Mednafen's NES/Famicom emulation is based off of FCE Ultra.
Global Filename: | Description: |
---|---|
nes-pal.pal | PAL NES 64 or 512 RGB triplets |
nes.pal | NTSC NES/Famicom 64 or 512 RGB triplets |
rp2c04-0001.pal | Arcade RP2C04-0001 64 RGB triplets |
rp2c04-0002.pal | Arcade RP2C04-0002 64 RGB triplets |
rp2c04-0003.pal | Arcade RP2C04-0003 64 RGB triplets |
rp2c04-0004.pal | Arcade RP2C04-0004 64 RGB triplets |
rp2c0x.pal | Arcade RP2C03/RP2C05 64 RGB triplets |
Mednafen emulates the standard NES gamepad, the Four-Score multiplayer adapter, the Zapper, the Power Pad, and the Arkanoid controller. The Famicom version of the Arkanoid controller, the "Space Shadow" gun, the Famicom 4-player adapter, the Family Keyboard, the HyperShot controller, the Mahjong controller, the Oeka Kids tablet, the Party Tap, the Family Trainer, and the Barcode Battler II barcode reader are also emulated.
Most Zapper NES games expect the Zapper to be plugged into port 2. and most VS Unisystem games expect the Zapper to be plugged into port 1.
The left mouse button is the emulated trigger button for the Zapper. The right mouse button is also emulated as the trigger, but as long as you have the right mouse button held down, no color detection will take place, which is effectively like pulling the trigger while the Zapper is pointed away from the television screen. Note that you must hold the right button down for a short time to have the desired effect.
Mednafen supports the iNES, FDS(raw and with a header), UNIF, and NSF file formats. FDS ROM images in the iNES format are not supported; it would be silly to do so and storing them in that format is nonsensical.
The battery-backed RAM, vertical/horizontal mirroring, four-screen name table layout, and 8-bit mapper number capabilities of the iNES format are supported. The 512-byte trainer capability is also supported, but it is deprecated. Common header corruption conditions are cleaned(let's go on a DiskDude hunt), though not all conditions can be automatically detected and fixed. In addition, a few common header inaccuracies for games are also corrected(detected by CRC32 value). Note that these fixes are not written back to the storage medium.
Support for the recent VS System bit and "number of 8kB RAM banks" is not implemented. Too many iNES headers are corrupt where this new data is stored, causing problems for those games.
The following table lists iNES-format "mappers" supported well in Mednafen.
Number: | Description: | Game Examples: |
---|---|---|
0 | No bankswitching | Donkey Kong, Mario Bros |
1 | Nintendo MMC1 | MegaMan 2, Final Fantasy |
2 | UNROM | MegaMan, Archon, 1944 |
3 | CNROM | Spy Hunter, Gradius |
