Mednafen

Game-specific Emulation Hacks

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 ’92Shougin 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

Nintendo Entertainment System (NES)

The NES emulator currently supports up to 4 standard controllers, Zapper
support (via Wiimote IR), Arkanoid controller support (via Wiimote IR, Twist,
and Tilt), Space Shadow gun support (via Wiimote IR), Oeka Kids support
(via Wiimote IR), and up to 2 Hypershot controllers (Hyper Sports).

To play Famicom Disk System (FDS) games, the disk system BIOS, «disksys.rom»
must exist in the «/wiimednafen» directory.

Below are the «default» control mappings for the NES emulator. Controls can
be overridden on a game-by-game basis via the «Game-specific settings» menu
item.

Zapper

Action
(IR) Aim (Point Wiimote at screen)
Zapper Trigger
A
B
* Special (See notes below)
Start
Select
Exit to Homebrew channel

Arkanoid Controller

Action
(IR) Move (IR Wiimote mode)
(Tilt) Move (Tilt Wiimote mode)
(Twist) Move (Twist Wiimote mode)
or Arkanoid Button
A
B
Start
Select
Exit to Homebrew channel
  • IR Wiimote mode : In this mode, you point the Wiimote at the screen and move it left and right
  • Tilt Wiimote mode : In this mode, you hold the Wiimote horizontally and tilt it up and down (like a seesaw)
  • Twist Wiimote mode : In this mode, you hold the Wiimote horizontally and twist it forward and backward (like the Wiiware game Bit Trip Beat)

Oeka Kids Tablet

Action
(IR) Move Cursor (Point Wiimote at screen)
Oeka Kids Button
A
B
Start
Select
Exit to Homebrew channel

Special is used for «Vs. Unisystem» and «Famicom Disk System» (FDS) games. For Vs. Unisystem games this button simulates inserting a coin. For FDS games, this button flips the disk (necessary for games that utilize both disk sides).

PAL mode

Currently, the only way to have a game play in PAL mode is via the file name
of the ROM. To enable PAL mode for a ROM, ensure the file name contains
«(P)». In the future I will be adding the ability to force PAL mode via
«Game-specific settings».

Game Genie

Game Genie emulation requires that the Game Genie ROM image, «gg.rom»
exists in the «/wiimednafen» directory. Game Genie emulation can be
enabled/disabled via the «Emulator settings» menu.

Should you use Mednafen?

With all the emulator offerings as of 2020, should you use MagicEngine? Well, Mednafen is a hard sell these days with the better offerings available. RetroArch is the superior multi-system emulator; it offers more systems, more features, and a user-interface. Higan is another good option; it’s cycle accurate and has a user-interface.

Mednafen is good for people who don’t care for a user-interface and want a multi-system emulator that keeps things simple by offering a single core per video game system. However, Mednafan is intended for more experienced computer users. I wouldn’t recommend it to those of you new to emulation or if you’re just a casual emulation user.

03/16/12 (0.2-pre)

  • NES controls support
    • Added Arkanoid controller support (via Wiimote IR, Twist, and Tilt)
    • Added Space Shadow gun support (via Wiimote IR)
    • Added Zapper support (via Wiimote IR)
    • Added Oeka Kids support (via Wiimote IR)
    • Added Hypershot controller support (Hyper Sports)
  • CD ROM cue sheets
    • Added support for UTF-8 files.
    • Added support for high-ascii characters.
  • Inherited settings now display the inherited value and where they are
    being inherited from.
  • Added ability to specify language for WonderSwan via emulator settings.
    (see Mednafen 0.9.19 merge notes below)
  • Merged changes from 0.9.19 (Mednafen proper)
    • LYNX emulation
    • NES emulation
      • Improved iNES mapper 69 expansion sound emulation accuracy (volume
        interpretation and channel frequencies were off). (Gimmick! sound)
      • Fixed a bug in the MMC5 split-screen emulation that caused a garbage
        scanline in the intro sequence of «Uchuu Keibitai SDF».
      • Fixed MMC5 32K PRG switching mode.
    • WonderSwan emulation
      • Fixed a reset initialization bug (due to a design flaw) that was
        partially corrupting internal and external EEPROM.
      • Implemented experimental setting «wswan.language»; it’s only known to
        affect «Digimon Tamers: Battle Spirit».

