[
  {
    "path": "README.md",
    "content": "# Nt-Mini-Noir-Jailbreak\n\n**NOTE: the latest Jailbreak firmware can now be found at the [analoguejb](https://github.com/analoguejb/Analogue-Nt-Mini-Noir-JB) GitHub page. If you have any issues, old or new, please open a ticket there.**\n\nCustom *Jailbreak* firmware for the Analogue Nt Mini v2 *Noir*:\n\n- Famicom Disk System support added\n- New NES core 100% supports 2.0 mappers\n- Genesis core added\n- Intellivision core added\n- Megaduck core added\n- SPC player added\n- Mandelbrot zoomer added\n\n(custom jailbreak firmware for the 2017 original Analogue Nt Mini v1\nare available [at that other\nrepository](https://github.com/tjanas/Nt-Mini-Legacy-Jailbreak))\n\n**IMPORTANT**: Use the [NES 2.0 XML Database](https://forums.nesdev.com/viewtopic.php?f=3&t=19940&p=248796) [(mirror)](https://github.com/SmokeMonsterPacks/Nt-Mini-Noir-Jailbreak/raw/main/nes20db.7z) and the [NES Header Repair Tool Python Script](https://github.com/Kitrinx/NES_Header_Repair) to fix your NES rom headers!\n\nIt is recommended to have less than 800 files per subdirectory.\n\n-------------------\n\n# Updating Firmware\n\n## Step 1: Flashing the Firmware\n\nFormat a 2GB (or larger) SD card as\n[FAT32](https://en.wikipedia.org/wiki/FAT32) (FAT16 and exFAT are not\nsupported). In Windows, you must use a tool for cards larger than\n32GB, such as\n[fat32format](https://fat32-format.en.softonic.com/).\n\nCopy\nntmv2_firmware_verJB6.7.bin into the root directory of your SD card.  Be sure that there is only\none firmware file there.  Insert the card into your Nt Mini Noir and\npower on. The firmware will be flashed to the console. This process\nmay take three or more minutes.\n\nWhile the firmware is flashing the LED will flash, followed by a\nconsiderable pause and HDMI signal blackout.  Do not power off.  The\nsystem will reboot automatically when it has finished.  Delete the\nfirmware file from your card after flashing.  The main menu will\npresent a new option, `Cores`, to signify it is Jailbreak mode.\n\nThe Nt Mini Noir is protected from bricking as a result of firmware\nupdates, but follow the above precautions to be safe. If need be you\ncan always reinstall the [official\nfirmware v1.3](https://assets.analogue.co/firmware/9ee381e5db900ff1975619f1cab5e4be/ntmv2_firmware_ver1.3.bin), [v1.2](https://assets.analogue.co/firmware/f0e6faa22f826903767dc1a026e6c2bb/ntmv2_firmware_ver1.2.bin), [v1.1](https://assets.analogue.co/firmware/cd302f3b080f40004634a0f42f5f4c37/ntmv2_firmware_ver1.1.bin), or [v1.0](https://assets.analogue.co/firmware/660cc2544aed5bdcf482cc193ee2155e/ntmv2_firmware_ver1.0.bin). If\nyou encounter difficulties, make sure you are following the steps\ndescribed\n[here](https://github.com/SmokeMonsterPacks/Nt-Mini-Noir-Jailbreak/issues/10).\n\n\n## Step 2: System Setup\n\nUnzip [ntmv2_firmware_verJB6.7.zip](https://github.com/analoguejb/Analogue-Nt-Mini-Noir-JB/releases/download/v6.7/ntmv2_firmware_verJB6.7.zip)\nand move all the content from the unzipped folder into the root directory of your SD card. You will now have a set of\nfolders reflecting where game ROMs should be stored. Follow the\ninstructions below for configuring the `/BIOS/` folder.\n\n\n## How to launch a core?\n\nThe cores menu lets you select one of the various cores that are and\nwill be available.  To run a specific core (say, NES) simply select\nit.  If the core needs to be loaded, a box will pop up asking you if\nyou wish to load it.  The loading takes approximately 4 seconds.\n\nDuring the core loading, the front LED will flicker rapidly to\nindicate it is loading.  While this happens, the monitor will show no\nsignal, since the FPGA is being reconfigured at this time.  After the\nloading, the monitor will come back and you will be sitting in the\nfile browser for this particular core.\n\nThe key setup for the core menus are:\n\n- `UP`/`DOWN`: select a file\n- `LEFT`/`RIGHT`: page through the files quickly 16 at a time\n- `B`: pressing once will take you to the top of the file list.\n  pressing again takes you to the bottom.\n- `A`: run the game.\n- `START`: enter the settings menu. This is slightly different from\n  the main menu.  There may be a `Core Options` settings menu.\n  Everything core specific will be found here.\n- `SELECT`: exit the menu. You will be asked to confirm.  If you\n  confirm, it returns to the core select menu.  If you do not wish to\n  exit, it returns to the currently running game.\n\n\n## changelog\n\nv6.7 (June 24, 2023)\n\n- Fixed Battletoads crashing on level 2\n- Fixed Bonk's Adventure boss fight floor shaking\n- Fixed Crystalis/God Slayer's not starting/getting stuck\n- Fixed Famicom Disk System dejitter setting compatibility issue (Not compatible with Zero Delay)\n- Fixed Flintstones: Rescue of Dino & Hoppy jumping title screen and status bar\n- Fixed Flintstones: Surprise at Dinosaur Peak jumping status bar\n- Fixed G.I. Joe cartridge crashing\n- Fixed Little Nemo cartridge freezing\n- Fixed Mega Man V robot screen jumping\n- Fixed Micro Mages graphical & audio glitches with cartridge\n- Fixed Mighty Final Fight freezing\n- Fixed Shadow of the Ninja freeze on opening cutscene\n- Fixed Summer Carnival '92: Recca jumpy status bar\n- Fixed Vertical Green Lines in games using CHR-RAM (Castlevania, Legend of Zelda, Mega Man 1 & 2, Rygar, many others)\n- Fixed Vice: Project Doom 2nd stage status bar jumping\n- Fixed Crystalis freezing when a controller is inserted into port 2\n- Fixed Paperboy Player 2 control input\n- Fixed Micro Mages 3-4 player control input\n- Added headphone Jack L/R Swap to Audio - Headphones (note will swap RCA jacks to opposite of their labeling)\n- Microphone sensitivity setting is now reversed - 0 is minimum intensity, 63 is maximum intensity. Default setting is tuned for most games supping the microphone\n- NSF Audio Levels & Panning settings are now separate from cartridge settings\n- Fixed Atari 2600 graphic issues\n- Fixed Genesis, Sega Master System, Game Gear and ColecoVision Cores crash issue\n- Fixed Intellivision RAM not cleared before loading a game\n- Improved Intellivision's third fire button is now mapped to Famicom Network Controller's 0 button for easier access, Intellivision numberpad 0 button has been remapped to Famicom Network Controller's . button\n- Improved: Odyssey^2 controllers swapped\n\nv6.6 (Feb. 22, 2021)\n\n(general)\n* All cores should have their video window properly centered on the X and Y axis when the sliders for position are in the center.  The exception is for cores with an extremely low original resolution, such as Game King. \n* All scaling defaults have been updated to more useful values.  \n* Added SPD HDMI Packet to identify console as \"Nt Mini Noir\"\n\n(NES)\n* Added cheat codes menu when running ROMs via jailbreak\n* Added ability to decrement letters on cheat code and Copynes mini by pressing select\n* Replaced Firebrandx palette with the latest one (\"Smooth_-_Balanced_Greys_FBX\")\n* Fixed Vs. Hogan's Alley and Duck Hunt \"gun stolen\" alarm sound going off all the time or in the menu\n* Fixed FDS RAM Adapter, Super Mario Bros. and many other games exhibiting graphics issue when cartridges were being used\n* Fixed Vs. Mighty Bomb Jack reversed controls\n* Fixed Trojan audio channels cutting off early\n* Fixed playing a Vs. game then an FDS game caused a bad palette\n* Fixed Vs. coin insertion not working when using a SNES or NTT Data Keypad\n* Fixed Sunsoft 5B audio implementation\n* Fixed Battletoads and Double Dragon player 2 selection box moving on its own\n* Fixed games (i.e. Kickmaster) with mappers that used A12 for scanline counts had jittering graphics in 16 sprite mode\n* Fixed FDS manual disk ejection not working correctly\n* Fixed Copynes mini not properly exiting high resolution mode from the file menu\n* Fixed Maniac Mansion's intermitent flickering top line\n* Fixed Eggerland - Meikyuu no Fukkatsu and Egger Land - Souzou e no Tabidachi's popping square channel\n\n(GBC)\n* Fixed Barbie Pet Rescue's blank screen before the title\n* Fixed Pokemon