4 | Nintendo MMC3 | Super Mario Bros. 3, Recca, Final Fantasy 3 |
5 | Nintendo MMC5 | Castlevania 3, Just Breed, Bandit Kings of Ancient China |
6 | FFE F4 Series(hacked, bootleg) | |
7 | AOROM | Battle Toads, Time Lord |
8 | FFE F3 Series(hacked, bootleg) | |
9 | Nintendo MMC2 | Punchout! |
10 | Nintendo MMC4 | Fire Emblem, Fire Emblem Gaiden |
11 | Color Dreams | Crystal Mines, Bible Adventures |
12 | ?? | Dragon Ball Z 5 ("bootleg" original) |
13 | CPROM | Videomation |
15 | Multi-cart(bootleg) | 100-in-1: Contra Function 16 |
16 | Bandai ??(X24C02P EEPROM) | Dragon Ball Z 3 |
17 | FFE F8 Series(hacked, bootleg) | |
18 | Jaleco SS806 | Pizza Pop, Plasma Ball |
19 | Namco 106 | Splatter House, Mappy Kids |
21 | Konami VRC4 2A | WaiWai World 2, Ganbare Goemon Gaiden 2 |
22 | Konami VRC4 1B | Twinbee 3 |
23 | Konami VRC2B | WaiWai World, Crisis Force |
24 | Konami VRC6 | Akumajou Densetsu |
25 | Konami VRC4 | Gradius 2, Bio Miracle:Boku tte Upa |
26 | Konami VRC6 A0-A1 Swap | Esper Dream 2, Madara |
32 | IREM G-101 | Image Fight 2, Perman |
33 | Taito TC0190/TC0350 | Don Doko Don |
34 | NINA-001 and BNROM | Impossible Mission 2, Deadly Towers, Bug Honey |
37 | ?? | Super Mario Bros/Tetris/Nintendo World Cup |
38 | ?? | Crime Busters |
40 | ?? | Super Mario Bros. 2j bootleg |
41 | Caltron 6-in-1 | Caltron 6-in-1 |
42 | (bootleg) | Mario Baby |
44 | Multi-cart(bootleg) | Super HiK 7 in 1 |
45 | Multi-cart(bootleg) | Super 1000000 in 1 |
46 | Game Station | Rumble Station |
47 | NES-QJ | Nintendo World Cup/Super Spike V-Ball |
48 | Taito TC190V | Flintstones |
49 | Multi-cart(bootleg) | Super HiK 4 in 1 |
51 | Multi-cart(bootleg) | 11 in 1 Ball Games |
52 | Multi-cart(bootleg) | Mario Party 7 in 1 |
64 | Tengen RAMBO 1 | Klax, Rolling Thunder, Skull and Crossbones |
65 | IREM H-3001 | Daiku no Gensan 2 |
66 | GNROM | SMB/Duck Hunt |
67 | Sunsoft ?? | Fantasy Zone 2 |
68 | Sunsoft ?? | After Burner 2, Nantetta Baseball |
69 | Sunsoft FME-7 | Batman: Return of the Joker, Hebereke |
70 | ?? | Kamen Rider Club |
71 | Camerica | Fire Hawk, Linus Spacehead |
72 | Jaleco ?? | Pinball Quest |
73 | Konami VRC3 | Salamander |
74 | Taiwanese MMC3 CHR ROM w/ VRAM | Super Robot Wars 2 |
75 | Jaleco SS8805/Konami VRC1 | Tetsuwan Atom, King Kong 2 |
76 | Namco 109 | Megami Tensei |
77 | IREM ?? | Napoleon Senki |
78 | Irem 74HC161/32 | Holy Diver |
79 | NINA-06/NINA-03 | F15 City War, Krazy Kreatures, Tiles of Fate |
80 | Taito X-005 | Minelvation Saga |
82 | Taito ?? | Kyuukyoku Harikiri Stadium - Heisei Gannen Ban |
85 | Konami VRC7 | Lagrange Point |
86 | Jaleco JF-13 | More Pro Baseball |
87 | ?? | Argus |
88 | Namco 118 | Dragon Spirit |