NetPlay

Cores that work with Netplay:

  • TG-16/PC Engine/PC-CD/SuperGrafx (option for both accuracy and fast cores)
  • PC-FX
  • NES
  • Genesis (experimental but mostly functional; 2 Players only)
  • Master System
  • SNES
  • Playstation 1
  • Sega Saturn
Review
PROS
  • You can make and load savestates
  • Netcode allows for people to join a game that’s already in session
  • In-game chat
  • Playing it fullscreen works (sometimes)
CONS
  • Command-line only (you can use a frontend, though)
  • Weird, convoluted settings (or lack thereof)
  • SNES emulation will be slow to you if you’re on a low-end computer (uses BSNES core)
  • Playstation is inexplicably slow (haven’t checked to see what core it uses, but probably has one that’s focused on accuracy)
  • Only supports 2 Players on Genesis.
  • Frontend doesn’t always save settings correctly.
  • Frontend defaults to detecting compressed ROM archives instead of the actual ROMs (you can still load uncompressed ROMs by selecting «All files *.*» from the dropdown menu).
How to
  1. Run MedGui.exe
  2. You’ll get a small window. On your left, you’ll see two arrow buttons with a console/handheld icon in between. Choose your desired platform.
  3. Click the button with the blue lightning icon and look for the folder that contains your game(s). The emulator looks for compressed archives by default, but you can still load uncompressed files by clicking on the drop down menu.
  4. Pick your game.
  5. Click the button with a checkered red ball and joystick to start the game.
  6. You’ll then (very likely) get a message an update prompt. Click Yes, and wait.
  7. Start the game. If it asks you to update again, ignore it and restart the emulator.
  8. While the game is loaded, press ALT + SHIFT + 1 to map your controller. You’ll get several options per button (for example, UP 1, UP 2, UP 3, etc.). Just map the first one to your controller, and the rest to a key you’ll never press. You will have to repeat this step for every emulator core.
  9. Close the emulator.
  10. Click the arrow button on the right side of the window. It should expand it.
  11. Click Advanced Mode.
  12. Click the tab called Media/Network/Utility.

For Hosting:

  1. In the Netplay-Server section, you have the following options:
    • «Max Clients», as in, the number of people that can connect to your server (not necessarily players; theoretically you can use this as a makeshift stream)
    • «Conn. Timeout» which is the number of seconds you’ll allow for your clients to attempt establishing a connection
    • «Port» where you’ll choose one an open TCP/UDP one
    • «Password» which you can establish or leave blank
  2. When you’re done fiddling with your settings, click Create standard.conf
  3. Click Create Server. A cmd window will appear.
  4. Click My IP to obtain your external IP address, and share it along with your port to your friend(s).
  5. Launch the game.
  6. Press T, and type /server localhost.
  7. Wait for other people to connect.

If you’re Connecting:

  1. In the Netplay-Client section, you have the following options:
    • «Host», which is the server’s IP you’ll connect to
    • «Port, which is the one used by the server (which you should also have open on your end).
    • «Password», blank if there is none.
    • «Nickname» where you type whatever you want.
    • «Localplayer» is the number of players that will also be playing from one computer.
    • «Small font» which makes the chat font smaller.
  2. When you’re done fiddling with your settings, launch the game.
  3. Press T, and type /server IP_goes_here.

You can chat in-game by pressing T. Also, remember that you can drop in and out of the game at any time, so you don’t need to reset the game if someone accidentally disconnects.
There are way too many settings, commands and features to list, so take a look at the emulator’s documentation.