Pinball's corrupt frames when screen was blanked\n* Fixed Bear in the Big Blue House hanging on the title screen\n* Fixed Bear in the Big Blue House's palette issue at the top of the screen\n* Fixed Super Mario Deluxe (and other games) palette issues\n* Fixed Mia Hamm Soccer title screen graphic issues\n* Fixed Jungle Book: Mowgli's Wild Adventure corruption when paused/unpaused\n* Fixed Klax crash when reaching level 5\n* Fixed Mickey's Speedway palette issues\n* Fixed Perfect Dark non-working digitized audio\n* Fixed Perfect Dark status bar on the right not displaying\n\n(Genesis)\n* Added full screen dithering, setting the dithering slider to 63 (maximum) will enable it\n* Removed non-functional cropping menu - use the crop left/right and top/bottom settings in video extras menu\n* Fixed interlaced mode display issues\n\n(Game Gear)\n* Fixed top line not visible\n\n(2600)\n* Fixed graphic issues on certain units (random pixels on green screens)\n* Fixed palette sometimes flashing when entering/exiting the menu\n\n(Supervision)\n* Fixed Journey to the West\n\n(Gamate, 2600, Intellivision)\n* Fixed scaling values\n\nv6.5 (Dec. 15, 2020)\n\n**General**\n- Controller test added\n- Fixed L/R reverse on RCA jacks\n- Fixed filter cutoff display bug\n\n**NES**\n- Added full FDS support with manual, semiautomatic and automatic side\n  switching (see NES section below for operation notes)\n- Added *Super Russian Roulette mapper* (#413)\n- Added support for *Haunted Halloween '85* and *Haunted Halloween\n  '86*\n- Added Vs. palette support for composite and s-video\n- Reduced default expansion audio level for better balance with\n  internal audio.\n- Passthrough mode can now be cancelled by tapping reset twice.\n- Fixed CopyNES mini save WRAM dumping, save games on cartridges can\n  now be preserved\n- Fixed Vice Project Doom / Gun-Dec starting in debug mode with second\n  controller plugged in\n- Fixed VRC6 register swap function.  Use both VRC6 and VRC6 Swap for\n  *Madara* and *Esper Dream 2* and just VRC6 for *Akumajou Densetsu*\n- Fixed FDS Audio channel imbalance when panning sliders are centered\n- Fixed small FDS channel bug\n- Fixed popping square wave audio in *Egger Land - Souzou e no\n  Tabidachi* and *Eggerland - Meikyuu no Fukkatsu*\n- Fixed *Vs. Goonies* graphic issue\n- Fixed *Game of the Goose* graphic issues (#512)\n- Fixed DPCM corruption bug for PAL and Dendy Modes\n- Fixed MMC5 *Castlevania III* PAL cartridge functionality\n- Fixed Dendy mode for EverDrives and Cartridges\n- Fixed Dendy mode NMI flag\n\n**GB/GBC**\n- Fixed palette issues affecting multiple games (*Pokemon Pinball*,\n  *Mega Man Xtreme*, *Pooh & Tigger's Hunny Safari*, *Harvest Moon 3*)\n- Fixed wave channel audio bug\n- Fixed *Tokyo Disney* crash when playing 5th level\n- Fixed crash in *Barbie Magic Genie Adventure* when using powers\n- Fixed *Razor Freestyle Scooter* and *Lufia* failing to load\n- Fixed *Lego Racers cloud* color bug\n \n**Colecovision**\n- Added Famicom Network controller functionality\n- Fixed *Penguin Adventure*\n\n**Genesis**\n- Added Famicom Network controller functionality\n- Fixed Audio sliders bug\n\n**SMS**\n- Added Famicom Network controller functionality\n- Fixed BIOSes loading built in games\n- Use \"end\" button on Famicom Network or Super Famicom NTT Data Keypad\n  to simulate pressing console reset button\n\n**Intellivision**\n- Added Famicom Network controller functionality.  `0`, `A`, `B` are\n  the three buttons. `0` on the keypad is remapped to .\n- Added Player 1/2 swap to cores menu\n\n**SPC**\n- Fixed audio static bug\n\n\nv6.1 (initial release)\n\n\n------------------------------\n\n# NES/Famicom Core Release Notes\n\nThis core is extremely large and encompasses 279 mappers.  All the\nmajor mappers and many other mappers are implemented and work.  NES\n2.0 headers are 100% supported and many NES 2.0 mappers are included.\nEvery mapper was completely rewritten using the most current\ninformation available.\n\n\n## save games\n\nSave game RAM is fully supported for many mappers, and has three modes:\n- always save\n- never save\n- prompt\n\nThis allows you to control how save RAM saving works. Save filenames\nshould be usable out to 256 characters or so now, which should\nencompass just about anything.\n\nEEPROM and Flash saving are not supported.  EEPROM saving is used by\nsome [Mapper 16](https://wiki.nesdev.com/w/index.php/INES_Mapper_016),\n[Mapper 157](https://wiki.nesdev.com/w/index.php/INES_Mapper_157) and\nall [Mapper 159](https://wiki.nesdev.com/w/index.php/INES_Mapper_159)\ngames (Bandai releases and Datach Joint ROM System).  Flash saving is\nused by [Mappers 30](https://wiki.nesdev.com/w/index.php/UNROM_512)\nand [111](https://wiki.nesdev.com/w/index.php/GTROM) (homebrew\nreleases).\n\n\n## Expansion audio\n\nExpansion cartridge audio is supported.  Unlike cart mode, however,\nthe act of loading a ROM will force the proper expansion chip to be\nselected.  This includes many pirate conversions of FDS games to\ncartridge (except for *Tobadaise Daisuken*, which had its FDS audio\ndata removed.)\n\n## Family BASIC Keyboard\n\nEnable Passthrough Mode to use the keyboard.\n\n## other features\n\nNt Mini Noir supports NES ROMs up to 16MiB in size with up to 32KiB of\nCHR-RAM and 64KiB of PRG-RAM.  So you cannot have a 16MiB PRG-ROM with\n64KiB of CHR-RAM, for example.\n\nSome mappers ([mapper\n90](https://wiki.nesdev.com/w/index.php/J.Y._Company_ASIC), multicart\nmappers, drip mapper) support dip switches.  These can be found under\nthe `Core Options` menu which is accessed by hitting `START` on the\nfile browser for the NES core.\n\nEach time a game is loaded, the dipswitches will be cleared.\n\nFor the *Nintendo World Championships 1990* and *Nintendo Campus\nChallenge 1991* competition cartridges, Dips 1-4 set the competition\ntime and Dip 5 removes the time limit.  Here are the settings for Dips\n1-4:\n\n```\nO = switch open (\"off\")\nC = switch closed (\"on\")\n```\n| Dips 4321 | time (mins)                       |\n| --------- | -----------                       |\n| `OOOO`    | 5.001                             |\n| `OOOC`    | 5.316                             |\n| `OOCO`    | 5.629                             |\n| `OOCC`    | 5.942                             |\n| `OCOO`    | 6.254 (Official Tournament Times) |\n| `OCOC`    | 6.567                             |\n| `OCCO`    | 6.880                             |\n| `OCCC`    | 7.193                             |\n| `COOO`    | 7.505                             |\n| `COOC`    | 7.818                             |\n| `COCO`    | 8.131                             |\n| `COCC`    | 8.444                             |\n| `CCOO`    | 8.756                             |\n| `CCOC`    | 9.070                             |\n| `CCCO`    | 9.318                             |\n| `CCCC`    | 9.695                             |\n\nDip Switches always default to Off, so you should set the Dip Switches\nand then press Reset.  These games are started by pressing `start` on\nthe 2nd controller.\n\nCoin insertion is done using the trigger on a 12 button controller,\nand can also be done on the dipswitch submenu if this mapper supports.\nAll Vs. mappers and mapper 126 (arcade board) use this.\n\nNt Mini Noir's Core Jailbreak has full Vs. System support for any\nknown game which does not use Vs. Dual System capabilities.  This\nmeans that *Vs. Balloon Fight*, *Vs. Baseball*, *Vs. Ice Climber\nDual*, *Vs. Mahjong*, *Vs. Raid on Bungeling Bay*, *Vs. Tennis* and\n*Vs. Wrecking Crew* are not playable, but the rest are playable.\n\nVs. System games require full NES 2.0 headers to work properly.  Use\nthe [NES 2.0 XML\nDatabase](https://forums.nesdev.com/viewtopic.php?f=3&t=19940&p=248796)\nand the [NES Header Repair Tool Python\nScript](https://github.com/Kitrinx/NES_Header_Repair) to fix your\nheaders.\n\n*Vs. Tetris* has only 24KiB of PRG-ROM but the jailbreak will only\nload a ROM with 32KiB of PRG-ROM.  