Mednafen
Содержание:
- Game-specific Emulation Hacks
- Nintendo Entertainment System (NES)
- Should you use Mednafen?
- 03/16/12 (0.2-pre)
- NetPlay
- 01/13/12 (0.1)
- Loading a PlayStation 1 ISO
- Virtual Boy
- CUE+ISO+Audio(Ogg Vorbis and MusePack)
- Floppy Disk Images
- Loading a game
- Rewind buttons (auto vs. manual)
- Firmware/BIOS
- PC Engine (CD)/TurboGrafx 16 (CD)/SuperGrafx (Fast version)
- Virtual Boy
- Default Key Assignments
- Input
- Installation
- Known Issues
- CD swapping for multiple-CD games
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.
- Improved iNES mapper 69 expansion sound emulation accuracy (volume
- 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».
- Fixed a reset initialization bug (due to a design flaw) that was
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 |
|
CONS |
|
How to |
---|
For Hosting:
If you’re Connecting:
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. |
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:
- First, you need the BIOS. You can download it from my emulators page.
- 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.
- 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”.
- Place the BIOS file(s) in Mednafen’s main directory, as shown here .
- 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.
- 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.
- 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:
- Click the button, or press Ctrl+A.
- Navigate to the ROM folder you want to add, then click Open; as shown here .
- 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.
- Once you have several folders added, you can swap among them by clicking on the path at the top — as shown here .
- To remove a folder, have the folder open that you want to remove and click File > Remove folder.
- 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:
- Click on File > Open ROM, or press Ctrl+O (as shown to the right).
- Navigate to the folder containing the game you want to play, click on it, then click Open; as shown here .
- Another window should pop up with your game loading. Next, you should read so you can actually play the game.
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): 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.
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.