01/13/12 (0.1)

  • Added support for MegaDrive/Genesis.
  • Added rewind support for the following emulators:
    • GameBoy/GameBoy Color
    • Game Gear
    • Lynx
    • Nintendo Entertainment System (excludes FDS games)
    • Neo Geo Pocket
    • PC Engine/TurboGrafx 16 (excludes CD games)
    • Sega Master System
    • WonderSwan (excludes large SRAM sizes: Dicing Knight,
      Judgment Silversword)
  • VI + GX scaler (eliminates majority of scaling artifacts).
  • Default screen sizes per emulator (1x, 2x, Full, etc.).
  • Full widescreen support
  • 16:9 correction option (displays 4:3 on widescreen displays).
  • Double strike (240p) mode support (can be enabled globally and
    per-emulator). By default, is explicitly disabled for handheld emulators.
  • Color trap filter (Eke-eke implementation)
  • Master system FM sound support (when region set to Domestic/Japan)
  • Virtual Boy SRAM bug fix (was not being persisted).
  • Fixed bug where screen sizing controls were not being properly rotated
    (games with vertical orientation).
  • Ability to map «rotate screen» button for WonderSwan (Klonoa, etc.).
  • WonderSwan control mappings now supports «profile» toggle. Allows for
    saving mappings for both orientations for a single game (Klonoa, etc.).
  • Updated Game Gear to display with proper aspect ratio.
  • Ability to set Volume globally and per-emulator.
  • Additional SMS/GG compatibility
  • Fixed bug that prevented certain Ogg Vorbis files (multiples of 1024, go
    figure) from loading as part of a CD image (CUE sheet).
  • Fixed bug that prevented some FDS games (Metroid) from properly flipping
    the disk.

Loading a PlayStation 1 ISO

Final Fantasy VII running on Mednafen

Mednafen actually emulates PlayStation 1 games very well. It even perfectly emulates any games that ePSXe has trouble with (i.e. Valkyrie Profile). The drawback is that Mednafen doesn’t give you that many useful options. Out of box, Mednafen doesn’t offer any of the fancy 3D rendering filters ePSXe offers. It gives you the standard pixel-ish screen, as shown to the right.

Anyway, here’s how to load PlayStation 1 games with Mednafen:

  1. First, you need the BIOS. You can download it from my emulators page.
  2. Mednafen specifically requires the following BIOS files. I mean, you don’t need all three, you just need the BIOS for the region you want to play.
    • scph5500.bin — required for Japan-region games.
    • scph5501.bin — required for North America/US-region games.
    • scph5502.bin — required for Europe-region games.
  3. You must name the BIOS exactly as shown here. For example, if your NA BIOS is named “SCPH-5501.BIN”, you must rename it to “scph5501.bin”.
  4. Place the BIOS file(s) in Mednafen’s main directory, as shown here .
  5. Before we load your game I need to point out an important detail. Mednafen can only play ISOs that are in BIN/CUE or ISO/CUE format. BIN/CUE is the most common. It would look something like this (the icons would look different): *If your PlayStation 1 game is currently in a ZIP, 7Z, or RAR file, it must be extracted.
  6. From this point you can load the PlayStation 1 game as you would like any other ROM. So my directions in apply the same way:
    • If you added the game’s folder, simply double-click on the game’s CUE sheet to load it.
    • Otherwise, select the CUE sheet via File > Open ROM.
  7. Lastly, make sure to read . And if you haven’t already, you should read so you can actually play the game.

You can learn more about Mednafen’s PlayStation 1 emulation in Mednafen’s official page.

Virtual Boy

The Virtual Boy emulation included with this emulator is much improved over
WiirtualBoy. Most games now run at 100% speed without frame skipping. These
improvements are due entirely to Ryphecha (Mednafen) who optimized the core
emulation code in addition to eliminating idle loops on a per game basis.

If you do experience any issues, you may want to disable the idle loop
«ROM patching». This can be configured globally via «Emulator settings», or
on a game-by-game basis via «Game-specific settings».

Below are the «default» control mappings for the Virtual Boy emulator.
Controls can be overridden on a game-by-game basis via the «Game-specific
settings» menu item.