You can add 8,192 padding bytes of\n0x00 bytes (or 0xFF bytes) inserted between the header and start of the PRG-ROM to get the\ngame to work. *Vs. Gumshoe* may also need padding in addition to ROM reordering (see NewRisingSun's [fixes](https://forums.nesdev.com/viewtopic.php?f=3&t=17213&start=45#p220718)).\n\nVs. System games obtain their settings from a bank of eight dip\nswitches, these will be found as Dips 1-8 under Core Options - Dip\nSwitches.  If you are not using a SNES-style controller, you can Add a\nCoin with the Dip Switch menu.\n\nWith Vs. System games, you start games with the Select button on\neither Controller I or, for a two-player game, Controller II.\n\nZappers are supported for Vs. games that use a light gun.\n\nVs. System games that use one of the 2C04 PPUs will show very\nincorrect colors when run on a PPU that uses a regular palette (2C02,\n2C03, 2C05, 2C07) On Nt Mini Noir the S-Video and Composite video\noutput options generate palette colors like an original 2C02 or 2C07\nwould and cannot change their palettes.  The result is that you will\nneed to use Component, RGB or HDMI video to play these games with the\nproper colors.\n\nNewRisingSun has [compiled](https://forums.nesdev.com/viewtopic.php?f=3&t=17213&start=45#p220718) a helpful set of NES2.0 headers for many Vs. System ROMs and a script that can construct these NES ROMs from MAMEs PRG/CHR ROM dumps.\n\n## problem solving\n\nThis core is taking full advantage of NES 2.0 headers.  This includes\nmappers, save RAM size, etc.  It is highly recommended that you\nupgrade your ROM set.  If some games will not run, it most likely is\nbecause the core needs more information contained in the 2.0 header,\nsuch as *Star Tropics*. *Star Tropics* is actually mapper 4.1 (MMC6).\n\nSome of the Sachen multi-carts also have issues inherent to their\nROMs: *Super Cartridge Ver 1 - 4 in 1 - Honey Peach* has a broken\ntriangle channel during title screen music, *Super Cartridge Ver 5 - 7\nin 1 - Magical Mathematics* is missing its title screen audio and\n*Super Cartridge Ver 7 - 4 in 1 - Silver Eagle*'s main character\nsprite gets glitchy when shooting.\n\n(complete list of implemented and tested mappers)\n```\n0     - NROM\n1.0   - MMC1 \n1.5   - MMC1 with fixed PRG banking\n2.0   - UNROM normal (no bus conflicts)\n2.2   - UNROM bus conflicts\n3     - CNROM normal (no bus conflicts)\n3.2   - CNROM bus conflicts\n4.0   - MMC3B\n4.1   - MMC6\n4.3   - MC-ACC (Acclaim MMC3 clone with different IRQ timing)\n4.4   - MMC3A\n5     - MMC5\n7     - AxROM normal (no bus conflicts)\n7.2   - AxROM bus conflicts\n9     - MMC2\n10    - MMC4\n11    - colordreams (has bus conflicts)\n12    - MMC3A variant with upper CHR bit select\n13    - CPROM (has bus conflicts)\n15    - mapper 15\n16.4  - Bandai IRQ counter not latched\n16.5  - Bandai IRQ counter latched (no EEPROM support yet)\n18    - jaleco\n19    - namco N163\n21.0  - VRC2/VRC4\n21.1  - VRC4a\n22    - VRC2a\n23.0  - VRC2/VRC4\n23.1  - VRC4f\n23.2  - VRC4e\n23.3  - VRC2b\n24    - VRC6\n25.0  - VRC2/VRC4\n25.1  - VRC4b\n25.2  - VRC4d\n25.3  - VRC2c\n26    - VRC6\n27    - World Hero\n28    - action 53\n29    - Sealie Computing Glider\n30    - UNROM512 (no flash support yet)\n31    - NSF\n32.0  - Irem G-101\n32.1  - Irem G-101 variant with 1 screen mirroring\n33    - Taito TC0190\n34    - BNROM and NINA-001\n35    - mapper 90 variant with WRAM\n36    - TXC 01-22000-400\n37    - SMB + Tetris + NWC\n38    - Bit Corp Crime Busters\n39    - Subor Study and Game\n40    - NTDEC 2722 SMB2j\n41    - Caltron 6 in 1\n42    - Bio Miracle FDS\n43    - TONY-I and YS-612\n44    - Super Big 7 in 1\n45    - GA23C Multicarts\n46    - Rumble Station\n47    - Super Spike + NWC\n48    - Taito TC0350\n49    - Super HIK 4 in 1\n50    - N-32 SMB2j\n51    - 11 in 1 ball games\n52    - Multicarts\n53    - supervision 16 in 1\n54    - Novel Diamond 999999 in 1\n55    - Mario1-Malee2\n56    - Kaiser SMB3\n57    - Super GK 6 in 1\n58    - Multicarts\n59    - T3H53 Multicarts\n60    - Reset-based multicarts\n61    - 20 in 1\n62    - 700 in 1\n63    - Powerful 250 in 1\n64    - Tengen RAMBO-1\n65    - Irem H3001\n66    - GxROM\n67    - Sunsoft-3\n68.0  - Sunsoft-4\n68.1  - Sunsoft-4 dual cartridge system\n69    - Sunsoft FME-7\n70    - Bandai simple\n71.0  - Codemasters UNROM-like\n71.1  - Fire Hawk variant\n72    - Jaleco JF-17\n73    - VRC3\n74    - Waixing 43-393/860908C\n75    - VRC1\n76    - Namco 3446\n77    - Irem with VRAM\n78.1  - Irem Cosmo Carrier\n78.3  - Irem Holy Diver\n79    - NINA-03 / NINA-06\n80    - Taito X1-005\n81    - Super Gun\n82    - Taito X1-017\n83.0  - Cony Mapper 256K CHR / heuristic\n83.1  - 512K CHR\n83.2  - 1M CHR\n85    - VRC7\n86    - Jaleco JF-13\n87    - Jaleco \n88    - Namco 118 variant\n89    - Sunsoft\n90    - mapper 90 inhibited ROM nametables and mirroring\n91    - JY Company Super Fighter 3\n92    - Jaleco\n93    - Sunsoft-2\n94    - UN1ROM\n95    - Namco 118 variant\n96    - Bandai simple\n97    - Irem TAM-S1\n99    - Vs. System\n101   - Jaleco JF-10\n102   - drip (moved to 284)\n103   - Doki Doki Panic FDS conversion\n104   - Pegasus 5 in 1\n105   - NES-EVENT\n106   - SMB3 bootleg\n107   - Magic Dragon\n108.1 - FDS-to-cartridge conversions\n108.2 - FDS-to-cartridge conversions\n108.3 - FDS-to-cartridge conversions\n108.4 - FDS-to-cartridge conversions\n109   - Great Wall (duplicate of 137)\n110   - Sachen 74LS374N (duplicate of 243)\n111   - GTROM (no flash support yet)\n112   - San Guo Zhi - Qun Xiong Zheng Ba\n113   - HES 6 in 1\n114.0 - Multiple MMC3 with scrambling\n114.1 - Multiple MMC3 with scrambling\n115   - SFC-02B/-03/-004 boards\n116.0 - SOMARI-P\n116.1 - SOMARI-P\n117   - san guo zhi 4\n118   - TKSROM MMC3 + single screen mirroring\n119   - TQROM MMC3 + CHR/RAM switching\n120   - 3D worldrunner FDS conv.\n121   - A9713 MMC3-clone-bearing protected board\n122   - same as 184\n123   - Scrambled MMC3\n124   - Super Game Mega Type III (arcade board)\n125   - FDS Monty on the Run\n126   - MMC3 based multicart\n127   - funky double dragon 2 pir8\n128   - super HiK 4 in 1- chi den\n129   - duplicate of 213\n130   - NS03 7 in 1 multicart\n131   - duplicate of 205\n132   - TXC\n133   - Sachen Jovial Race & Drunkard\n134   - MMC3 clone with extensions\n135   - (dupe) sachen 8259A-1 (mapper 141)\n136   - Sachen 3011\n137   - Sachen 8259D\n138   - Sachen 8259B\n139   - Sachen 8259C\n140   - Jaleco JF-11/JF-14\n141   - Sachen 8259A\n142   - Kaiser FDS ports\n143   - Sachen with lame protection\n144   - Death Race\n145   - Sachen CNROM-like\n146   - functional equivelant to NINA-03\n147   - Sachen 3018\n148   - Sachen SA-008-A\n149   - Sachen SA-0036\n150   - Sachen SA-015\n151   - Vs. VRC1\n152   - Bandai\n153   - Bandai with WRAM\n154   - Namco 118 variant\n155   - MMC1 without WRAM protection\n156   - Open Daou\n157   - Bandai joint ROM system\n158   - Tengen 800037\n159   - Bandai with 24C01 EEPROM (no EEPROM support yet)\n163   - Nanjing Copy Protected clone games\n164   - Final Fantasy V\n166   - Subor\n167   - Subor\n168   - Racermate\n169   - Contra 168 in 1\n170   - Shiko Game Syu\n171   - MMC1 with hardwired mirroring\n172   - Super Mega P-4070 board\n173   - Idea-Tek\n174   - NTDec 5 in 1\n180   - Crazy Climber\n182   - same as 114\n183   - Pirate Gimmick\n184   - Sunsoft\n185.4 - Protected CNROM\n185.5 - Protected CNROM\n185.6 - Protected CNROM\n185.7 - Protected CNROM\n186   - Studybox\n187   - MMC3 clone with extensions\n188   - Bandai Karaoke (microphone is supported)\n189   - Thunder Warrior\n190   - Magic Kid GooGoo\n191   - MMC3 clone similar to 119\n192   - MMC3 clone similar to 119 but lets RAM/ROM work at the same time\n193   - NTDEC TC-112\n194   - Super Robot Taisen\n196   - MMC3 hacks that use BNROM and other address lines than A0\n198   - Chinese Mapper\n200   - 1200 in 1\n201   - 8 in 1\n202   - 150 in 1\n203   - 35 in 1\n204   - 64 in 1\n205   - 15 in 1\n206   - Namco 118\n207   - Taito X1-005\n209   - mapper 90 variant (original version with selectable ROM nametables and mirroring)\n210   - namco 175/340\n210.1 - namco 175 with hardwired mirroring\n211   - mapper 90 variant forced ROM nametables and mirroring\n212   - Super HIK 300 in 1\n213   - duplicate of 58\n214   - Super Gun 20 in 1\n215   - MMC3 with scrambling\n216   - magic jewelry 2\n217   - 255 in 1\n218   - Magic Floor\n221   - NTDEC N625092 multicarts\n225   - 52 Games\n226   - 76 in 1\n227   - 1200 in 1\n228   - Action 52\n229   - 31 in 1\n230   - 22 in 1\n231   - 20 in 1\n232.0 - Codemasters Quattro series (hard reset to get back to menu)\n232.1 - Aladdin version (hard reset to get back to menu)\n233   - 42 in 1\n234   - AVE Maxi 15\n235   - Golden Game 150 in 1\n236   - Realtec 8155 multicarts\n237   - Teletubbies 420 in 1\n240   - misc chinese mapper\n241   - BxROM-like\n242   - Wai Xing Zhan Shi\n243   - Sachen SA-020A\n244   - C&E Decathlon\n245   - Waixing MMC3 clone\n246   - Taiwan mapper\n248   - same as 115\n249   - funky MMC3 pirate doodle\n250   - Time Diver Avenger\n253   - VRC4 clone with VRAM extentions, waixing\n254   - al senshi nicol\n255   - 115 in 1\n262   - Sachen Street Heroes (dipswitch 0 sets the game title screen)\n281   - mapper 90 variant 256K outer bank\n282   - mapper 90 variant 256K outer bank\n284   - drip\n290   - Asder 20 in 1\n295   - mapper 90 variant 128K outer bank\n302   - FDS Gyruss conversion\n304   - Several FDS conversions\n305   - FDS Castlevania 2\n306   - Exciting Basket FDS conversion\n307   - FDS Metroid\n312   - Highway Star FDS Conversion\n331   - duplicate of 130\n346   - Zanac FDS Conversions\n358   - mapper 90 variant 512K outer bank\n389   - Caltron 9 in 1\n512   - Sachen Game of the Goose (honk honk!)\n513   - Sachen Princess Maker game port\n516   - Edubank MMC3 thing\n533   - Sachen Middle School English\n534   - Atari Flashback, Intellivision Play Power\n552   - Taito X1-017\n553   - Sachen Penguin and Seal (original version)\n554   - FDS Castlevania conversion\n555   - NES-EVENT2\n```\n\n## CopyNES mini\n\n\nThis lets you dump cartridges and their save RAM (if equipped)\ndirectly to the SD card!  There are many supported mappers.\n\nTo dump a game, follow these steps:\n\n- Insert the game in question into the cartridge slot.\n- Select `Run Cartridge` to make sure it works and is making good\n  contact.\n- Enter the Tools menu and select `Copynes mini`.\n- Select the mapper that your game uses.  Use the NES 2.0 XML Database\n  to find the mapper for your game.\n- Hit `B` to start the dump.  Note that it might take awhile (30\n  seconds) to determine the size of the ROMs on the cartridge.\n- After the game is dumped, you can enter a filename using\n  `up`/`down`/`left`/`right`.  If no name is entered, it will save it\n  with a filename determined by the sumcheck of the ROM.\n- Hitting `B` will save the ROM.\n\nThat's it!  You can test the game by going into the cores menu and\nselecting `NES`, then going to the `/COPYNES/` directory and running\nthe ROM.\n\n\n## FDS\n\nFull FDS disk drive and RAM adapter emulation has been added.  This\nallows FDS games to be played that consist of from 1 to 4 disk sides.\nThe FDS images must be a multiple of 65500 bytes, and cannot contain\nheaders.\n\nValid file sizes in bytes:\n```\n 65500 bytes - 1 disk side\n131000 bytes - 2 disk sides (these first two are the most common)\n196500 bytes - 3 disk sides (very rare)\n262000 bytes - 4 disk sides (somewhat rare)\n```\n\nTo use the FDS functionality, an FDS BIOS needs to placed into the\n`/BIOS/` directory.  Any of the three BIOS dumps can be used: R0, R1,\nor the Twin Famicom version.  It must be named `fds.bin`\n\nSeveral methods to load disks and change sides are provided in a new\nmenu titled \"FDS\" that appears on the cores menu only when an FDS game\nis loaded.\n\nBy default, \"automatic\" mode is selected.  This mode will\nautomatically load the first side of the FDS image and run it without\nuser intervention.  It will also detect the side and disk the game is\nattempting to load, and will automatically select the side for you.\nThe loading prompts are also automatically passed so usually no\nintervention is required to play the games.\n\nThere are a few exceptions to this, however, and a few games need to\nbe loaded manually.  These are listed later.\n\nWhen an FDS game is loaded, a new FDS menu appears on the main menu.\nThis menu allows full control of the FDS \"drive\".\n\nIn the menu, the auto/manual selection can be made, and a disk\nejected, and/or a new side can be selected.\n\nSaving: When the file menu is opened, the FDS disk data is saved to a\n`.sav` file like with cartridge games, however the data is no longer\nin .fds format; it is in the expanded disk format with gaps and CRCs.\nThis is due to the fact that .fds files must be expanded to be loaded.\nWhen loading a game with an existing .sav file, the .sav file will be\nloaded and the contents of the .fds will NOT be used, except to\ndetermine the number of disk sides the game contains.\n\nThis means if you wish to reload a game from the .fds to play it, its\n.sav file must be deleted, or the .fds renamed.  This way the original\nfile is not modified.\n\nA .sav file will NOT be created unless the contents of the disk were\nmodified. This means games that do not save to disk will not create\n.sav files.\n\nThere are three ways to handle disk changing:\n\nManual mode: You must manually select disks and sides in the menu.\nYou do not need to eject before changing disks or sides; it wil\nperform a 1/4th second eject for you.\n\nSemiautomatic mode functionality: This is the default mode.  Pressing\nselect will eject the disk as long as select is down, and for about\n1/2 second after it is released, and then auto-select the proper disk\nand side.\n\nSome games such as *Doki Doki Panic* have an unusually long wait to\ncheck for a disk being ejected so this accommodates that.  Note that\nsince select ejects the disk, it is not a good idea to do this while a\ngame is loading since it will throw an error 01.  Usually most games\ncan recover from this though, and will attempt to load again.  The\nsame caveats with automatic mode follow over to semiautomatic mode\nwith regards to a few games not being able to autodetect the\nside/disk.  No known games or software have an issue with the disk\nbeing ejected once they have loaded, and only check it when they wish\nto load or are actively loading.\n\nAutomatic mode functionality: The automatic mode works fine for most\ngames except those outlined below.  It has a few extra features that\nare activated by use of the select button on player 1.  Some games,\nsuch as Zelda, will skip the title screen and directly load the game.\nTo see the title screen, the select button can be held which will stop\nthe automatic switching from happening until it is released.\n\nOn a few games, it can take a few seconds for the automatic loading\nprocess to start.  This is normal because every game has to read the\nstate of the disk, and each one does it differently.\n\nA few games that use custom loading routines can produce `ERR 01`\nerrors If this happens simply hold the select button down during the\nloading process.\n\nIf a game seems unresponsive or won't autoload the disk, try holding\ndown select for a second or so and/or tapping it to see if that\nunsticks it.\n\nThese games cannot be used with auto mode because they have custom\ndisk routines, or they do not specify the proper side when loading:\n\n- Doremikko - does not specify proper side to load\n- Koneko Monogatari - uses custom disk routines and not the BIOS\n- Some unlicensed games don't specify the side to load\n- Bishoujo Shashinkan - Moving School - reboots unless run in manual\n  mode\n\n\n-------------------------------\n\n# Atari 2600 Core Release Notes\n\n\nThe Atari 2600 core currently only supports joystick games.\n\nAtari 2600 games determine the number of scanlines they will use.  In\nHDMI mode, the display window for Atari 2600 games is 160 pixels by\n239 pixels, which is adequate for most games.  A few games (*Pick and\nPile*, and *Acid Drop*) produce far too many scanlines, the viewport\ncan be centered so that most of the screen is visible.\n\n\n## Controller mapping\n\nIt is suggested to use a SNES controller or an SNES NTT Data Pad\n(NDK10).  