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Snemul

This document is a configuration file for the SNEmul emulator, detailing settings for ROM paths, sound emulation, scaling modes, and various graphical options. It includes specific configurations for individual games, allowing customization of their performance and display. The file also outlines GUI settings and external memory options for enhanced emulator functionality.

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mm17062006
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0% found this document useful (0 votes)
31 views8 pages

Snemul

This document is a configuration file for the SNEmul emulator, detailing settings for ROM paths, sound emulation, scaling modes, and various graphical options. It includes specific configurations for individual games, allowing customization of their performance and display. The file also outlines GUI settings and external memory options for enhanced emulator functionality.

Uploaded by

mm17062006
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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# SNEmul configuration file

# Please read README before

[Global]
# Those settings are default and overriden by games' settings

# ROM Directory
ROMPath = /roms/snes

# SPC Directory
SPCPath = spc

# Scaling modes:
# 0 : not scaled, the graphics are displayed without change, but the DS screen
# is too small to display all SNES screen. So a part of the screen is lost (see
# BG3SQuis and YScroll for workarounds).
#
# 2 : full-screen scaled, the SNES screen is displayed entirely onto the DS screen.
# The backgrounds uses a pseudo bi-linear filtering to squish the graphics.
# Sprites are squished without filtering. Some pixels are lot.
#
# 1 : half scaled mode doesn't scale as much as full-screen does, so the top and
bottom
# ranges of the screen are not displayed and sprites are not squished.
Scaled = 0

# BG3Squish and YScroll are only available for not scaled mode :

# BG3Squish : Squish the layer 3


# 0 -> normal
# 1 -> squish (reduce 16 pixels)
# 2 -> squish more (reduce 32 pixels)
BG3Squish = 0

# YScroll : Vertical Scroll (pixels) of layer 1 and 2


# 16 -> normal
# 32 -> bottom
# 0 -> top
# 24 -> medium botton (a good choice for many games)
YScroll = 16

# Sound emulation
# 0 -> off (and use SPC700 skipper)
# 1 -> on
Sound = 1

# BGLayer
# Five digits number: s4321
# "1 2 3 4 s" mean "BG1 BG2 BG3 BG4 sprite" respectively
# For each digit :
# 1 = enable, 0 = disable

BGLayers = 10111

# BG Priorities selection
# 0 -> automatic
# 1 -> 1, 2, 0, 3
# 2 -> 3, 3, 2, 3
# 3 -> 3, 3, 3, 3
# 4 -> 2, 2, 2, 2
# 5 -> 1, 1, 1, 1
# 6 -> 0, 0, 0, 0
# 7 -> 2, 3, 0, 1
# 8 -> 2, 0, 3, 1
# 9 -> 2, 1, 0, 3
# 10 -> manual (see below)
BGPriorities = 0

# BG Manual Prioritites
# abcd : priority for BG1 BG2 BG3 BG4
# 0 - 3 : the higher the value is, the lower the priority is
# if BG1 and BG2 have the same priority value, BG1 is in front of BG2
BGManualPriority = 1123

# Sprite Priorities
# abcd : priority for the 4 SNES priorities
# 0 - 3 : the higher the value is, the lower the priority is
# The most used values are 1123 or 1223
BGManualPriority = 1123

# BG3 Tile priority line detection


# if set to one, the emulator detects whether the current line has
# more low or high priority tiles, and change the priority of the
# layer for this line (this only work for BG3 currently)
# This doesn't work for 16 pixels tiles and 64x64 layers
BG3TilePriority = 0

# Double a layer to emulate priority per tile for this layer


# When set to 0 or 1, one of the layer is doubled to the DS's fourth layer
# The high priority tiles are put on the main layer, the low priority tile
# on the back layer. Each layer is not entirely filled. The empty areas are
# filled with the tile BlankTilenumber (see below)
# This doesn't work for 16 pixels tiles and 64x64 layers
TilePriorityBG = -1

# Number of a blank tile which will be used to fill the empty areas of the
# doubled layer
# 0 is a good value for most games, but some games may need another value, and
# this value may need to change for different parts of the game
# 666 seems ok for Secret Of Mana
BlankTileNumber = 0