+ Action
or or Left Control Pad
N/A Right control pad
A Button
B Button
or L Trigger
or R Trigger
Start
or Select
Exit to menu

CUE+ISO+Audio(Ogg Vorbis and MusePack)

In this format, the CUE file refers to one or more external files that
represent the different tracks (versus all being in one BIN file). The data
tracks are typically represented by ISO files, while the audio tracks
are represented by various audio format files. WiiMednefan only supports Ogg
Vorbis and MusePack audio formats (MP3, WAV, FLAC, etc. are not currently
supported).

Many people have created dumps of PC Engine and PC-FX games in this format
in an effort to reduce the overall game size. Unfortunately, many of these
dumps leverage the MP3 audio format that is not support by WiiMednafen
(or Mednafen proper) due to patent issues.

So, in summary CUE+BIN of a properly dumped game will always work with
WiiMednafen. If you want to reduce the size of a dump, you must use Ogg Vorbis
or MusePack audio formats. In the future, I may look at adding additional
audio formats (FLAC, WAV, etc.) based on the feedback I receive. However, in
keeping in alignment with Mednafen proper, MP3 support will never be added.

Floppy Disk Images

If a virtual floppy disk image in memory has been modified(written to) during the course of emulation, the in-memory floppy disk image
will be saved into a separate file under Mednafen’s nonvolatile memory directory upon exit. On subsequent invocations with the same floppy disk
image(or MAI file and its associated floppy disk images), this separate floppy disk image will be transparently loaded at startup and its data used in lieu
of the source floppy disk image when creating the virtual floppy disk image in memory.

The following 5.25″ Apple II floppy disk image formats are supported:

Extension: Size(Bytes): Description:
d13 116480 Apple DOS 13 sectors/track
dskdo 143360 Apple DOS-order 16 sectors/track
po 143360 Apple ProDOS-order 16 sectors/track
woz (variable) https://applesaucefdc.com/woz/

Loading a game

Mednafen supports Atari Lynx, Neo Geo Pocket Color, WonderSwan, Game Boy Color, Game Boy Advance, NES, SNES, Virtual Boy, PC Engine/TurboGrafx-16 CD, PC-FX, Game Gear, Genesis, Sega Master System, Saturn, and PlayStation 1. I don’t recommend using Mednafen for the popular systems such as SNES and Genesis. There are better emulators for them.

Adding a folder (optional)

Mednaffe gives you the option to load all the folders that contain your ROMs. This gives your ROMs easier access, as opposed to manually loading a single ROM every time via the File menu. Here’s how to load your folders:

  1. Click the button, or press Ctrl+A.
  2. Navigate to the ROM folder you want to add, then click Open; as shown here .
  3. You should now see your ROMs listed in Mednaffe. Simply double-click on a game to load it. Continue the steps above to add more folders.
  4. Once you have several folders added, you can swap among them by clicking on the path at the top — as shown here .
  5. To remove a folder, have the folder open that you want to remove and click File > Remove folder.
  6. Next, you should read so you can actually play the game.

Loading a game

If you followed the directions above about adding a folder, then all you need to do is double-click on a game to play it. But if you prefer the old fashion method, here’s how to load a game manually via the File menu:

  1. Click on File > Open ROM, or press Ctrl+O (as shown to the right).
  2. Navigate to the folder containing the game you want to play, click on it, then click Open; as shown here .
  3. Another window should pop up with your game loading. Next, you should read so you can actually play the game.

Rewind buttons (auto vs. manual)

When rewind is enabled, an additional menu item is displayed,
«Rewind buttons», that controls how rewind buttons are added to the
different controllers supported by WiiMednafen (Wiimote, Wiimote + Nunchuk,
Classic, GameCube).

When «auto» mode is selected, each of the supported controllers are examined
in turn to determine if a «(rewind)» button has been explicitly mapped (via
«control settings» for the current game). If a «(rewind)» button has not
been explicitly mapped for a controller, the «default» rewind button is added
automatically (see the «default rewind buttons» table below).