If not, the difficulty switches and TV type and Supercharger\nload functionality is present in the core options menu.\n\nYou can swap joystick ports virtually, because some games seem to use\none or the other.  This is also accessible in the core options menu.\n\n`Y` is the fire button (`B` on an NES controller).\n\nLeft and right triggers toggle the difficulty switch for this player,\nwhile on player 1, `X` and `A` toggle the B&W/colour switch.  `X` is\ncolour, `A` is B&W.\n\nIn most games, left trigger is hard, and right trigger is easy.\n\n`Select` and `start` are `select` and `reset`, respectively.\n\n\n## Core Options menu\n\nYou can enable/disable the Atarivox and the controller swap.  A toggle\nfor the difficulty and TV type switches is present.  An option to load\nthe next portion of a Supercharger ROM is also here.\n\n\n## Supercharger games\n\nIf you wish to play Supercharger games, you must rename the 2K\nSupercharger BIOS ROM to `scbios.bin` (CRC32: `C3A3F073`) and place it\nin the `/BIOS/` directory.\n\nWhen you wish to load a Supercharger game, press both `A` and `X` to\n'press play on tape'.  If you have a multiload game, you can press\nthese again to do the next load when the game calls for it.\n\nNote: it takes about 1-2 seconds for the load to start when the\n`A`/`X` combo is pressed or the menu entry selected and pressed.\n\n\n## Atarivox\n\nAtarivox is supported, via a PIC18F1320.  The PIC ROM code is stored\nas `avoxrom.bin` and the PIC EEPROM data is stored as\n`avoxee.bin`. `avoxrom.bin` is 8K bytes, and avoxee.bin is 256 bytes.\nPlace these two files in the `/BIOS/` directory.\n\nNote that the EEPROM is the data on the PIC micro itself, and not the\nhigh score/setting EEPROM. The EEPROM that stores high scores, etc. is\nnot implemented at this time.\n\n\n## Supercharger Demo Unit\n\nThe demo unit is fully supported.  To run it, you need to make a\nsingle 66K file consisting of the 64K worth of data EPROMs, followed\nby the 2K EPROM.\n\n\n## Palettes\n\nAll three palettes are supported: NTSC, PAL, and SECAM.  There is also\nan \"automatic\" mode that will select between NTSC and PAL in most\ncases.  It does this by checking the scanline count.  If it's greater\nthan 284, then the PAL palette is selected, otherwise NTSC is.\n\nYou can force a palette to either of the three, or automatic in the\ncore settings menu.\n\n\n## Mappers and ROMs\n\nThe 2600 has no standardized ROM header format, making it difficult to\ndetermine the identity of any extra hardware on the cartridge.\n\nThe 2600 core determines the ROM's mapper based on file size, and then\nfile extension.\n\nThe mapper is determined like so:\n\n| Filesize    | Mapper                                               |\n|-------------|------------------------------------------------------|\n| 2048 bytes  | standard 2K game, no bankswitching                   |\n| 4096 bytes  | standard 4K game, no bankswitching                   |\n| 8192 bytes  | standard 8K game, uses F8 (FFF8/FFF9) bankswitching  |\n| 16384 bytes | standard 16K game, uses F6 (FFF6-FFF9) bankswitching |\n| 32768 bytes | standard 32K game, uses F4 (FFF4-FFFA) bankswitching |\n| 65536 bytes | Dynacom Megaboy                                      |\n| 12288 bytes | RAM+ (FA)                                            |\n| 10240 bytes | Pitfall 2 (DPC)                                      |\n| 10495 bytes | Pitfall 2 (DPC)                                      |\n| 24576 bytes | 24K (FA2)                                            |\n| 8448 bytes  | Supercharger single load                             |\n| 16896 bytes | Supercharger dual load                               |\n| 25344 bytes | Supercharger triple load                             |\n| 33792 bytes | Supercharger quad load                               |\n| 67584 bytes | Supercharger demo unit                               |\n\nFor 8K, 16K, and 32K games, superchip RAM is detected by looking at\nthe first 256 bytes of the file.  If it is all `0x00` or `0xff` then\nthe game is assumed to have RAM here.\n\nAt this point, the extension is checked.  If it matches one of the\nbelow, then this mapper is selected:\n\n| File extension  | Mapper                            |\n| --------------- | ------                            |\n| `.ACT`          | Activision 8K FE banking          |\n| `.PB`           | Parker Bros. E0 mapping           |\n| `.TV`           | Tigervision 3F mapping            |\n| `.TVR`          | Tigervision 3E (with RAM) mapping |\n| `.MN`           | M-network E7 mapping              |\n| `.CV`           | Commavid extra RAM                |\n| `.EB`           | Econobanking                      |\n| `.EF`           | EF Bankswitching                  |\n| `.EFR`          | EF with RAM                       |\n| `.UA`           | UA bankswitching                  |\n| `.X07`          | X07 bankswitching                 |\n| `.SB`           | Superbanking                      |\n\nNote: A popular ROM pack may show certain characters in file names as\nflashing characters (i.e. *pele's soccer*).  These show up as flashing\ncharacters in the menu. This is normal because they are outside of the\nASCII range later.\n\nThe following changes need to be made to get these games to run:\n\nThese need the `.ACT` extension:\n- Decathlon\n- Robot Tank\n- Thwocker\n\nThese need the `.PB` extension:\n- Frogger II\n- Gyruss\n- James Bond 007\n- Lord of the Rings\n- Montezuma's Revenge\n- Mr Do's Castle\n- Popeye\n- Q-bert's Qubes\n- Star Wars: Return of the Jedi\n- Star Wars: The Arcade Game\n- Super Cobra\n- Tooth Protectors\n- Tutankham\n\nThese need the `.TV` extension:\n- Espial\n- Miner 2049'er\n- Miner 2049'er Vol 2\n- Polaris\n- River patrol\n- Springer\n\nThese need the `.MN` extension:\n- Bump 'n' Jump\n- Burgertime\n- Masters of the Universe\n- Anteater\n- Golden SKull\n- Treasures of Tarmin\n\nThese need the `.CV` extension:\n- Magicard\n- Video Life\n\nThis needs the `.UA` extension:\n- Pleiades\n\nOther changes:\n\n*Dig Dug* needs to have the first 256 bytes zeroed out (or set to all\n`0xFF`'s) so that the extra RAM can be detected properly.\n\n## Problem solving\n\n**Kool-Aid Man**: uses the left (Player 1) difficulty switch to pause the game (default/disabled position `A` is paused, position `B` is un-paused). Enable this switch in the Core Options menu, or press the right-trigger button on controller 1 to play this game. The right (Player 2) difficulty switch sets the difficulty (default/disabled position `A` is fast/hard, position `B` is normal); this can toggled in the Core Options menu or by pressing the left/right triggers for hard/easy on controller 2. See [game manual](https://archive.org/details/Atari2600Manuals_201812/Kool-Aid%20Man%20%28USA%29) [text](https://atariage.com/manual_html_page.php?SoftwareLabelID=266) for more details.\n\nSome other games that use switches during gameplay: [Ghostbusters](https://archive.org/details/Atari2600Manuals_201812/Ghostbusters%20%28USA%29), [Phaser Patrol](https://archive.org/details/Atari2600Manuals_201812/Phaser%20Patrol%20%28USA%29), [Secret Quest](https://archive.org/details/Atari2600Manuals_201812/Secret%20Quest%20%28USA%29), [Space Shuttle](https://archive.org/details/Atari2600Manuals_201812/Space%20Shuttle%20-%20A%20Journey%20Into%20Space%20%28USA%29), [StarMaster](https://archive.org/details/Atari2600Manuals_201812/StarMaster%20%28USA%29), [Tomcat](https://archive.org/details/Atari2600Manuals_201812/Tomcat%20-%20The%20F-14%20Fighter%20Simulator%20%28USA%29)\n\n-----------------------------\n\n# Atari 7800 Core Release Notes\n\nThis Atari 7800 core supports official games and pokey sound.  It\ncurrently only supports joysticks and does not run 2600 games. Two\nbutton controllers appear to be working.\n\n\n## Controller mapping\n\nThis core requires the use of a SNES controller if you wish to\nmanipulate the pause button and difficulty switches.\n\n- `X` is pause on either controller.\n- `L` and `R` triggers change the difficulty switch position for the\n  respective player.