed under the terms of the GNU GPL Version 2, 1991.<br>Copyright 2002 Dox, dox@space.pl.
</p>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01FCE+Ultra"><h3><a href="http://fceultra.sourceforge.net/">FCE Ultra</a></h3></a><p><blockquote>
<pre>
/* FCE Ultra - NES/Famicom Emulator
 *
 *  Copyright (C) 1998 BERO
 *  Copyright (C) 2002 Xodnizel
 *  Copyright (C) 2002 Paul Kuliniewicz
 *  Copyright (C) 2003 CaH4e3
 *
 * 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
 */
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01QuickLZ"><h3><a href="http://www.quicklz.com/">QuickLZ</a></h3></a><p><blockquote>
<pre>
// QuickLZ data compression library
// Copyright (C) 2006-2008 Lasse Mikkel Reinhold
// lar@quicklz.com
//
// 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.
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Q-Subchannel+CRC16+Code"><h3><a href="http://cdrdao.sourceforge.net/">Q-Subchannel CRC16 Code</a></h3></a><p><blockquote>
<pre>
/*  cdrdao - write audio CD-Rs in disc-at-once mode
 *
 *  Copyright (C) 1998  Andreas Mueller <mueller@daneb.ping.de>
 *
 *  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.
 */
</pre>
</blockquote>

</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01SMS+Plus"><h3><a href="http://cgfm2.emuviews.com/">SMS Plus</a></h3></a><p><blockquote>
<pre>
    Copyright (C) 1998-2004  Charles MacDonald

    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
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Genesis+Plus"><h3><a href="http://cgfm2.emuviews.com/">Genesis Plus</a></h3></a><p><blockquote>
<pre>
/*
    Copyright (C) 1998, 1999, 2000, 2001, 2002, 2003  Charles Mac Donald

    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
*/
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Genesis+Plus+GX"><h3><a href="http://code.google.com/p/genplus-gx/">Genesis Plus GX</a></h3></a><p><blockquote>
<prE>
 *
 *  Copyright (C) 2007, 2008, 2009 EkeEke
 *
 * 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
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01EMU2413%28used+in+SMS+emulation%29"><h3>EMU2413(used in SMS emulation)</h3></a><p><blockquote>
<pre>
  Copyright (C) Mitsutaka Okazaki 2004

  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.
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01blz"><h3>blz</h3></a><p><blockquote>
<pre>
/* Copyright (C) 2007 Shay Green. This module is free software; you can
redistribute it and/or modify it under the terms of the GNU General Public
License, version 2 or later, as published by the Free Software Foundation.
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.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01CD-ROM+data+correction+code"><h3>CD-ROM data correction code</h3></a><p><blockquote>
<pre>
/*  dvdisaster: Additional error correction for optical media.
 *  Copyright (C) 2004-2007 Carsten Gnoerlich.
 *  Project home page: http://www.dvdisaster.com
 *  Email: carsten@dvdisaster.com  -or-  cgnoerlich@fsfe.org
 *
 *  The Reed-Solomon error correction draws a lot of inspiration - and even code -
 *  from Phil Karn's excellent Reed-Solomon library: http://www.ka9q.net/code/fec/
 *
 *  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,
 *  or direct your browser at http://www.gnu.org.
 */
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01C68K"><h3>C68K</h3></a><p><blockquote>
<pre>
/*  Copyright 2003-2004 Stephane Dallongeville

    This file is part of Yabause.

    Yabause 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.

    Yabause 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 Yabause; if not, write to the Free Software
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*/
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01YM2612+Emulator"><h3>YM2612 Emulator</h3></a><p><blockquote>
<pre>
/* Copyright (C) 2002 St�phane Dallongeville (gens AT consolemul.com) */
/* Copyright (C) 2004-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Sega+Genesis+SVP%2FSSP16+Emulator"><h3>Sega Genesis SVP/SSP16 Emulator</h3></a><p><blockquote>
<pre>
/*
 * basic, incomplete SSP160x (SSP1601?) interpreter
 * with SVP memory controller emu
 *
 * Copyright (c) Gražvydas "notaz" Ignotas, 2008
 *
 * 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 organization 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 COPYRIGHT HOLDER 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.
 */
</pre>
</blockquote>
</p><hr width="75%">
<a name="Licenses%2C+Copyright+Notices%2C+and+Code+Credits%01Speex+Resampler"><h3><a href="http://speex.org/">Speex Resampler</a></h3></a><p><blockquote>
<pre>
/* Copyright (C) 2007-2008 Jean-Marc Valin
   Copyright (C) 2008      Thorvald Natvig

   File: resample.c
   Arbitrary resampling code

   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.
*/
</pre>
</blockquote>
 </p><hr width="75%">
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