When «manual» mode is selected, rewind buttons must be mapped manually for
each controller via a game’s «control settings» (available in the
«Game-specific settings» menu). You might be wondering why you would ever
want to use manual mode versus having the buttons added automatically. One
reason is that with the manual mapping mode, a rewind button does not need
to be added to each of the controllers. For example, you might be playing a
game that requires all of the buttons on the GameCube controller so you don’t
have one available for the rewind button. You could set the mode to manual and
only map the rewind button to the Wiimote. Therefore, you can play the game
using all of the GameCube’s buttons, and still have the capability to rewind
via the Wiimote.

Firmware/BIOS

Place the correct firmware image files in the .

If you want to use custom or modified firmware, create and load a MAI configuration file.

If you make a linear dump of your Disk II P6 sequencer ROM(s) through the P5 socket via a program running on an Apple II, remember to process the resulting data to
swap: A7 and A5, D4 and D7, D5 and D6.

In contrast, the required Disk II P5 boot ROM format has its data arranged how it appears to the 6502(i.e. as if it’s just linearly dumped with
a simple program running on an Apple II).

Filename: Purpose: SHA-256 Hash:
apple2-int-auto.rom Apple II Integer BASIC and Autostart System ROMs, concatenated(8KiB).

Consists of 2KiB ROMs(in order, with SHA-256 hashes):
(TODO: verify 341-0001, 341-0002, 341-0003 hashes)

341-0001(3a5137fa95b0a2e4a60a975a97d04abd89425295ee352aa17a3da348764d4f27)

341-0002(0ec63e5737b33f133166a3d55ed28a367a671f03960d9d57fb8598a9de6a437b)

341-0003(2ba5e31366045e5f03255f147550112a5974e3a36ed21ce585917f7c5be12869)

341-0020(29465303e7844fa56a8c846d0565e45f5ee082f98f2ccf1b261de4a7e902201b)

cb52b212a62f808c2f59600b2823491ee12bd91cab8e0260fe34b5f14c47552f
(TODO: verify)
apple2-asoft-auto.rom Apple II+ AppleSoft BASIC and Autostart System ROMs, concatenated(12KiB).

Consists of 2KiB ROMs(in order, with SHA-256 hashes):

341-0011(b45168834f01e11ae2cc35fc6bef153e5a13c180503c6533dff111558099df4d)

341-0012(468d36201974ecbe22efd9164f0ead1abab00b33f1a480da525502964641f444)

341-0013(2814de134e79213eddb6d7d7a18cba105e120a08e77c9767c46d6fc3cfcc593d)

341-0014(6848707531d7a8934a58e743483e4ebc74bf2ded0229b42533fa20cb89ed1a23)

341-0015(220fb70bac6839c98901cd542c3c1fbd7145d0bb9423ea8fcc8af0f16ec47d75)

341-0020(29465303e7844fa56a8c846d0565e45f5ee082f98f2ccf1b261de4a7e902201b)

fc3e9d41e9428534a883df5aa10eb55b73ea53d2fcbb3ee4f39bed1b07a82905
disk2-13boot.rom Disk II Interface 13-Sector P5 Boot ROM, 341-0009 2d2599521fc5763d4e8c308c2ee7c5c4d5c93785b8fb9a4f7d0381dfd5eb60b6(TODO: verify)
disk2-13seq.rom Disk II Interface 13-Sector P6 Sequencer ROM, 341-0010 4234aed053c622b266014c4e06ab1ce9e0e085d94a28512aa4030462be0a3cb9
disk2-16boot.rom Disk II Interface 16-Sector P5 Boot ROM, 341-0027 de1e3e035878bab43d0af8fe38f5839c527e9548647036598ee6fe7ec74d2a7d
disk2-16seq.rom Disk II Interface 16-Sector P6 Sequencer ROM, 341-0028 e5e30615040567c1e7a2d21599681f8dac820edbdcda177b816a64d74b3a12f2

PC Engine (CD)/TurboGrafx 16 (CD)/SuperGrafx (Fast version)

PC Engine CD emulation requires that the PC Engine CD BIOS file,
«syscard3.pce» exists in the «/wiimednafen» directory.