\n- `Select` and `Start` are `select` and `reset`, respectively.\n\nThe difficulty switches can also be toggled with `Core Options`.\n\n\n## Mappers and ROMs\n\nAtari 7800 ROMs use headers.  There are a few ROMs with bad headers,\nhere is how to fix some of them:\n\n- *Commando* has no Pokey sound - the header needs to have it\n  enabled. (`0036h` needs to be `03h` instead of `02h`)\n- There's a broken version of *Summer Games* and *Winter Games*.  Both\n  need address `0036h` changed from `02h` to `06h`.\n- There is a broken version of *Sentinel* as well.  Byte `0036h` needs\n  to be `02h` instead of `03h`.\n\nThis core needs a BIOS to run which you can select with `Core\nOptions`.  The Core will load the file `7800bios.bin` (expected CRC32:\n`5D13730C`) found in the `/BIOS/` directory by default.\n\n\n----------------------------\n\n# Sega Genesis Jailbreak Notes\n\nThe Sega core supports all official Genesis ROMs except for *Virtua\nRacing* and does not run 32x ROMs and common unlicensed games.\n\n\n## Button Mapping\n\nWith a NES controller, Button `C` on a Genesis 3-button controller is\nmapped to `select`.  Other mappings are as follows:\n\n| Genesis | SNES |\n| ------- | ---- |\n| `A`     | `B`  |\n| `B`     | `Y`  |\n| `C`     | `A`  |\n| `X`     | `X`  |\n| `Y`     | `L`  |\n| `Z`     | `R`  |\n\n| Genesis | M30 |\n| ------- | --- |\n| `A`     | `B` |\n| `B`     | `Y` |\n| `C`     | `A` |\n| `X`     | `X` |\n| `Y`     | `Z` |\n| `Z`     | `C` |\n\n\n----------------------\n\n# SMS Core Release Notes\n\nThe SMS core runs games released for the Sega Mark III and the Master\nSystem.  This core also runs SG-1000 games but you must use the\nJapanese BIOS or no BIOS, however.\n\nYou can select a BIOS or disable a BIOS in the `Core Options` menu.\nDisabling it all the time may not be ideal because a few games rely on\nit running first to set memory (see below for a list).\n\nThe BIOS is only loaded when a game is loaded.  To change the BIOS you\nmust reload the game. If it is missing, loading will fail and it will\nreturn you to the core menu.  Place the BIOS into the `/BIOS/`\ndirectory on the SD card and try again, or turn the BIOS off in the\n`Core Options` menu.\n\nThe core will load the file with the name `smsbios.bin` by default if\none is found in the `/BIOS/` directory. Note that the Sega Master\nSystem has [many different BIOS\nversions](https://datomatic.no-intro.org/index.php?page=search&op=datset&s=26&sel_s=Sega+-+Master+System+-+Mark+III&stext=BIOS&where=1&searchme=Search&pageSel=0&element=Titles&sort=Title&order=Ascending).\n\nYou may need to change to an `export` region under `System/Hardware`\nto get some games or BIOSes to work.\n\nBecause there are three mappers supported, selecting one of the\ndifferent mappers works by changing the file extention of the ROM\nfile.\n\nA ROM that's 48K or less in size is run without a mapper; it is just\nloaded straight into `x0000-xBFFF`.\n\nA ROM with a size greater than 48K will use the standard Sega mapper.\n\nOther mappers supported:\n\n`*.SCM` - selects the SMS Codemasters mapper.  The following games require it:\n- Cosmic Spacehead\n- Dinobasher - Starring Bignose the Caveman (Proto)\n- The Excellent Dizzy Collection (Proto)\n- Fantastic Dizzy\n- Micro Machines\n\n`*.SKR` - select the SMS Korean mapper.  The following games require it:\n- Dallyeora Pigu Wang (Korea) (Unl)\n- Jang Pung II (Korea) (Unl)\n- Jang Pung 3 (Korea) (Unl)\n- Samgukji 3 (Korea) (Unl)\n\nAny other extention is valid, and will just load as either no mapper\nor the standard Sega one.\n\nThe system will properly run larger, bankswitched BIOS ROMs such as\nthe combined BIOS+Hang On, etc. ROMs.\n\nSome ROMs have a useless 512 byte header at the beginning that is\nmostly `x00`'s. If this is found, it is ignored.\n\nSome versions of the system have a `game reset` button.  You may\nactivate this feature by pressing `select` and `X` at the same time on\na SNES controller.  That is a safeguard to prevent it accidentally\nbeing pressed and resetting the game.\n\nPause is mapped to the `start` button like you'd expect.\n\nLastly, you can turn the YM2413 on and off.  This is because a couple\ngames crash if it's on.\n\n\n## Problems and how to solve them\n\n**SG-1000**: Unselect `Use BIOS` for playing these games or select the\nJapanese BIOS.  Also, select Japan as the Region in `System/Hardware`.\n\n*Terebi Oekaki*: needs a drawing tablet and will not start without it.\n\n**SMS**: You may need to pivot between the US and Japanese BIOSes for\ncertain games to work.  The US BIOS performs a region check and will\nnot play games (such as Sega's Japanese games) that do not pass the\ncheck.\n\n- PAL games might have problems such as sprite flicker; this is normal\n  and happens on an NTSC system too.\n- Some games (*Walter Payton Football*, *Spy vs. Spy*) need the US\n  BIOS to work.  The former runs but has initial title screen\n  corruption and the latter doesn't start at all.\n- MSX Ports larger than 48K use unusual mappers and are not supported.\n- Games that require a paddle controller, light gun or the 3-D glasses\n  will not work.\n- *Wanted* - you must turn off FM for this game to work but it still\n  requires a light gun\n- *Super Tank* - select one of the `export` options in\n  `System/Hardware`.\n- *Back to the Future 3* - locks up at black screen because it detects\n  PAL/NTSC and will refuse to work if it detects NTSC\n\n\n----------------------------\n\n# Game Gear Core Release Notes\n\nEarly models of Game Gear did not include a BIOS, but later ones did.\nIf you wish to see that blue startup screen, you can by selecting the\nBIOS file under `core options`.  The core will load a file with the\nname `ggbios.bin` (expected CRC32: `0EBEA9D4`) by default if found in\nthe `/BIOS/` directory.\n\nBecause there are three mappers, selecting one of the different\nmappers works by changing the file extention of the ROM file.\n\nA ROM that's 48K or less in size is run without a mapper; it is just\nloaded straight into `x0000-xBFFF`.\n\nA ROM greater than this size will use the standard Sega mapper.\n\nOther mappers supported:\n- `*.GCM` - selects the SMS Codemasters mappers\n- `*.GKR` - selects the SMS Korean mapper.\n\nAny other extention is valid, and will just load as either no mapper\nor the standard Sega one.\n\n\n## Problems and how to solve them\n\nThese games are not actually Game Gear games but were released on the\nsystem and operate in SMS mode. You can play them on the SMS core:\n\n- Castle of Illusion - Starring Mickey Mouse\n- Cave Dude (Proto)\n- Chase H.Q.\n- The Excellent Dizzy Collection\n- Fantastic Dizzy\n- Jang Pung II/Street Battle (Unl)\n- Olympic Gold\n- Out Run Europa\n- Predator 2\n- Prince of Persia\n- Rastan Saga\n- R.C. Grand Prix\n- Street Hero (Unl)\n- Super Kick Off\n- Super Tetris (Unl)\n- WWF WrestleMania Steel Cage Challenge\n\nThese games need the .GCM file extension:\n\n- CJ Elephant Fugitive\n- Cosmic Spacehead\n- (Archer MacLean's) Dropzone\n- Ernie Els Golf\n- The Excellent Dizzy Collection\n- Fantastic Dizzy\n- (S.S. Lucifer) Man Overboard!\n- Micro Machines\n- Micro Machines 2: Turbo Tournament\n- Pete Sampras Tennis\n\nThe Core will not play any games that use EEPROM for saving properly\nat this time, they will refuse to load.  The following games are the\nonly known games to use EEPROM:\n\n- Hyper Pro Yakyuu '92\n- Majors Pro Baseball, The\n- Pro Yakyuu GG League\n- World Series Baseball\n- World Series Baseball '95 (including prototypes)\n\n\n-------------------------------\n\n# Colecovision Core Release Notes\n\nThe Coleco core will run games designed for the unenhanced\nColecoVision as well as Super Game Module games.\n\nLoading a BIOS is required for this Core to load ROMs.  Load a BIOS\nunder the `core options` menu.  The Core will automatically load a\nfile named `colbios.bin` if found in the `/BIOS/` directory, but you\ncan use the Select New BIOS File option to select a BIOS file with any\nname.