89 | Sunsoft ?? | Mito Koumon |
90 | ?? | Super Mario World, Mortal Kombat 3, Tekken 2 |
92 | Jaleco ?? | MOERO Pro Soccer |
93 | ?? | Fantasy Zone |
94 | ?? | Senjou no Ookami |
95 | Namco 118 | Dragon Buster |
96 | Bandai ?? | Oeka Kids |
97 | ?? | Kaiketsu Yanchamaru |
99 | VS System 8KB VROM Switch | VS SMB, VS Excite Bike |
101 | Jaleco JF-10 | Urusei Yatsura |
105 | NES-EVENT | Nintendo World Championships |
107 | ?? | Magic Dragon |
112 | Asder | Sango Fighter, Hwang Di |
113 | MB-91 | Deathbots |
114 | ?? | The Lion King |
115 | ?? | Yuu Yuu Hakusho Final, Thunderbolt 2, Shisen Mahjian 2 |
117 | ?? | San Guo Zhi 4 |
118 | MMC3-TLSROM/TKSROM Board | Ys 3, Goal! 2, NES Play Action Football |
119 | MMC3-TQROM Board | High Speed, Pin*Bot |
133 | Sachen SA72008 | Jovial Race |
134 | Sachen 74LS374N | Olympic IQ |
135 | Sachen 8259A | Super Pang |
140 | Jaleco ?? | Bio Senshi Dan |
144 | AGCI 50282 | Death Race |
150 | Camerica BF9097 | FireHawk |
151 | Konami VS System Expansion | VS The Goonies, VS Gradius |
152 | ?? | Arkanoid 2, Saint Seiya Ougon Densetsu |
153 | Bandai ?? | Famicom Jump 2 |
154 | Namco ?? | Devil Man |
155 | MMC1 w/o normal WRAM disable | The Money Game, Tatakae!! Rahmen Man |
156 | ?? | Buzz and Waldog |
157 | Bandai Datach ?? | Datach DBZ, Datach SD Gundam Wars, **EEPROM is not emulated |
158 | RAMBO 1 Derivative | Alien Syndrome |
159 | Bandai ??(X24C01P EEPROM) | Magical Taruruuto-kun |
160 | (same as mapper 90) | (same as mapper 90) |
180 | ?? | Crazy Climber |
182 | ?? | Super Donkey Kong |
184 | ?? | Wing of Madoola, The |
185 | CNROM w/ CHR ROM unmapping | Banana, Mighty Bomb Jack, Spy vs Spy(Japanese) |
189 | ?? | Thunder Warrior, Street Fighter 2 (Yoko) |
190 | ?? | Magic Kid Googoo |
193 | Mega Soft | Fighting Hero |
206 | DEIROM | Karnov |
207 | Taito ?? | Fudou Myouou Den |
208 | ?? | Street Fighter IV (by Gouder) |
209 | (mapper 90 w/ name-table control mode enabled) | Shin Samurai Spirits 2, Power Rangers III |
210 | Namco ?? | Famista '92, Famista '93, Wagyan Land 2 |
215 | Bootleg multi-cart ?? | Super 308 3-in-1 |
217 | Bootleg multi-cart ?? | Golden Card 6-in-1 |
222 | Bootleg ?? | Dragon Ninja |
228 | Action 52 | Action 52, Cheetahmen 2 |
232 | BIC-48 | Quattro Arcade, Quattro Sports |
234 | Multi-cart ?? | Maxi-15 |
240 | ?? | Gen Ke Le Zhuan, Shen Huo Le Zhuan |
241 | ?? | Journey to the West |
242 | ?? | Wai Xing Zhan Shi |
244 | ?? | Decathalon |
246 | ?? | Fong Shen Ban |
248 | ?? | Bao Qing Tian |
249 | Waixing ?? | ?? |
250 | ?? | Time Diver Avenger |
Mednafen supports the following UNIF boards. The prefixes HVC-, NES-, BTL-, and BMC- are omitted, since they are currently ignored in Mednafen's UNIF loader.