The PC Engine emulator currently supports up to 4 2-button or 6-button
controllers. Whether to use 2 or 6 button controllers can be specified via the
«Game-specific settings» menu.

NOTE: Using a 6-button controller on a game that has not been designed to
work with it will exhibit strange behaviors. Only use 6-button controllers on
games that were designed to work with them.

Below are the «default» control mappings for the PC Engine emulator. Controls
can be overridden on a game-by-game basis via the «Game-specific settings»
menu item.

+ Action
or or Move
I Button
II Button
(None) (None) (None) III Button (6-button mode)
(None) (None) or (None) IV Button (6-button mode)
(None) (None) (None) V Button (6-button mode)
(None) (None) or (None) VI Button (6-button mode)
Run
or Select
Exit to menu

SuperGrafx

SuperGrafx games should be automatically detected and enabled by the
emulator. However, if you believe that a SuperGrafx game is not being
detected appropriately (you see a blank screen, etc.) you can force it by
ensuring that the ROM file name ends in «.sgx».

Virtual Boy

The Virtual Boy emulation included with this emulator is much improved over
WiirtualBoy. Most games now run at 100% speed without frame skipping. These
improvements are due entirely to Ryphecha (Mednafen) who optimized the core
emulation code in addition to eliminating idle loops on a per game basis.

If you do experience any issues, you may want to disable the idle loop
«ROM patching». This can be configured globally via «Emulator settings», or
on a game-by-game basis via «Game-specific settings».

Below are the «default» control mappings for the Virtual Boy emulator.
Controls can be overridden on a game-by-game basis via the «Game-specific
settings» menu item.

Default Key Assignments

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

VS Unisystem

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»

Famicom Disk System

Key: Action: Configuration String:
F6 Select disk and disk side. select_disk
F8 Eject or Insert disk. insert_eject_disk

Barcode Readers

Key: Action: Configuration String:
0-9 Barcode digits(after activating barcode input). «0» through «9»
F8 Activate barcode input/scan barcode. activate_barcode
Side B
O P
K L ;
M , .
Side A
P
K L ;
, .

Family Keyboard

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 3×2 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.

Mahjong Controller

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

Input

Joystick/Gamepad

Game: Preferred Resistance Setting(1, 2, 3, or 4):
Boulder Dash 3
Bouncing Kamungas 2
Mario Bros 2
Ms. Pac-Man 2
Pac-Man 2
Stargate 1
Thexder 2
Wavy Navy 2
Xevious 2
Zaxxon 1

Atari Joystick

  • Ardy
  • Bandits (press CTRL+SHIFT+P)
  • Beer Run (press CTRL+SHIFT+P on control method screen)
  • Berzap
  • Borg
  • Borrowed Time
  • Boulder Dash
  • Boulder Dash II
  • Bouncing Kamungas
  • Bubble-Head
  • Buzzard Bait
  • Cyclod (press CTRL+SHIFT+P)
  • Dino Eggs
  • Dogfight II (virtual port 1 is player 3, virtual port 2 is player 1)
  • Fly Wars
  • Free Fall
  • Gorgon (later version?)
  • Hadron (press CTRL+SHIFT+P)
  • Horizon V(press CTRL+SHIFT+P; uses both controllers simultaneously to control different aspects)
  • Jawbreaker (second release/title with the same name)
  • Jellyfish
  • Laf-Pak, Mine Sweep (uses controller port typically used for player 2?)
  • Lemmings (Sirius Software)
  • Lunar Leepers (uses controller port typically used for player 2?)
  • Miner 2049er
  • Miner 2049er II
  • Minotaur (press CTRL+SHIFT+P)
  • Mouskattack
  • Pest Patrol
  • Pie-Man
  • Plasmania
  • Seadragon
  • Snake Byte (press CTRL+SHIFT+P)
  • Space Ark (press CTRL+N during game for config screen)
  • Spy’s Demise
  • Star Maze (Sir-Tech) (press A on title/demo screen)
  • Stellar 7
  • Tass Times in Tonetown
  • Twerps (press CTRL+SHIFT+P)
  • Vindicator (Hal Labs) (press RETURN on level select screen one or more times; uses controller port typically used for player 2?)
  • Wavy Navy
  • Wayout