# Transparency effects
# 0 -> Disabled
# 1 -> Enabled
Transparency = 1

# HDMA
# 1 -> enable
# 0 -> disable
HDMA = 1

# Wait for V blank


Vblank = 0

# Fast DMA: Faster implementation of DMA, but maybe buggy


# 0 -> Regular DMA
# 1 -> Faster DMA
FastDMA = 1

# Sound Port Synchronization hacks


# APU and CPU use 4 ports for exchanging data. Sometimes, games get
# desinchronzied because CPU write too fast or too slow.
#
# abcdefgh where a,b,c,d,e,f,g,h is 0(off) or 1(on)
#
# abcd control the optional temporizing time before writing to a APU
# port. Of course this slowdown the game emulation.
#
# efgh control a little emulation hack that prevent the main CPU from writing
# to an APU port until the previous data has been read by the sound CPU
#
# a/e : APU Port 0, b/f : APU Port 1 ...
#
# Chrono Trigger is better with b=1
# Square games like SOM and FF6(FF3) sound much better with g=1 and h=1
# Enix games like Illusion of gaia and Terranigma sound better with e=f=g=h=1

SoundPortSync = 00000000

# External memory pak configuration:


# You can use external memory pack (like Opera RAM, Slot 2 card reader...) to
# increase memory available for emulator.
# There are two modes available for external memory:
#
# MapExtMem = 0 => Use external memory like a disk with paging enabled.
# In this mode, the emulator copy part of the ROM into the DS RAM as the
# the game needs it. It is the fastest method in most games.
#
# MapExtMem = 1 -> Map external memory directly, doesn't use memory paging.
# In this mode, the emulator doesn't copy the ROM into the DS RAM, it uses it
# directly from the external memory. As external memory is much slower than
# DS RAM, it is most of the time the slower method, but if a game uses a large
# range of memory (like graphic intensive game like Mortal Kombat), it can
# be faster than the other method. Some games can crash or refuse to launch,
# because the ROM cannot be locked read-only.
MapExtMem = 1

[GUI]
# Order for file chooser dialogs :
# 0 -> no order
# 1 -> alphabetical order
FileChooserOrder = 1

# Language of GUI
# -1 -> Use firmware settings (Japanese / English / French / German / Italian /
Spanish)
# 0 -> Japanese (Katakana only)
# 1 -> English
# 2 -> French
# 3 -> German
# 4 -> Italian
# 5 -> Spanish
# 106 -> Portuguese
# 107 -> Catalan
# 108 -> Polish
# 109 -> Dutch
# 110 -> Danish
# 111 -> Swedish (not available yet)
# 112 -> Korean (not available yet)
# 113 -> Simplified Chinese (not available yet)
# 114 -> Russian (not available yet)
# 115 -> Greek (not available yet)
Language = -1

# Screen Emulator Render


# TopScreen == 0: emulator renders at Bottom Screen
# TopScreen == 1: emulator renders at Top Screen (default)
TopScreen = 1

# --------------------------------------
# GUI layout
# --------------------------------------

DataPath = /

Palette = palette.dat

# Types :
# 0 -> Static (str)
# 1 -> Image static (file)
# 2 -> String button (str1, str2)
# 3 -> Image button (file1, file2)

LoadROM.type = 3
LoadROM.file1 = loadrom.raw
LoadROM.file2 = loadrom_a.raw
LoadROM.x = 4
LoadROM.y = 16
LoadROM.sx = 76
LoadROM.sy = 76

LoadState.type = 3
LoadState.file1 = loadstate.raw
LoadState.file2 = loadstate_a.raw
LoadState.x = 88
LoadState.y = 16
LoadState.sx = 76
LoadState.sy = 76

SaveState.type = 3
SaveState.file1 = savestate.raw
SaveState.file2 = savestate_a.raw
SaveState.x = 172
SaveState.y = 16
SaveState.sx = 76
SaveState.sy = 76

Options.type = 3
Options.file1 = options.raw
Options.file2 = options_a.raw
Options.x = 4
Options.y = 94
Options.sx = 76
Options.sy = 76
Jukebox.type = 3
Jukebox.file1 = jukebox.raw
Jukebox.file2 = jukebox_a.raw
Jukebox.x = 88
Jukebox.y = 94
Jukebox.sx = 76
Jukebox.sy = 76

Advanced.type = 3
Advanced.file1 = advanced.raw
Advanced.file2 = advanced_a.raw
Advanced.x = 172
Advanced.y = 94
Advanced.sx = 76
Advanced.sy = 76

