ZSNES Documentation Thread - Current Version 2.0

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Richard C.
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ZSNES Documentation Thread - Current Version 2.0

Post by Richard C. »

Ok, since this is still a work-in-progress, we need at least a sticky to help keep everything organized. Now that's been said...

I've submitted a project request to SourceForge, and am currently waiting for a decision. If we do get this project, all modifications will be made much simpler. Also, because of CVS, all the developers will be able to keep the most recent version.

There is a IRC channel on FreeNode for this project.
Server: irc.freenode.net
Channel: #zsnes-docs

I'm currently re-writing the entire documentation, using IceFox's release 10 of his updated documentation. It's coming quite nicely, and much faster than I had expected, since most of the formatting has already been completed. You can see my current progress at http://www.geocities.com/rchildress87/zdocs_v1.1.zip.

Anyone that is interested in being a dev for this project should just let me know, assuming it is accepted by SourceForge. Chances are, we should know by tonight.
Last edited by Richard C. on Sun Jan 23, 2005 8:56 pm, edited 4 times in total.
Latest ZSNES release: [url=http://zsnes.ipherswipsite.com]ZSNES 11/12/06 WIP[/url]
Latest NSRT release: [url=http://nsrt.edgeemu.com/]NSRT 3.3 Final[/url]
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Post by kevman »

Is express knowledge of HTML required? I have plenty of free time and good writing skills. My knowledge of HTML, however, is rather limited. I'm sure I can write additions to what has already been coded, though. Looking at the FAQ's source, it looks pretty simple.
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Post by Richard C. »

Well, still no word on the SourceForge project, but if it is ever accepted, we'd be more than glad to have you as a dev.

With the re-write I've been working on, only a very limited amount of HTML is needed in order to update.
Latest ZSNES release: [url=http://zsnes.ipherswipsite.com]ZSNES 11/12/06 WIP[/url]
Latest NSRT release: [url=http://nsrt.edgeemu.com/]NSRT 3.3 Final[/url]
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Post by kevman »

Excellent.

I had no idea you had to file a request to be on Sourceforge, butit makes sense. Count me in.
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Post by xamenus »

Well, if SF or Savannah isn't going to approve the project, we need to decide on something. We don't want to do things at the last minute for 1.41.
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Post by Aerdan »

Put up a wiki somewhere, like freezope.
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Post by kevman »

Vareni Stargazer wrote:Put up a wiki somewhere, like freezope.
That's an idea, but I don't know of anyone knows how to set up a wiki. I sure don't. Could we package it into the Zsnes ZIP, then?

Icefox, has Richard told you we've been denied? I've been away for a few days failing to set up Linux on this box.
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Post by xamenus »

kevman wrote:Icefox, has Richard told you we've been denied?
No, I haven't heard from him. I'm assuming, though, that we've been denied because I can't find a ZSNES doc project on neither SF nor Savannah. And I've already found some more things that could be changed in the docs, so we need to do something soon. One possible solution would be for a dev to give us limited access to the ZSNES CVS, but that might be out of the question.
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Post by DataPath »

well, the zsnes devs could create a documentation module on their sourceforce site. I don't know if they can give separate write permissions for it from the source code, though.
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Post by Noxious Ninja »

DataPath wrote:well, the zsnes devs could create a documentation module on their sourceforce site. I don't know if they can give separate write permissions for it from the source code, though.
Already done... just as a subdir of zsnes, though, not as a seperate module.

http://cvs.sourceforge.net/viewcvs.py/zsnes/zsnes/docs/
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Post by xamenus »

RichardC, let me know when you find a stopping point for the win32 docs, then upload them, so that I can add in more changes. Then, I'll get them back to you and you can continue from there.