Apple II/II+ Keyboard

Default Mappings

Key(s): Virtual Apple II/II+ Key:
A↑Keypad 8 A
Z↓Keypad 2 Z
B through Y B through Y
0 through 9 0 through 9
=
Insert RESET
TabESC ESC
[ALT REPT
\EnterHome RETURN
Caps LockCTRL CTRL
;Keypad 4 ;
Backspace⭠Keypad 5Delete
⭢Keypad 6Page Down
SHIFT SHIFT
, ,
. .
/End

Installation

To install WiiMednafen, extract the zip file directly to your SD card or
USB
device (retain the hierarchical structure exactly).

Game ROMs and CD images can be loaded via SD, USB, and SMB (Network).

NOTE: The «/wiimednafen» directory (containing saves, BIOS images, etc.) must
reside on the same device as the «/apps/wiimednafen» directory (containing the
application binary). These two directories must not be split across two
different devices. However, game ROMs and CD images can be loaded from any of
the available devices (SD, USB, or SMB (Network)).

Emulator-specific files

To function properly, several emulators require additional files (BIOS images, etc.). These files must be placed in the «/wiimednafen» directory.

File Description
lynxboot.img Lynx boot ROM image.
pcfx.rom PC-FX BIOS image.
syscard3.pce PC Engine CD BIOS
disksys.rom Famicom Disk System BIOS
gg.rom (Optional) NES Game Genie ROM image
gba_bios.bin (Optional) GameBoy Advance BIOS

Known Issues

This is a very early release of this port, and as such there are a number of
known issues. Further, this emulator hasn’t had a tremendous amount of testing
so I am fairly certain there are a number of unknown issues as well. Please
let me know if you experience any via the Google Code project issues list.

  • Save states do not display an associated screenshot.
  • PC-FX emulation is extremely slow.
  • Loading CD images via SMB (Network) will cause noticeable slowdown.
  • Cheats can’t be created/edited within the WiiMednafen interface. (They must be created manually or preferably via Mednafen itself).
  • Individual cheats can’t be enabled/disabled. Currently, all cheats are either enabled or disabled globally (via «Advanced» settings).
  • If you have a hard drive that falls asleep, it is highly recommended that you install the application and its support files on an SD card. This ensures that configuration changes and save states will persist properly, even if the drive goes to sleep.
  • Many emulator options are not currently exposed, they will be added with subsequent releases.
  • Several features of Mednafen proper are not currently supported, they will be added with subsequent releases.
  • The front-end is functional but minimal. This is something that may be addressed once I am satisfied with the overall state of the port.
  • Some Mega Drive/Genesis games may not run at 100% speed (Thunder Force IV).

CD swapping for multiple-CD games

This is a weird, confusing process. To automatically load the next disc of a game, you will need a .m3u file. To make one, simply create a text file and name it after your game. Within the text file, write the names of the .cue sheets for your game discs as such:

  • Game (Disc 1).cue
  • Game (Disc 2).cue
  • Game (Disc 3).cue

Save the .txt file into Mednafen’s root folder and then change the file extension to .m3u. Run the .m3u, rather than the .cue of the first disc and the first disc will load. When you get to the end of that disc, the next disc will be automatically loaded. For this method to work, shared memory cards must be used for the games in the playlist.

Creating shared memory cards

Create psx.cfg, and add the line: filesys.fname_sav %s.%X. Here’s the full documentation. Emulation bugs, crashes and save states can corrupt your memory card data.

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