StatusBar.type = 1
StatusBar.file1 = statusbar.raw
StatusBar.x = 0
StatusBar.y = 172
StatusBar.sx = 256
StatusBar.sy = 20

HideGUI.type = 3
HideGUI.file1 = hidegui.raw
HideGUI.file2 = hidegui_a.raw
HideGUI.x = 236
HideGUI.y = 0
HideGUI.sx = 14
HideGUI.sy = 14

Title.type = 0
Title.x = 0
Title.y = 0
Title.sx = 256
Title.sy = 14

# GAMES list:

# WARNING: AS of 0.5 alpha, crc is computed on first 1Mb for large ROMS(>3Mb)

# When loading a game, SNEmul will search in configuration in order :


# - Title of the game
# - CRC
# - Filename
# - Alternat. CRC #2
# - Alternat. Title #2
# - Alternat. CRC #3
# - Alternat. Title #3
# - Alternat. CRC #4
# - Alternat. Title #4
# - Alternat. CRC #5
# - Alternat. Title #5
# So you can associate up to 11 ROM dumps to the same entry

[TITLE_OF_GAME_OR_FILENAME]
crc = 1020304
crc2 = deadbeef
crc3 = abbababa
crc4 = abcdef01
crc5 = 12345678
title2 = My Name Here (J)
title3 = My Name Here (US)
title4 = My Game
title5 = Hello World

[Secret of MANA]
SoundPortSync = 00000011
TilePriorityBG = 1
BG3TilePriority = 0
BlankTileNumber = 666
SpritePriority = 1223

[FINAL FANTASY 3]
SoundPortSync = 00000011
#TilePriorityBG = 1

[SUPER CASTLEVANIA 4]
SpeedHacks = 2
BG3TilePriority = 1

[VAMPIRES KISS]
SpeedHacks = 1

[DONKEY KONG COUNTRY]


BGPriorities = 3
SpeedHacks = 0
Transparency = 0
Vblank = 1

[CHRONO TRIGGER]
SpeedHacks = 0
SoundPortSync = 01000000

[SUPER MARIOWORLD]
SpeedHacks = 1
#BGPriorities = 1
# Mario is transparent in level selection
Transparency = 0
BG3Squish = 1
YScroll = 24
Vblank = 1
Sound = 1
Scaled = 0
BGLayers = 10111
BGPriorities = 0
EnableSRAM = 0

[SUPER MARIO ALL_STARS]


YScroll = 24
BG3Squish = 0
Sound = 1
BGLayers = 10111
BGPriorities = 0
Vblank = 0
SpeedHacks = 0
[SUPER BOMBERMAN]
# Need interrupt to start ...
SpeedHacks = 2

[STREETFIGHTER2]
crc = A45CADD6
SpeedHacks = 1
BG3TilePriority = 1

[POPULOUS II]
MouseXAddr = 7A
MouseYAddr = 7C
MouseMode = 2

[MARIOPAINT]
MouseXAddr = 4DC
MouseYAddr = 4DE
MouseMode = 1

[Lemmings 2,The Tribes]


MouseXAddr = C34
MouseYAddr = C35
MouseMode = 1
MouseXOffset = -8
MouseYOffset = -8

[CIVILIZATION]
MouseXAddr = 9D
MouseYAddr = 9F
MouseMode = 1

[Eye of the Beholder]


MouseXAddr = 87
MouseYAddr = 88
MouseMode = 1

[TERRANIGMA P]
TilePriorityBG = -1
BG3TilePriority = 0
BlankTileNumber = 0

[Street Fighter2 Turbo]


TilePriorityBG = -1
BlankTileNumber = 0
BG3TilePriority = 1

[Ogre Battle USA]


BG3Squish = 0
YScroll = 16
Sound = 1
GFXEngine = 0
HDMA = 1
BGLayers = 10111
BGPriorities = 0
Vblank = 0
SpeedHacks = 0
TilePriorityBG = -1
BG3TilePriority = 1
BlankTileNumber = 0
SpritePriority = 1123
BGManualPriority = 0123

[Street Fighter 2]
TilePriorityBG = -1
BG3TilePriority = 1
BlankTileNumber = 0

[MORTAL KOMBAT 3]
BG3Squish = 0
YScroll = 16
Sound = 0
BGLayers = 10111
BGPriorities = 0
Vblank = 0
SpeedHacks = 0

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