\n\n| Coleco BIOS CRC32 | Description                                 |\n| ----------------- | -----------                                 |\n| `3AA93EF3`        | Official                                    |\n| `39BB16FC`        | Unofficial, stylized font, can skip waiting |\n| `4999ABC6`        | Bit Corp clone                              |\n\n\n## Button mapping\n\nA SNES Controller (or any compatible 12-button controller) or SNES NTT\nData Pad (NDK10) is ideal for this core.  The NTT Data Pad's numberpad\nis directly mapped the Coleco controller's numberpad.  ~~Same for the\nFamicom Network Controller (HVC-051).~~\n\nIf using a standard SNES Controller, this is how the Coleco numberpad\nmaps to the SNES buttons:\n\n| SNES Button/Combo   | Assignment                                                     |\n| ------------------- | ----------                                                     |\n| `Start`             | `1` (this usually selects the easiest game difficulty)         |\n| `Select`            | `3` (this usually selects a harder game)                       |\n| `X`                 | `#` (a popular option for some games to use as a start button) |\n| `A`                 | `*` (another popular option to start games)                    |\n| `L` + `up`          | `0`                                                            |\n| `L` + `right`       | `1`                                                            |\n| `L` + `down`        | `2`                                                            |\n| `L` + `left`        | `3`                                                            |\n| `R` + `up`          | `4`                                                            |\n| `R` + `right`       | `5`                                                            |\n| `R` + `down`        | `6`                                                            |\n| `R` + `left`        | `7`                                                            |\n| `L` + `R` + `up`    | `8`                                                            |\n| `L` + `R` + `right` | `9`                                                            |\n\n\n## Special ROM handling\n\nTwo reproduction games, *The Black Onyx* and *Boxxle* use EEPROM for\nsaving, 256 bytes and 32KB, respectively.  Rename their extensions to\n`.ce0` and `.ce1`, respectively to get them working.  A third\nreproduction game, *Gradius*, saves to flash memory and uses a custom\nmapper.  Rename its extension to `.cf0` to get it working.\n\n\n--------------------------\n\n# Gameboy Core Release Notes\n\nThe Gameboy core supports games using MBC1, MBC2, MBC3 (except RTC\nsaving) and MBC5 (except rumble).  You must select the Gameboy's\nbootstrap (BIOS) for it to work.  `dmgbios.bin` (expected CRC32:\n`59C8598E`) is the default file to be loaded if found in the `/BIOS/`\ndirectory.  The Super Gameboy bootstrap `dmgbios2.bin` (example CRC32:\n`EC8A83B9`) also seems to work and skips the scrolling intro.\n\n\n---------------------------------\n\n# Gameboy Color Core Release Notes\n\nThe Gameboy Color core supports games using MBC1, MBC2, MBC3 (except\nRTC saving) and MBC5 (except rumble).  You must select the Gameboy\nColor's bootstrap (BIOS) for it to work.  `gbcbios.bin` (expected\nCRC32: `41884E46`) is the default file to be loaded if found in the\n`/BIOS/` directory.\n\n\n--------------------------------\n\n# Intellivision Core Release Notes\n\nThe Intellivision core supports games for the base system, the\nIntellivoice speech attachment and to some extent, the Enhanced\nComputer System addon (ECS).\n\nYou will need the GROM binary `grom.bin` placed in the `/BIOS/` directory (expected CRC32: `683A4158`).\n\nYou will need an Executive BIOS file (in INTV2 format) for Intellivision (expected default name: `intvexec1.bin`).\nThis file can be selected by name in the core menu.\nThe recommended BIOS to convert and use is `Executive ROM, The (1978) (Mattel).int`, aka `intv/exec.bin` from MAME, with CRC32: `CBCE86F7`, 8192 bytes.\nWhen converted to the INTV2 format to be used with the Nt Mini Noir, it is 8208 bytes with CRC32: `EEB54C63`. This converted file should be placed in the `/BIOS/` directory with the expected name `intvexec1.bin`. See further below for information on the INTV2 format.\n\nNote: You may also use the *Intellivision II* Executive BIOS (INTV2 format expected CRC32: `A85FC6DD`, 8728 bytes), but it may be incompatible with some games (e.g. *Carnival*, *Donkey Kong*, *Mouse Trap*, *Venture*). This particular rom can be found in [MAME](https://github.com/mamedev/mame/blob/master/src/mame/drivers/intv.cpp) (`intv/intv2/ro-3-9506-010.ic6`, 8704 bytes, CRC32: `DD7E1237`). The first 512 bytes are mapped to address 0x400, the remaining 8192 bytes are mapped to address 0x1000. To convert this file to INTV2 format, each of the two chunks need an eight-byte INTV2 header, with an INTV2 file trailer:\n`00 04 00 00 00 01 00 00`\n*(first 512 bytes of rom)*\n`00 10 00 00 00 10 00 00`\n*(remaining 8K bytes of rom)*\n`00 00 00 00 00 00 00 00`\n\n\nTo use the Intellivoice, the 2K ROM for the speech chip has to be\npresent in the `/BIOS/` directory and named `012.bin`.\n\n`012.bin` can be constructed by reversing the _bit_ order for each byte in `sp0256-012.bin` (CRC32: `0DE7579D`) from the `intv_voice` entry in MAME.\n\n\n## Controller support\n\nOnly the SNES NTT Data Pad (NDK10) ~~or the Famicom Network Controller\n(HVC-051)~~ can fully map the numberpads of the Intellivision\ncontroller.\n\nBy default, the controller plugged into port two on the console will\nlikely be seen as player one by the game, so the `Core Options` menu\nallows you to swap controllers.  It also allows you to enable ECS,\nIntellivoice and Intellicart mapping.\n\n\n## INTV2 ROM Format\n\nBecause Intv games map themselves into various areas of memory, the\nROM must be able to tell the Core into which areas of memory address\nspace game code and data are to be loaded.  There is more than one\nexisting format for Intellivision ROMs.\n\nThe existing Intellivision ROM conventions were deemed unsuitable to\nthe Intellivision Core.  To make something usable, a new file format\nwas created called INTV2.  It has the extension `.intv` and the Core\nwill only load Intellivision ROMs in this format.\n\nThe files are a relatively simple format.  All data is stored in\nlittle endian form, with the lowest 8 bits first and the upper 2 bits\n(for decles) stored next with the top 6 bits `0`'s.  This format\nallows the storage of 16 bit words too, since some homebrews use these\ninstead.  It is also stored in little endian format.\n\nSince the ROMs self-map into memory, some provision to define where\ndata goes is needed, thus a chunked format was devised.\n\nEach file consists of 1 or more chunks, which define the start address\nin memory where the data is to be loaded, and its length followed by\nthe actual data.  The last chunk is simply an address and length of 0.\n\nAll address and length values are little endian.  Each field is 32\nbits.  The first 64K of the address space is the Intellivision's\nmemory map directly.  Each address is a word address, so `0x5000` is\nword address `0x5000` (which would technically be byte `0xa000` on a\nmodern system).\n\nHere's an example using *Burgertime*.  It is a 16K game (8K words).\nIt maps into memory at `0x5000`, and has a length of `0x2000` (words).\nIt is constructed as so:\n\n```\n/ address \\ /  length \\     ROM data          / address \\ /  length \\\n00 50 00 00 00 20 00 00 <16K of data follows> 00 00 00 00 00 00 00 00\n```\n\nBit 16 of the address right now selects if this area is writeable or\nnot (i.e. RAM).  The other bits may be used in the future for\nbankswitched games and/or homebrews as they arise.\n\nThe BIOS you wish to use also needs to be in this format, since the\ndifferent BIOSes (i.e. intv2) load data in different places.\n\nA utility to convert files to the INTV2 format can be found [here](https://github.com/dot-bob/int2intv).\n\n----------------------------------\n\n# Adventurevision Core Release Notes\n\nThe Adventurevision core runs all games.  