Group: | |
---|---|
Name: | Game Examples: |
Bootleg: | |
BioMiracleA | Mario Baby |
MARIO1-MALEE2 | Super Mario Bros. Malee 2 |
NovelDiamond9999999in1 | Novel Diamond 999999 in 1 |
Super24in1SC03 | Super 24 in 1 |
Supervision16in1 | Supervision 16-in-1 |
Unlicensed: | |
UNL-603-5052 | Contra Fighter |
NINA-06 | F-15 City War |
Sachen-8259A | Super Cartridge Version 1 |
Sachen-8259B | Silver Eagle |
Sachen-74LS374N | Auto Upturn |
SA-016-1M | Master Chu and the Drunkard Hu |
SA-72007 | Sidewinder |
SA-72008 | Jovial Race |
SA-0036 | Mahjong 16 |
SA-0037 | Mahjong Trap |
TC-U01-1.5M | Challenge of the Dragon |
8237 | Pocahontas Part 2 |
MMC1: | |
SAROM | Dragon Warrior |
SBROM | Dance Aerobics |
SCROM | Orb 3D |
SEROM | Boulderdash |
SGROM | Defender of the Crown |
SKROM | Dungeon Magic |
SLROM | Castlevania 2 |
SL1ROM | Sky Shark |
SNROM | Shingen the Ruler |
SOROM | Nobunaga's Ambition |
MMC2: | |
PEEOROM | Mike Tyson's Punch Out |
PNROM | Punch Out |
MMC3: | |
TFROM | Legacy of the Wizard |
TGROM | Megaman 4 |
TKROM | Kirby's Adventure |
TKSROM | Ys 3 |
TLROM | Super Spike V'Ball |
TLSROM | Goal! 2 |
TR1ROM | Gauntlet |
TQROM | Pinbot |
TSROM | Super Mario Bros. 3 |
TVROM | Rad Racer 2 |
MMC5: | |
EKROM | Gemfire |
ELROM | Castlevania 3 |
ETROM | Nobunaga's Ambition 2 |
EWROM | Romance of the Three Kingdoms 2 |
MMC6: | |
HKROM | Star Tropics |
FME7: | |
BTR | Batman: Return of the Joker |
Nintendo Discrete Logic: | |
CNROM | Gotcha |
CPROM | Videomation |
GNROM | Super Mario Bros./Duck Hunt |
MHROM | |
NROM-128 | Mario Bros. |
NROM-256 | Super Mario Bros. |
RROM-128 | |
UNROM | Megaman |
You will need the FDS BIOS ROM image in the base Mednafen directory. It must be named "disksys.rom". Mednafen will not load FDS games without this file.
Two types of FDS disk images are supported: disk images with the FWNES-style header, and disk images with no header. The number of sides on headerless disk images is calculated by the total file size, so don't put extraneous data at the end of the file.If a loaded disk image is written to during emulation, Mednafen will store the modified disk image in the save games directory, which is by default "sav" under the base directory.
The Game Genie ROM image is loaded from the path specified by the setting "nes.ggrom", or, if that string is not set, the file "gg.rom" in the base directory when Game Genie emulation is enabled.
The ROM image may either be the 24592 byte iNES-format image, or the 4352 byte raw ROM image.
Mednafen currently only supports VS Unisystem ROM images in the iNES format. DIP switches and coin insertion are both emulated. The following games are supported, and have palettes provided(though not necessarily 100% accurate or complete):
Key(s): | Action: | Configuration String: |
---|---|---|
ALT + SHIFT + 1 | Activate in-game input configuration process for input port 1. | input_config1 |
ALT + SHIFT + 2 | Activate in-game input configuration process for input port 2. | input_config2 |
ALT + SHIFT + 3 | Activate in-game input configuration process for input port 3. | input_config3 |
ALT + SHIFT + 4 | Activate in-game input configuration process for input port 4. | input_config4 |
ALT + SHIFT + 5 | Activate in-game input configuration process for the Famicom expansion port. | input_config5 |
Key: | Action: | Configuration String: |
---|---|---|
F8 | Insert coin. | insert_coin |
F6 | Show/Hide dip switches. | toggle_dipview |
1-8 | Toggle dip switches(when dip switches are shown). | "1" through "8" |
Key: | Action: | Configuration String: |
---|---|---|
F6 | Select disk and disk side. | select_disk |
F8 | Eject or Insert disk. | insert_eject_disk |
Key: | Action: | Configuration String: |
---|---|---|
0-9 | Barcode digits(after activating barcode input). | "0" through "9" |
F8 | Activate barcode input/scan barcode. | activate_barcode |
Key: | Button on Emulated Gamepad: |
---|---|
Keypad 2 | B |
Keypad 3 | A |
Enter/Return | Start |
Tab | Select |
S | Down |
W | Up |
A | Left |
D | Right |
Side B | |||
---|---|---|---|
O | P | [ | ] |
K | L | ; | ' |
M | , | . | / |
Side A | |||
---|---|---|---|
P | [ | ||
K | L | ; | ' |
, | . |
All emulated keys are mapped to the closest open key on the PC keyboard, with a few exceptions. The emulated "@" key is mapped to the "`"(grave) key, and the emulated "kana" key is mapped to the "Insert" key(in the 3x2 key block above the cursor keys).