EDIT: I got impatient. :P

I put in all my changes into your 1.1 docs, in the windows docs and even in the linux docs (where appropriate). I didn't change any html; I just made more grammar fixes basically. Download my changes at http://www.geocities.com/icefox150/file ... ision3.zip I hope you will use this release to continue your work. :)
Last edited by xamenus on Thu Jan 06, 2005 3:44 am, edited 2 times in total.
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Post by Clements »

I should imagine that I can create a separate chm for the Linux version, but before I start, will the file work in Linux (using Microsoft's compiler)? If it will then I'll make one.
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Post by Aerdan »

Clements wrote:I should imagine that I can create a separate chm for the Linux version, but before I start, will the file work in Linux (using Microsoft's compiler)? If it will then I'll make one.
I'd make a manpage or use Docbook.
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Post by Nach »

Clements wrote:I should imagine that I can create a separate chm for the Linux version, but before I start, will the file work in Linux (using Microsoft's compiler)? If it will then I'll make one.
XChm opens CHM files fine.
Although it's not going to replicate IE bugs.
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Post by Noxious Ninja »

Vareni Stargazer wrote:I'd make a manpage or use Docbook.
I already made a manpage. These docs have a different scope.
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Post by xamenus »

For updating the docs, some questions I have need to be answered:

Can snapshots be taken in .bmp, .png, or .pcx format for the Dos and Linux ports?

Are there any differences in the config menus, for options, sound, video from the win32 port?

Are all the default key settings the same in all ports?

We basically need to go through gui.htm and readme.htm and check for differences in the ports.

Also, I'm going to release another revision to the 1.41 docs soon.

EDIT: I've uploaded the changes; check my last post for the link (revision 2). There shouldn't be too many changes. ;)
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Post by Nach »

IceFox wrote: Can snapshots be taken in .bmp, .png, or .pcx format for the Dos and Linux ports?
In 8 bit mode, the only option is PCX. In 16 bit you can choose between BMP and PNG.
All ports are equal.
IceFox wrote: Are there any differences in the config menus, for options, sound, video from the win32 port?
I know we have differences in video but I don't recall all of them. Take a look:
Image
Image
Image
IceFox wrote: Are all the default key settings the same in all ports?
Image
Ignore the backspace for Turbo R, that's in there by mistake.
Image
Note you have to click the controller and hit set for player two buttons to start working.

For the DOS options, just download it and open it, it may not play games correctly or give you sound properly in WinXP, but you can still open it and browse the windows.
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Post by xamenus »

OK, so in the Linux port,in the options, we don't have "high priority mode" and "disable screensaver". But we do have a new "enable auto-patch" feature in all 3 ports, correct (nice feature, btw :))?

In video, how do you tell if you're in a D, R, or S mode? Linux only supports one HQXX filter, the HQ2x, correct? What resolution do you have to be in to use it? Does Linux not support Vsync, Triple Buffering, and Interpolation? And what is the bilinear filter? Is that Linux only?

The sound options in the sdl port are identical to those in the win32 port.

Input options appear to be identical in the sdl and win32 ports (default player 1 and player 2 controls kind of clash with each other, btw ;)).

I'm hoping that RichardC can create the dos docs soon; I'll then add these changes in.

If there are any more differences that anyone can find, please post. :)
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Post by Nach »

IceFox wrote:But we do have a new "enable auto-patch" feature in all 3 ports, correct (nice feature, btw :))?
Yes, thank ipher.
IceFox wrote: In video, how do you tell if you're in a D, R, or S mode?

Code: Select all

NEWSYM GUIVideoModeNames
db '256X224    R WIN ',0  ;0
db '256x224    R FULL',0  ;1
db '512X448   DR WIN ',0  ;2
db '640x480   DR FULL',0  ;3
%ifdef __OPENGL__
db '256x224  OGL WIN ',0  ;4
db '512x448  OGL WIN ',0  ;5
db '640x480  OGL FULL',0  ;6
db '640x576  OGL WIN ',0  ;7
db '768x672  OGL WIN ',0  ;8
db '896x784  OGL WIN ',0  ;9
db '1024x896 OGL WIN ',0  ;10
db '800x600  OGL FULL',0  ;11
db '1024x768 OGL FULL',0  ;12
db '640x480  OGL WIN ',0  ;13
db '800x600  OGL WIN ',0  ;14
db '1024x768 OGL WIN ',0  ;15
db 'VARIABLE OGL WIN ',0  ;16 
%endif	
For the OpenGL modes they are all automatically DR (Unless they're all DS, but I think they're DR).
IceFox wrote: Linux only supports one HQXX filter, the HQ2x, correct? What resolution do you have to be in to use it?
Yes.

