|   INFORMATION
 
 
 FEATURES
 
 
The following features are present in ZSNES:
 complete 65816 instruction set
 SRAM support
 LoROM and HiROM support
 SlowROM and FastROM support
 Full DMA support
 HIRQ/VIRQ/NMI Interrupts
 Support for most snes file formats
 Multi file format support (.1,.2,.3,A.,B.,C.)
 Interleaved format support
 PAL/NTSC timing support
 
The following are implemented in the old graphics engine:
 
 Line by line based graphics engine
 Graphic Modes 0,1,2,3,4,5,6,7
 8x8, 16x16, 32x32 and 64x64 sprite support (flipped in all directions)
 Mosaic effects
 8x8 and 16x16 tiles
 32x32,64x32,32x64,64x64 tile modes
 Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.
 Mode 7 rotating and scaling effects
 Single and Dual Windowing Routines
 BG priorities
 Sprite Priorities
 Add/sub of back area
 16-bit graphics support
 offset per tile mode (mode 2/vertical only)
 High res 512 horizontal resolution
 
Following are present in 16-bit graphics mode:
 
 Palette changing in the middle of a screen
 Screen Addition (full and half)
 Screen Subtraction (full)
 Fixed Color Addition/Subtraction
 Window clipping for Fixed Color
 
The following are implemented in the new graphics engine (8-bit):
 
 Combination of line by line and tile based graphics engine
 Graphic Modes 0,1,2,3,4,5,6,7
 8x8, 16x16, 32x32 and 64x64 sprite support (flipped in all directions)
 8x8 and 16x16 tiles
 32x32,64x32,32x64,64x64 tile modes
 Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.
 Mode 7 rotating and scaling effects
 BG priorities
 Sprite Priorities
 Add/sub of back area
 Mosaic Effects
 Offset per tile mode (mode 2/vertical only)
 High res 512 resolution and 448/478 vertical resolution
 
The following are implemented in the new graphics engine (16-bit):
 
 Combination of line by line and tile based graphics engine
 Renders graphics by using 256 color buffers
 Graphic Modes 0,1,2,3,4,5,6,7
 8x8, 16x16, 32x32 and 64x64 sprite support (flipped in all directions)
 8x8 and 16x16 tiles
 32x32,64x32,32x64,64x64 tile modes
 Full HDMA effects for wavy backgrounds, interesting mode 7 effects, etc.
 Mode 7 rotating and scaling effects
 BG priorities
 Sprite Priorities
 Add/Sub of back area (Not Correct)
 Fixed Color Add/Sub (Not Correct due to lack of Windowing)
 
The following are present in sound:
 
 16-bit digital stereo sound
 SPC700 Sound CPU
 DSP Sound Processor
  Echo Effects
  FIR Filter
  ADSR volume effects
  GAIN volume effects
  Noise effects 
The following are extra features emulated:
 
 Super NES Mouse Support
 Super NES Super Scope Support
 SuperFX support
 MultiTap (Multiplayer 5) support
 DSP1 emulation (not complete)
 SA-1 emulation (not complete)
 
The following are the features present in ZSNES:
 
 Game State Save (F2=Save, F3=Select, F4=Load).Warning: A state file takes 260 kbytes of HD space!
Auto frame rate to give you constant Super Nintendo speed up to 9
  frame skips
 configuration file support (ZSNES.CFG)
 2 player support w/ Joystick and Gamepad support
 REQUIREMENTS
 
 
Minimum System Requirements:
 386 processor (486 processor required for new graphics engine)
 8MB of RAM (You need at least 6MB free)
  You need 10MB of RAM to run 48mbit (6 megabytes) roms.
  You need 11MB of RAM to use the new graphics 16-bit engine.
  For SuperFX emulation, 10 megabytes of free memory is required to run.VGA card
 
Reccomended System Requirements:
 
 Pentium processor (P100 or higher)
 16MB of RAM (min 12MB free)
 SVGA card
 Sound Blaster 16 or 100% compatible
 
Reccomended System for 65536 (16-bit) color mode:
 
 Fast Pentium processor (P166 or higher)
 16MB of RAM (min 12MB free)
 SVGA card which supports 320x240x65536 or 640x480x65536 colors
 Sound Blaster 16 or 100% compatible
 
Reccomended System for SFX support:
 
 Fast Pentium processor (P200 or higher)
 16MB of RAM (min 10MB free)
 VGA card
 Sound Blaster 16 or 100% compatible
 