To use the Family Keyboard emulation properly, press SHIFT + Scroll Lock, which will cause input to be grabbed from the window manager(if present) and disable Mednafen's other internal command processing.
Run | Jump | |
---|---|---|
Controller I | Q | W |
Controller II | E | R |
Emulated Mahjong Controller: | A | B | C | D | E | F | G | H | I | J | K | L | M | N |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PC Keyboard: | Q | W | E | R | T | A | S | D | F | G | H | J | K | L |
Emulated Mahjong Controller: | SEL | ST | ? | ? | ? | ? | ? |
---|---|---|---|---|---|---|---|
PC Keyboard: | Z | X | C | V | B | N | M |
Emulated Buzzer: | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
PC Keyboard: | Q | W | E | R | T | Y |
Title: | Description: | Source code files affected: |
---|---|---|
KickMaster | KickMaster relies on the low-level behavior of the MMC3(PPU A12 low->high transition) to work properly in certain parts. If an IRQ begins at the "normal" time on the last visible scanline(239), the game will crash after beating the second boss and retrieving the item. The hack is simple, to clock the IRQ counter twice on scanline 238. | src/nes/boards/mmc3.cpp |
Shougi Meikan '92 Shougin Meikan '93 |
The hack for these games is identical to the hack for KickMaster. | src/nes/boards/mmc3.cpp |
Star Wars (PAL/European Version) | This game probably has the same(or similar) problem on Mednafen as KickMaster. The hack is to clock the IRQ counter twice on the "dummy" scanline(scanline before the first visible scanline). | src/nes/boards/mmc3.c |
Caution: 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).
Setting: | Value Type: | Possible Values: | Default Value: | Description: |
---|---|---|---|---|
nes.clipsides | boolean | 0 1 | 0 | Clip left+right 8 pixel columns. |
  | ||||
nes.correct_aspect | boolean | 0 1 | 0 | Correct the aspect ratio. |
  | ||||
nes.fnscan | boolean | 0 1 | 1 | Scan filename for (U),(J),(E),etc. strings to en/dis-able PAL emulation. Caution: Enabling this option may break NES network play if the players are using ROM images with different filenames. |
  | ||||
nes.gg | boolean | 0 1 | 0 | Enable Game Genie emulation. |
  | ||||
nes.ggrom | string | gg.rom | Path to Game Genie ROM image. | |
  | ||||
nes.input.fcexp | enum | none arkanoid shadow 4player fkb hypershot mahjong partytap ftrainera ftrainerb oekakids bworld | none | Input device for Famicom Expansion Port
|
  | ||||
nes.input.port1 | enum | none gamepad zapper powerpada powerpadb arkanoid | gamepad | Input device for Port 1
|
  | ||||
nes.input.port2 | enum | none gamepad zapper powerpada powerpadb arkanoid | gamepad | Input device for Port 2
|
  | ||||
nes.input.port3 | enum | none gamepad | gamepad | Input device for Port 3
|
  | ||||
nes.input.port4 | enum | none gamepad | gamepad | Input device for Port 4
|
  | ||||
nes.n106bs | boolean | 0 1 | 0 | Enable less-accurate, but better sounding, Namco 106(mapper 19) sound emulation. |
  | ||||
nes.no8lim | boolean | 0 1 | 0 | Remove 8-sprites-per-scanline hardware limit. Caution: Enabling this option will cause graphical glitches in some games, including "Solstice". |
  | ||||
nes.nofs | boolean | 0 1 | 0 | Disable four-score emulation. |
  | ||||
nes.ntsc.brightness | real | -1 through 1 | 0 | NTSC composite blitter brightness. |
  | ||||
nes.ntsc.contrast | real | -1 through 1 | 0 | NTSC composite blitter contrast. |
  | ||||
nes.ntsc.hue | real | -1 through 1 | 0 | NTSC composite blitter hue. |
  | ||||
nes.ntsc.matrix | boolean | 0 1 | 0 | Enable NTSC custom decoder matrix. |
