                            SNEmulDS release 0.4 
                       (c) 1997-1999,2006-2007 by archeide
                    Includes CPU core from SnezziDS (by bubble2k)
	              and sound engine from PocketSPC (by gladius)
                          
  SNEmulDS is partially based on SNEmul, a SNES emulator for DOS
  and linux, which was the cooperative work of archeide & v0x.
  Take a look at the site of the DOS emulator: http://snemul.free.fr/
  SNEmulDS includes PocketSPC, a SPC song player made by gladius.
  PocketSPC website : http://pocketspc.pocketheaven.com/
  It also has integrated the fabulous CPU core from the equally 
  fabulous SnezziDS. SnezziDS website : 
  http://www.forwardcoding.com/projects/snezzids/snezzids.html

  1. DISCLAIMER

  THE SNEMULDS AUTHORS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
  SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
  FITNESS FOR A CERTAIN PURPOSE; IN NO EVENT SHALL WE BE LIABLE FOR ANY
  SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
  RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
  CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
  CONNECTION WITH THE USE OF THIS SOFTWARE.  
  Short: use at your own risk.

  2. Introduction

  Nearly ten years after the heroic times of the first SNES emulators 
  (SNEmul was one of them), the new console made by Nintendo, the Nintendo DS,
  offer new opportunites to turn alive again all those old games which probaby
  made the Super NES the best 2D game system of all time.
  It was clear for me that i had to port my old emulator to the new console,
  because i wanted so hard to play my favorite SNES games on the tiny DS.
  There are already good emulators for the DS, but i wanted also to make my old
  project alive again, and remember those times where i lost
  nights tracking bugs in MARIO or Secret Of Mana!
    
  3. Installation and usage

  Current version of SNEmulDS needs a card reader (like M3, supercard, G6, 
  R4DS, NinjaDS, etc.)
  and a passkey/passcard (You should know how to get/use them) for slot-2
  devices.  
  
  <!> Note about DLDI
  
  At least the following devices should be supported thanks to the DLDI system 
  made by chishm:

    * DSLink (microSD Card)
    * Ewin2 (SD Card)
    * EZ Flash 4 (SD Card)
    * EZ Flash 5 (SD Card)
    * G6 Flash  (version 0.15)
    * M3 Adapter (Compact Flash)
    * M3 Adapter (SD card)
    * Max Media Dock (Compact Flash)
    * GBA Movie Player (Compact Flash)
    * GBA Movie Player (SD Card)
    * NEO Flash MK2 & MK3 (SD Card)
    * NEO2 (SD Card)
    * Ninja DS (SD Card)
    * R4(DS)- Revolution for DS, M3 Simply compatible
    * SuperCard (Compact Flash)
    * SuperCard DS (Slot-1)
    * SuperCard (SD Card)

  Take a look here: http://chishm.drunkencoders.com/DLDI/index.html
  You can patch SNEmulDS.nds to support others devices as long as those
  device have been made compatible with the DLDI system. 
  So you should visit this site regularly for update, if your device is not
  supported by SNEmulDS yet!
  
  - Create a SNES directory in the root directory of your card,
  - Put all your SNES ROMs in this directory,
  - Optionnaly patch SNEmulDS.nds with a DLDI patcher
  - Put SNEmulDS.nds or one of the SNEmulDS_<your device name here> in 
    the root directory of your card,

  
  - Launch the game,
  - A list of all the SNES games appears, you can scroll with "up" and "down"
  - Tap on the desired game and press START to launch the game.
  

