# SNEmul configuration file # Please read README before ROMPath = /SNES [Global] # Those settings are default and overriden by games' settings # 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 YScroll = 16 # Sound emulation # 0 -> off (and use SPC700 skipper) # 1 -> on Sound = 1 # GFX Engine # 0 -> Line by line engine # 1 -> Old tile engine GFXEngine = 0 # 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 # Speed hacks # 0 -> No speed hacks # 1 -> Cycles (reduce the number of cycles par scanline) # 2 -> Interrupt (Detects interrupt wait loops and skip them) # 3 -> Cycles + Interrupt # 4 -> SuperDat (UNINPLEMENTED YET) SpeedHacks = 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 # 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 # semi-bottom Vblank = 1 [SUPER MARIO ALL_STARS] YScroll = 24 [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 [Street Fighter 2] TilePriorityBG = -1 BG3TilePriority = 1 BlankTileNumber = 0