  | ||||
nes.ntsc.matrix.0 | real | -2.000 through 2.000 | 1.539 | NTSC custom decoder matrix element 0(red, value * V). |
  | ||||
nes.ntsc.matrix.1 | real | -2.000 through 2.000 | -0.622 | NTSC custom decoder matrix element 1(red, value * U). |
  | ||||
nes.ntsc.matrix.2 | real | -2.000 through 2.000 | -0.571 | NTSC custom decoder matrix element 2(green, value * V). |
  | ||||
nes.ntsc.matrix.3 | real | -2.000 through 2.000 | -0.185 | NTSC custom decoder matrix element 3(green, value * U). |
  | ||||
nes.ntsc.matrix.4 | real | -2.000 through 2.000 | 0.000 | NTSC custom decoder matrix element 4(blue, value * V). |
  | ||||
nes.ntsc.matrix.5 | real | -2.000 through 2.000 | 2.000 | NTSC custom decoder matrix element 5(blue, value * U. |
  | ||||
nes.ntsc.mergefields | boolean | 0 1 | 0 | Merge fields to partially work around !=60.1Hz refresh rates. |
  | ||||
nes.ntsc.preset | enum | disabled composite svideo rgb monochrome | none | Video quality/type preset.
|
  | ||||
nes.ntsc.saturation | real | -1 through 1 | 0 | NTSC composite blitter saturation. |
  | ||||
nes.ntsc.sharpness | real | -1 through 1 | 0 | NTSC composite blitter sharpness. |
  | ||||
nes.ntscblitter | boolean | 0 1 | 0 | Enable NTSC color generation and blitter. NOTE: If your refresh rate isn't very close to 60.1Hz(+-0.1), you will need to set the "nes.ntsc.mergefields" setting to "1" to avoid excessive flickering. |
  | ||||
nes.pal | boolean | 0 1 | 0 | Enable PAL(50Hz) NES emulation. |
  | ||||
nes.slend | integer | 0 through 239 | 231 | Last displayed scanline in NTSC mode. |
  | ||||
nes.slendp | integer | 0 through 239 | 239 | Last displayed scanline in PAL mode. |
  | ||||
nes.slstart | integer | 0 through 239 | 8 | First displayed scanline in NTSC mode. |
  | ||||
nes.slstartp | integer | 0 through 239 | 0 | First displayed scanline in PAL mode. |
  | ||||
nes.sound_rate_error | real | 0.0000001 through 0.01 | 0.00004 | Output rate tolerance. Lower values correspond to better matching of the output rate of the resampler to the actual desired output rate, at the expense of increased RAM usage and poorer CPU cache utilization. DO NOT INCREASE THIS VALUE, OR SOUND WILL LIKELY BE OFF-KEY AND THE WRONG TEMPO, AMONG OTHER PROBLEMS. |
  | ||||
nes.soundq | integer | -2 through 3 | 0 | Sound quality. Higher values correspond to better SNR and better preservation of higher frequencies("brightness"), at the cost of increased computational complexity and a negligible(<0.5ms) increase in latency. |
  |
Setting: | Value Type: | Possible Values: | Default Value: | Description: |
---|---|---|---|---|
nes.debugger.disfontsize | enum | 5x7 6x9 6x12 6x13 9x18 | 5x7 | Disassembly font size. Note: Setting the font size to larger than the default may cause text overlap in the debugger.
|
  | ||||
nes.debugger.memcharenc | string | cp437 | Character encoding for the debugger's memory editor. | |
  | ||||
nes.enable | boolean | 0 1 | 1 | Enable (automatic) usage of this module. |
  | ||||
nes.scanlines | integer | -100 through 100 | 0 | Enable scanlines with specified opacity. Opacity is specified in %; IE a value of "100" will give entirely black scanlines. |
  | ||||
nes.shader | enum | none autoip autoipsharper scale2x sabr ipsharper ipxnoty ipynotx ipxnotysharper ipynotxsharper goat | none | Enable specified OpenGL shader. Obviously, this will only work with the OpenGL "video.driver" setting, and only on cards and OpenGL implementations that support shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. When a shader is enabled, the "nes.videoip" setting is ignored.