  During the game, a menu is displayed with the following items:
  # SelectROM: show the content of a directory list to select another ROM
  # Options: show the option menu. There you can disable background,
    select the BG3 mode (see below) or the relative scroll height for
    BG1 and BG2, enable or disable the Vblank waiting, and enable/disable speed
    hacks.
  # Load State: restore one of your 8 game states. (see below)
  # Save State: save your current game state. You can save up to 8 game states
    for each game. States are saved in files put in the SNES directory along 
    with your ROM (with extension .SM1 .SM2 ...). 
  # Reset: reset the game
  # Save SRAM: save battery-saved cartridge RAM. The SRAM is saved in a file put
    in the SNES directory along with your ROM (the file has extension '.SRM').
  # SPC jukebox: play your favorite songs (from SPC files in your SNES directory)
  # Debug: show debug informations (not really interesting stuff)

  The BG3 mode selection allows the BG3 (in most games, a later containing only
  static informations) to be displayed entirely on the DS screen, even if it is
  bigger with a real SNES. It can be useful in some games. In fact, the middle of
  the layer is crushed, so you'll lose information in some games.
 
  4. What is implemented

  - 65816 CPU (bugs remain, and 6502 emulation is not supported)
  - LoROM/HiROM support
  - Tile by tile graphics engine
  - Graphic Mode 1, 2, 3, 4, 7
  - Graphics Modes 0,5,6 are implemented but not correct yet
  - 8x8, 16x16 tiles 
  - 32x32, 64x32, 32x64, 64x64 screen modes
  - 8x8, 16x16, 32x32, 64x64 sprites
  - BG priorities (still buggy)
  - Full DMA support
  - HDMA support (uncomplete)
  - HIRQ/VIRQ/NMI interrupts
  - PAL/NTSC detection
  - Buggy Subscren Add/sub for BG
  - Large ROM support (> 2Mbytes), even for slot-1 card users
  - SRAM support
  - Snapshots(State save) support
  - SPC700 CPU (from PocketSPC by gladius)
  - Sound DSP (from PocketSPC by gladius)
  - Incomplete Line by line graphics engine (for MODE 7 game)
  - Mode 7 effects

 
What is not or bad supported, but will be soon:
  - Line by line graphics engine
  - 512 horizontal resolution with Mode 5 
  - priority per tile is not implemented (difficult task :-()
  - Window clipping
  - Mosaic effects 
  - Correct BACK color support
  - Correct Sprite priorities
  - Palette alteration between scanlines
  - Fixed color Add/sub for BG/sprites/BACK
  - Window color clipping
  - Subscren Add/sub for BG/sprites/BACK
 
What will never be supported: (never say never, as we say in France)
  - Super FX
  - DSP1

But other interesting features maybe will be implemented instead:
  - Cheats editor, Cheats search

  - Memory, Palette viewer
  - Debugger
  - Tiles/Sprites editor(designe your own sprites with the pen !!!)


  5. Misc

  You can ask me question (not about SNES ROMs of course) at:
  archeide@yahoo.com
  I don't have a lot of free time, so don't expect that i will
  answer to all your questions.
  
  A web site exists, you can get the latest version of SNEmulDS at:
  http://snemul.free.fr/ds/

  If you are interested in working on this project, please tell me!
  I am especially interested in people who would like to work on a GUI for
  the subscreen! (But beware, you'll just have 48kbytes of VRAM for you :p)
  And if you have knowledge in ARM assembler and DS low level programming,
  i'm also interested ;)
  

  6. FAQ

  - My graphic are all corrupted, flashing, ugly, what can i do ?
    First, try to enable "Wait for Vblank" in the options.
    You may also need to change the background layers order. 
    You can do it in the options (instead of "Automatic layers") or by
    pressing START+LEFT+RIGHT+UP (LEFT AND RIGHT side buttons).
    You can return to automatic layers by pressing START+LEFT+RIGHT+DOWN.
    Another option allow disabling or enabling background layers.
  
    Go in the debug mode which will clear the GFX buffers.
    You can also try the experimental "line by line engine"
    instead of "tile engine" in options. It is unstable, buggy,
    slow, and uncomplete but it may be useful for some games. 

  - Why SNEmulDS sound is bad ?
  
    SNEmulDS is most of the time too slow to be synchronized
    correctly with the SPC700 engine. I have to hack the APU counter
    to get the sound at the real speed. Wait until SNEmulDS
    improve in speed...
    You can try the SPC jukebox instead, musics should be better
    (but far from perfect).