Code: Select all

;  Video Mode Feature Availability (1 = Available, 0 = Not Available)
;  Left side starts with Video Mode 0
;  vid mode column = 0,1,2,3,4,5,6,7,8,9,0,1,2,3,4,5,6 
NEWSYM GUI16VID,  db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1       ; 16-bit mode
NEWSYM GUINGVID,  db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1       ; New Graphics Mode Available
NEWSYM GUISLVID,  db 0,0,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1       ; Scanlines
NEWSYM GUIINVID,  db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0       ; Interpolation
NEWSYM GUII2VID,  db 0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0       ; Interpolation(w)
NEWSYM GUIEAVID,  db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0       ; Eagle
NEWSYM GUIIEVID,  db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0       ; (Interp | Eagle)
NEWSYM GUIFSVID,  db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0       ; Full Screen
NEWSYM GUIWSVID,  db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0       ; (Full Scr. | Wide Scr.)
NEWSYM GUISSVID,  db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0       ; Small Screen
NEWSYM GUITBVID,  db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0       ; Triple Buffering
NEWSYM GUIHSVID,  db 0,0,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1       ; Half/Quarter Scanlines
NEWSYM GUI2xVID,  db 0,0,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1       ; 2xSaI/Super Eagle Engines
NEWSYM GUIM7VID,  db 0,0,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1       ; ?Mode 7 video thing?
NEWSYM GUIWFVID,  db 0,1,0,1,0,0,1,0,0,0,0,1,1,0,0,0,0       ; If Windows Full Screen
NEWSYM GUIDSIZE,  db 0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0
NEWSYM GUIRATIO,  db 0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0
NEWSYM GUIBIFIL,  db 0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1       ; binlinear = 1, nearest = 0
NEWSYM GUITBWVID, db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0       ; Triple Buffering (Win)
NEWSYM GUIMBVID,  db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NEWSYM GUIHQ2X,   db 0,0,1,1,0,1,1,1,1,1,1,1,1,1,1,0,0       ; hq2x filter
NEWSYM GUIHQ3X,   db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0       ; hq3x filter
NEWSYM GUIHQ4X,   db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0       ; hq4x filter
IceFox wrote: Does Linux not support Vsync, Triple Buffering, and Interpolation? And what is the bilinear filter? Is that Linux only?
SDL is always Vsynced. There is no triple buffering. Interpolation is in certain modes. Bilinear filter is OpenGL only. See above chart.


Do you neeed DOS screenshots or code printouts?
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Post by Aerdan »

OpenGL is DS only.
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Post by xamenus »

I uploaded my changes, get them here (revision 3): http://board.zsnes.com/phpBB2/viewtopic ... 1151#31151 Thanks for your help, Nach.
Nach wrote:Do you neeed DOS screenshots or code printouts?
No thanks, I got the DOS port to run. :) But I'm waiting on RichardC to create the DOS docs first (unless someone else wants to. Noxious Ninja? :mrgreen:)--then I'll try to update them.
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Post by Noxious Ninja »

IceFox wrote:I uploaded my changes, get them here (revision 3): http://board.zsnes.com/phpBB2/viewtopic ... 1151#31151 Thanks for your help, Nach.
Nach wrote:Do you neeed DOS screenshots or code printouts?
No thanks, I got the DOS port to run. :) But I'm waiting on RichardC to create the DOS docs first (unless someone else wants to. Noxious Ninja? :mrgreen:)--then I'll try to update them.
Sure, why not. I was toying around with the idea of learning texinfo, but this would be easier.

One thing to keep in mind for the DOS docs is that they need to be available in both HTML and text formats, in case people are running under pure DOS.

What exactly do you think needs to be changed?

Oh, and I'll probably need some help - I don't have a system running pure DOS at the moment. I'm not sure how ZSNES works in VMWare.
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Post by xamenus »

I imagine that the FAQ will be the most difficult to make, following RichardC's design. That and many other things will need updating, too, such as What's New and System Requirements in readme.htm, netplay.htm, and some options in gui.htm. The about, credits, and bugreports pages shouldn't need any changes (except for the title).

BTW, does anyone have a cool DOS logo in .png format for the docs, that is transparent like the windows and linux logos? :)
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Post by Nach »

IceFox wrote:But I'm waiting on RichardC to create the DOS docs first
He did, they come with ZSNES v1.4 DOS version.
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Post by Nach »

Project up! http://sourceforge.net/projects/zsnes-docs

RichardC: please add me as an admin to the project.

Everyone else working on the docs: create yourself a username on source forge, then PM your name to RichardC (or me when he gets around to making me an admin).
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