|
  | ||||
nes.shader.goat.fprog | boolean | 0 1 | 0 | Force interlaced video to be treated as progressive. When disabled, the default, the "video.deinterlacer" setting is effectively ignored with respect to what appears on the screen, unless it's set to "blend" or "blend_rg". When enabled, it may be prudent to disable the scanlines effect controlled by the "nes.shader.goat.slen" setting, or else the scanline effect may look objectionable. |
  | ||||
nes.shader.goat.hdiv | real | -2.00 through 2.00 | 0.50 | Constant RGB horizontal divergence. |
  | ||||
nes.shader.goat.pat | enum | goatron borg slenderman | goatron | Mask pattern.
|
  | ||||
nes.shader.goat.slen | boolean | 0 1 | 1 | Enable scanlines effect. |
  | ||||
nes.shader.goat.tp | real | 0.00 through 1.00 | 0.50 | Transparency of otherwise-opaque mask areas. |
  | ||||
nes.shader.goat.vdiv | real | -2.00 through 2.00 | 0.50 | Constant RGB vertical divergence. |
  | ||||
nes.special | enum | none hq2x hq3x hq4x scale2x scale3x scale4x 2xsai super2xsai supereagle nn2x nn3x nn4x nny2x nny3x nny4x | none | Enable specified special video scaler. 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, for a sharper image, though the "autoipsharper" shader may provide better results.
|
  | ||||
nes.stretch | enum | 0 full aspect aspect_int aspect_mult2 | aspect_mult2 | Stretch to fill screen.
|
  | ||||
nes.tblur | boolean | 0 1 | 0 | Enable video temporal blur(50/50 previous/current frame by default). |
  | ||||
nes.tblur.accum | boolean | 0 1 | 0 | Accumulate color data rather than discarding it. |
  | ||||
nes.tblur.accum.amount | real | 0 through 100 | 50 | Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame. |
  | ||||
nes.videoip | enum | 0 1 x y | 0 | Enable (bi)linear interpolation.
|
  | ||||
nes.xres | integer | 0 through 65536 | 0 | Full-screen horizontal resolution. A value of "0" will cause the current desktop horizontal resolution to be used. |
  | ||||
nes.xscale | real | 0.01 through 256 | 4.000000 | Scaling factor for the X axis in windowed mode. |
  | ||||
nes.xscalefs | real | 0.01 through 256 | 1.000000 | Scaling factor for the X axis in fullscreen mode. For this setting to have any effect, the "nes.stretch" setting must be set to "0". |
  | ||||
nes.yres | integer | 0 through 65536 | 0 | Full-screen vertical resolution. A value of "0" will cause the current desktop vertical resolution to be used. |
  | ||||
nes.yscale | real | 0.01 through 256 | 4.000000 | Scaling factor for the Y axis in windowed mode. |
  | ||||
nes.yscalefs | real | 0.01 through 256 | 1.000000 | Scaling factor for the Y axis in fullscreen mode. For this setting to have any effect, the "nes.stretch" setting must be set to "0". |
  |
(This section is woefully outdated, being mostly copied from FCE Ultra)
Name: | Contribution(s): |
---|---|
\Firebug\ | High-level mapper information. |
Bero | Original FCE source code. |
Brad Taylor | NES sound information. |
EFX | Testing. |
Fredrik Olson | NES four-player adapter information. |
goroh | Various documents. |
Jeremy Chadwick | General NES information. |
kevtris | Low-level NES information and sound information. |
Ki | Various technical information. |
Mark Knibbs | Various NES information. |
Marat Fayzullin | General NES information. |
Matthew Conte | Sound information. |
nori | FDS sound information. |
rahga | Famicom four-player adapter information. |
TheRedEye | ROM images, testing. |
...and everyone whose name my mind has misplaced. |