  - Why SNEmulDS is so slow ?

    Try Full speed hacks in Option menu (Last item). Some games are slower
    than other, because of intensive use of CPU and GFX.
    Expect speed improvement in the future
  
  - How can i speed up SNEmulDS ?
  
    Make sure you are in "No vblank" mode in Options, and that "Speed hack"
    is in "Full speed".
    
  - Why my game seems slow whereas SNEmulDS says the speed is over 80% ? 
  
    Most of the time, it comes from the speed hack. Not enough CPU cycles
    are given to the game, and it needs to use two frames instead of 
    one. Put in "No speed hack" should help.

  - My game is too fast! I can't even play it !
    Enable "Wait for Vblank" in the options.
  
  - My game doesn't even start! Your emu sucks!?
  
    Choose "No speed hack" and/or sound emulation in Options menu. 
    Surprisely, some games need to be in "Full speed hacks" mode to launch
    (like SUPER BOMBERMAN).
  
  - I lost all my game progress !!! I will kill you!
 
    Don't forget that SNEmulDS doesn't save SRAM automatically.
    You have to tap "Save SRAM" in the main menu to save your game progress.
    You can also use save states.

  - Save states don't work :(

    I'm sorry but the current FAT librairies doesn't support
    saving for all cards. Use of DS SRAM is a future feature
    that may be help you (short: wait for next release).
    TO BE PEACEFUL: writing to card is not perfect, and your saved state
    can be corrupted, so you should save your game in several slots!!

  - How i can use my own ZSNES/SNES9X save states ?
 
    I think I will make a ZST->SML translator in the first time...
    In the future, there will be direct compatibility with ZSNES
    format. (short: wait!)
    Anyway, you should be able to use your ".SRM" created by
    other emus. Be sure it is not compressed. Simply put the
    SRM file in the SNES directory, along with your ROM.

  - Why do you not support "packing", my card/flasher is not
    working with SNEmulDS?
   
    SNEmul philosophy is "easy to use".
    That means no pre-script, no packer, no patches, etc. 
    You put your ROMS, SRAMs, save states directly in your SNES directory and that's all.
    Moreover, by using a "real" filesytem development of specific features is much easier
    (especially large save states, SRAM saving, very large ROMs (4Mo) and  multi ROMs support).
    I will surely work on a "packed" version later, but this is not 
    my first goal.

  8. Credits
  
  Thanks to bubble2k for his incredible snezzids emulator and its CPU core.  
  Thanks to gladius for his amazing PocketSPC engine!
  Thanks to AlekMaul for making the GBFS version!
  Thanks to bubble2k for his advices and help
  Thanks to wraggy from DCEMU for translating my message from PlayerAdvance.fr
  and making this emulator alive again!
  Thanks also to Spark for his precious help

  Old good SNEmul emulator engine was made with the help of:
  The Teach        - Thanks for the great help
  Trepalium        - The TrepSNES sources helped us a lot...
  Y0shi            - Thanks for all your docs and your support...
  (and all the other guys who made SNES docs)
  Pan/ANTHROX      - They made the MODE 7 demo
  zsKnight         - Thanks for the great help
  Lestat           - Thanks for your help
  ZoOp             - Thanks for LoROM/HiROM informations, and beta testing
  Lord ESNES       - Thanks for your mails
  Jerremy Koot, Gary Handerson, Lestat, _Demo_... and all the other SNES9X
  contributors. 
  The SNES9X sources have helped us a lot!


  Greets and good luck for all the other authors of SNES emulator:
  ZSNES, SNES9X, SNEeSe, NLKE, SnezziDS, SNESDS, SnesDs....
  
  SNEmulDS uses the chishm's LIBFAT / DLDI, devkitpro v20 from wintermute,
  and libnds!
  Thanks for all their work for the DS developper community.
  