 MISSING FEATURES
 
 
The following features are missing:
 DSP features such as pitch modulation
 Screen Subtraction (half) (Except for newgfx 16b engine)
 512 snes horizontal resolution, 16x16 tiles (Except for newgfx 8b engine)
 Pseudo 512 snes horizontal resolution
 448/478 snes vertical Interlaced resolution (Except for newgfx 8b engine)
 Some modes in Offset Mode
 Windowing in the back area of the main screen
 Some Direct Color Modes
 
What will not run (or not play properly):
 
 Some Super FX games such as Star Fox and Stunt Race FX
 DSP games such as Pilotwings
 Games with other special chips such as Megaman X2, Street Fighter Alpha 2 and Mario RPG
 Games that have a unique sound checking routine (if sound is disabled)
 Games which doesn't have a valid header (use -L or -H to get it working)
 Games that hit a severe bug in the 65816/PPU/SPC700/DSP routines
 Games that require special timing
 
 BUGS
 
 
 Several transparency effects are incorrect in zsnes due to some priority
  problems that are not easy to implement.  If you encounter a problem
  in transparencies (and make sure you're in 16bpp mode), try changing
  to the new graphics 16bit engine since it handles the transparencies
  differently.
 SuperFX bugs are present.  We've got some great help (thanks to that
  person who attempted to help us!) and we spent a lot of time
  debugging it (even after .400 release), but we still can't figure
  out what causes the polygons to not show in several games.
 DSP1 emulation is present in ZSNES, but is very limited because of the
  precision problems present when some of the functions that are converted
  from C to ASM in fixed point notation.  Those functions with problems
  were removed from this version.  Once ZSNES gets C linked to it,
  a floating point version should be possible.
 65816 lacks correct timing.  Although ZSNES bases the timing on a
  variable cycle/instruction, it does not deduct correct values such
  as 16bit instructions should deduct 1 more cycle than 8bit instructions.
  100% cycles of zsnes isn't 100% cycles of a snes because of that.
  This means that a lot of games either won't run or will produce horrible
  displays.
 Several games that don't update at every screen tend to flicker.  This
  is probabily because zsnes doesn't handle forced blank properly yet.  This
  can temporarily be fixed by setting the frameskip value until the flicker
  goes away
 Some games tend to produce off by 1 line bugs.  This is because
  HIRQ isn't implemented correctly
 Games sometimes tend to not display things properly because of graphic
  features that aren't implemented yet
 The Sound DSP chip is nearly complete (pitch modulation is missing), but
  it still has its bugs
 Several Sound Effects such as Wind , Soft Noises, etc. play incorrectly
  and tend to sound like beeps or loud howling noises.  We are currently
  unsure on what causes this and it will be addressed once we find out.
 CREDITS
 
 
 We would really like to thank the snes9x team for all their help and
  also for an excellent snes emulator.  We also wish them the very best
  of luck!
 Special thanks to wnelson!  Without him, ZSNES would have never existed!
 Also to Y0SHi for his excellent snes docs, his help, and his excellent
  support!
 The_Teach of snes9x for some great info and the nice chats!
 Trepalium of snes9x for some great info and help!
 Gary of Snes9x and Steve Snake of KGen for being the source of info for
  sound decompression!
 Gary of Snes9x for being the source of info for TCall/PCall!
 MrGrim for his great support!
 Crono for info on Sound Blaster programming!
 Aquis for the zsnes logo!
 Alucard for helping us with an issue in the 65816!
 Vertigo for making a compatibility list!
 EFX for being a great supporter and also giving a lot of help and stuff!
 Zophar for being a great supporter and also maintaining the mirror site!
 Chris Hickman for redesigning the ZSNES web page!
 CSoft for hosting our web page!
 Marius Fodor for the code for VSync, Sidewinder, Gamepad Pro, and some
  optimisation info!
 Sardu for some great info and help!
 Lord Esnes for some great help!
 Robert Grubbs for the sidewinder info!
 Nerlaska for some useful info on optimising and also for some help!
 Diskdude for writing sneskart which we used for the info on cheat codes!
 DarkForce for some great help!
 Pharos for some keyboard coding help!
 Lestat and feenix65 of snes9x team for all the great help which includes
  their superfx info and code, info on interleave formats (hirom & superfx),
  offset per tile mode, FIR filter, some spc700 and hdma bugs!
 WolfWings ShadowFlight for help on several issues of nasm!
 All those people who helped us by either sending us docs
  helping us, supporting us, and reporting bugs!
 Special Thanks to: Hucard, Kaiden, and the people in #zsnes efnet
 And also to all those whom we forgot!
 Special Thanks to all our beta testers for being a great help!
 _Demo_ would also like to give thanks to tgenius and 4999 for testing his
  65816emu hack in #snesemu a while ago.
 Info on 256x256x256 scanlines mode is from the MAME source.  Thanks to
  those behind MAME!
 DOWNLOAD
 
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