         
         SUPER FAMICON EMULATOR v.1.11+ Second Public Release
         ----------------------------------------------------
              by Informatik Research Treyblink June 1994




This is the third public release of a project in which our team has worked 
for over ten months and for which we have released many pre-beta-versions 
and a not fully working version that probably you have just used, since they 
were available in a pair of BBS of friends in Germany and Switzerland and some 
ftp sites around the world.

What this program actually do:  

- It reads the binary coded games for SFAMICOM & SNES prepared for the "not
  very legal" Super Magicom and other compatible craps;

- Emulates the Dynamic-Data-Sharing-Chargement of the Nintendo Console to 
  bring the data to your CPU ( ehm... for the CPU read a bit below ...);

- Uses a DMA channel to adress music from the memory buffer directly to the
  Sound Blaster using NO CPU Power Speed;

- The sound quality is "between" 11kHz and 16 kHz for old 8 bit cards and 
  22kHz and 35kHz for 16 bit cards (the ratio depends on the number of 
  Nintendo-Sound Channel used by the game);

- Uses ONLY scrolls-routines written for the hardware of the VGA, and the 
  resolution is the classic ModeX ( " la" Pinball Fantasies );

- Emulates the SuperFamicom SNSP-005 Joypad (the simple-default one !) 
  only with a Gravis Pad;

- And finally emualtes the M16820/X 3.58 Mhz CPU of the SF with a "fast"
  data-code-memory process and a pre-translation in 386|protected mode
  of Phar-Lap DosExtender (many of you, ex-C64 coder, will know well this 
  family of CPUs since this is the 16Bit version of the C64 CPU).


And what doesn't this version do:

- It reads only <20 Megabits games (because of the DDSC original routines 
  that were written for the use of the game Street Fughter II {normal 
  edition},and then enhanced for the 20 Mbit Turbo version (sorry no 24Mbit 
  support yet);

- Works only with a SoundBlaster Card (v2.0) or compatible and if you are 
  lucky with some SB v1.0 will work... but all the not fully-compatible
  cards like Logitech and Gravis will not work because of their limitated 
  DMA channel compatibility.
  For 16 bit Sound, I'm sorry but in this release only SB16ASP or normal
  SB16 are supported,

- Functions only with a fully compatible VGA ( better if Local-Bus !!!).


CONFIGURATION:
  
Min.    386/16 SX (never tried);
        6 Mb RAM;
        VGA Standard;
        GRAVIS Pad;
        Sound Blaster v2.0 or Pro 2;

with this configuration I think you'll cry all the time... so it's better:

        486/50 DX or 66 DX2  (on my 486 100 DX4 it works fine!!!!)
        8 Mb RAM;
        Fast SVGA Local Bus or PCI  (--->   BEST: ET4000 VLB <---);
        GRAVIS Pad;
        Sound Blaster 16 (or ASP);
   

USAGE:

To use this program you should have in your Directory only the SFE Files 
and 1 (ONLY !!) game in coded format for Super Magicom, Profighter, Super 
Wild Card (*.SMC *.FIG *.SWC).
The program search automatically for a game in one of these format, with 
more than one game with this extensions the program will probably hang.
  
  The most important SFEM in play keys are:
  -----------------------------------------
  Cursor-Keys    - Move the menu bar up and down
  ALT-I          - Remove Intro (Hotkey). Same as F6 and then F3
  ALT-F          - Fix the 8KB-page Counts (Hotkey). Same as F6 and then F1
  ALT-J          - Dos-Shell!
  F1             - SLOW-ROM-Fix                                       
  F3             - PAL-NTSC-Fix                                       
  F4             - Force sending to HIROM                           
  F5             - IPS/SAV-support                                    
  F6             - SNES-Cartridge Workshop (if current file a module) 
  F7             - Play Cartridge
  F8             - Game Pause
  ESC            - Leave the program


-----------------------------------------------------------------------------
PROBLEMS:
-----------------------------------------------------------------------------
The emulator hangs if:
doesn't find a sound card SB Compatible or 5.5 Mb of Himem MEM (no QEMM!!);
finds a Cyrix processor (486 SLC, 486 SLC2, and some 387 coprocessor);
finds NO GAME (you can find them on many TOP-BBS sites around the world.
- - - PLEASE DON'T USE MS-DOS 6.21 OR MS-DOS 7 BETA VERSION !!!! - - -


And will run bad:
without a SoundBlaster compatible it will NOT run ;
without GRAVIS you will only see the Demo of the game...no interaction! ;
with a SLOW VGA (Viper, ATI, Orchid, Speedstar, all S3, Trident...) the 
scrolling will not be very (ehm..ehm..) smooth ;
with a slow CPU you will see a nice SLIDESHOW.
-----------------------------------------------------------------------------


I tried the program (and it worked very well) with:

- SuperMarioWorld;
- SuperMarioKart;  (slow with <486/33 because of the lack of Custom DSP)
- NBA Jam;
- Street Fighter II;
- Super Ghouls'n Ghost;
- Dragonball Z 2;
- Super Soccer;
- Art of Fighting;
- Super Adventures Island;
- Fatal Fury;
- F-Zero;
- Mortal Kombat;
- TMNT Tournament.
- SimCity. (I'm not sure about it, the emulator report sometime a device 
            conflict, but works better than in the 1.01 version)

It had problems with:

- Starwings; (lack of SuperFX chip emulation)
- Actraiser II; (one night, but i didn't find the bug :-( !!)


NEXT RELEASE : MIDDLE AUGUST 1994
---------------------------------

This program totally FREEWARE and should be distribuited without any fee                                         
or charge, its size should be 2.1 Mb decompressed. 


GREETINGS:

We send many thanks to the Magicom Pte. of Taipei (Taiwan) and especially 
the Eng. Shoi Furasu for giving us all the technical data about Super 
Nintendo and Eng. Sokai Laminkia of Creative Labs Pte. of Singapore for
the DMA direct-adress map of thei sound cards.

Other thanks goes to many Informatic Engineer of ETH of Zrich, Switzerland
for their help in programming all this advanced routines, especially
Prof.Dr. Nicklaus Wirth for his great help and collaboration in our "small" 
project.

At Nintendo they said that all this program was not illegal but they com-
municated us that the spreading and use of the software is not permissed.
So if you "use" it with game we are not responsible, but if you want to use
this program and respect the law, make your own SN software.

Another thing, Eng. Mike Seaver and Eng. Steve Archer of Nintendo Limited
laughed at our project so:

                            HERE WE ARE NOW !!!!


                                        

                                        Gjam of Informatik Research Team
                                            Project Manager Mario Arlati        
                                                           Uni-Treyblink
                                                                 GERMAN

For questions, suggestions and other write to:
        
        POWER@EZINFO.VMSMAIL.ETHZ.CH

It will take a bit for the answer, sorry to whom wrote us and didn't receive
the answer, please rewrite (we had some troubles with our Mail server...).