The Code Red demo does not\nrun as well as the games because it does not use BIOS routines for\ngraphics drawing.\n\nThere are two BIOS files needed for this core:\n\n| File          | Description                                                               |\n| ------------- | -----------                                                               |\n| `avbios.bin`  | This is the 1K ROM found inside the 8048 on the system. CRC32: `279E33D1` |\n| `avsound.bin` | This is the 512 byte ROM on the sound CPU. CRC32: `81E95975`              |\n\nBoth of these need to be put in the `/BIOS/` directory and named as\nidentified above.\n\n*Turtles* seems to have a graphical \"bug\" on it, the right size of the\nmaze is shifted right by a pixel, but this is how the real system runs\nit.\n\n*Defender* likewise has a bad collision bug on original hardware, you\ncan often shoot through enemies, this appears to occur due to the game\nchecking only when your shots touch the edge of an enemy sprite.\n\n\n-------------------------------\n\n# Arcadia 2001 Core Release Notes\n\nThe Aradia 2001 core runs known 2001 games, but there are other\nsystems based on the same/similar chips.  Games for these systems may\nor may not run on this core.\n\nSeveral prototypes of released games have graphics issues that the\nreleased versions fixed.\n\nSome homebrews games rely on the numberpad rather than the joystick to\nmove.\n\n\n## Controls\n\nYou can use the keypad of an SNES NTT Data Pad (NDK10) or press\n\"chords\" on a SNES controller.  The \"chording\" works similar to the\nColecovision:\n\n```\nLtrig + up = 0\nLtrig + right = 1\nLtrig + down = 2\nLtrig + left = 3\n\nRtrig + up = 4\nRtrig + right = 5\nRtrig + down = 6\nRtrig + left = 7\n\nLtrig + Rtrig + up = 8\nLtrig + Rtrig + right = 9\nLtrig + Rtrig + down = *\n```\nThese buttons don't require chording:\n```\nX = #\nA = option (both controllers)\nstart = start (both controllers)\nselect = select (both controllers)\nY = fire button\n```\n\n\n----------------------------\n\n# Channel F Core Release Notes\n\nThe Channel F BIOS is required to be present in the `/BIOS/` directory\nand it must be named `cfbios.bin` (expected CRC32: `2882C02D`).\n\nThe BIOS should be a concatenation of:\n- `[BIOS] Fairchild Channel F (USA) (SL31253).bin` (CRC32: `04694ED9`),\n- `[BIOS] Fairchild Channel F (USA) (SL31254).bin` (CRC32: `9C047BA3`)\n\nresulting in a merged file with a CRC32 checksum of `2882C02D`.\n\nFor example, via Windows command-line:\n```\ncopy /B sl31253.bin + sl31254.bin cfbios.bin\n```\n\n\n## Button mapping\n\nThere are four buttons on the Channel F system to select a game, time\nlength, and other things. Starting a game involves optionally setting\nthese to start playing.\n\nOn this core, the mapping of these four buttons is as such to a SNES\ncontroller:\n\n```\n1 - left trigger\n2 - right trigger\n3 - select\n4 - start\n```\n\nIf you have an SNES NTT Data Pad (NDK10), `1, 2, 3, 4` map to `1, 2,\n3, 4` on the NTT Data Pad's numeric keypad.\n\nUsing it:\n\nWhen the system is reset, it says `G?` on the screen.  It is asking\nwhich game to play.  Hitting one of the four buttons results in\nselecting one of the 4 games on the cartridge.\n\n```\n (left trigger) 1 - \"game 1\" (from the cart, or the BIOS if \"play bios games\" file is run)\n(right trigger) 2 - \"game 1\" (from the cart, or the BIOS if \"play bios games\" file is run)\n       (select) 3 - \"game 3\" (from the cart)\n        (start) 4 - \"game 4\" (from the cart)\n```\n\nNext, it will print `S?` on the screen.  You can either start a game\nnow or enter more options.  These options are:\n\n```\n (left trigger) 1 - time limit\n(right trigger) 2 - game speed/(mode or motion)\n        (start) 4 - start game immediately\n```\n\nIf you press `1` for a time limit, then `T?` is displayed.  You can\nchoose a time limit using the four buttons:\n\n```\n (left trigger) 1 - 2 minutes\n(right trigger) 2 - 5 minutes\n       (select) 3 - 10 minutes\n        (start) 4 - 20 minutes\n```\n\nAt this time, you can press either `1`, `2`, or `4` since it should be\nback at the S? prompt.\n\nIf you had pressed `2` for a mode (motion / speed) `M?` will be\ndisplayed.  Generally, 1-4 will be the speed of the game from slow to\nfast.\n\n```\n (left trigger) 1 - speed 1\n(right trigger) 2 - speed 2\n       (select) 3 - speed 3\n        (start) 4 - speed 4\n```\nAs with the time setting, it should be back at the `S?` prompt, ready for the next option.\n\nFor general-variety playing, you can simply load a game and hit\n`ltrig`/`rtrig`/`select`/`start` then `start` to start one of the 4\ngames.\n\nIt seems many games choose one controller port at random to use for\nplayer 1 (i.e. some games use controller port 1, some use controller\nport 2) so if a game does not seem playable, add a second controller\nor swap ports.\n\n\n-------------------------------\n\n# Creativision Core Release Notes\n\nYou must press `reset` after loading a game on this system to play it.\n\nThe Creativision plays games and supports the keyboard but tape saving\nand loading are not working.\n\nThe Creativision BIOS must be present in the `/BIOS/` directory and\nnamed `crbios.bin`, expected CRC32: `05602697`\n\n\n## Button mapping\n\nEven though there is no support for a physical keyboard, the games are\nstill playable using a regular controller.\n\nThe `B` and `A` buttons are mapped to the two fire buttons, and\n`start`/`select` are mapped to the two most common buttons used to\nstart the games.\n\nOn startup, most games will run, show a demo mode and even appear to\nrespond to controller input.  To get out of demo mode, you must reset\nthe system.\n\n\n-------------------------\n\n# Gamate Core Release Notes\n\nThis core needs a BIOS, and there's two known BIOSes: a Bit Corp\nversion (CRC32: `07090415`) and a UMC version (CRC32:\n`03A5F3A7`). Either can be used, but it must be named `gmbios.bin` and\nplaced in the `/BIOS/` directory on your SD card.\n\nThere are three mappers on the system, and two of these can be\ndistinguished by file size, however the multicart(s) need the `.GML`\nextension.  So rename the file from i.e. `4-in-1.bin` to `4-in-1.gml`\nto run it.\n\n\n-------------------------\n\n# Game King Core Release Notes\n\nThis core needs a BIOS.  It should be named `gkbios.bin` (sometimes it\ncan be found named `gm218.bin`) and place it in the `/BIOS/` directory\non your SD card. Expected CRC32: `5A1ADE3D`.\n\nThere's three built in games to the system, so if you wish to play\nthese, simply run the included file, `play bios games.bin`.  This is\nan empty file consisting of nothing but bytes of `0xff`.  This\nsimulates having no cartridge in the system.\n\n\n----------------------------\n\n# Odyssey<sup>2</sup> Core Release Notes\n\nThe Odyssey<sup>2</sup> core supports keyboards via PS2 and an adapter that\nplugs into the Famicom expansion port.  If you wish to make an\nadapter, you can find the schematic in the `/SYSTEM/` directory.\n\nThe Voice speech expansion add-on is also complete and fully\nfunctional if you wish to hear speech/sound effects in the games that\nsupport it.\n\nSome games (such as *Frogger*) play poorly with The Voice being\nenabled all the time, but most games will work fine with it enabled.\nOn *Frogger* it will constantly repeat an allophone over and over.\nThis is not a bug but a byproduct of how The Voice works.\n\nThis core needs a BIOS.  It should be named:\n\n```\no2bios.bin    - Main 8048 BIOS (1K byte)  CRC32: 8016A315\n```\n\nThis BIOS file can be selected with `Core Options`. If you wish to use\nthe voice, you need three files:\n\n```\n019.bin       - Speech ROM in the SP0256-019 speech chip (2K bytes)  CRC32: 19355075\nsp128_03.bin  - Speech ROM resident in the speech module (16K bytes) CRC32: 66041B03\nsp128_04.bin  - Speech ROM in Sid the Spellbinder (16K bytes)        CRC32: 6780C7D3\n```\n\n`019.bin` can be constructed by reversing the _bit_ order for each byte in `sp0256b-019.bin` (CRC32: 4BB43724) from the `o2_voice` entry in MAME.\n\nPlace them in the `/BIOS/` directory and name them as indicated above.\n\nThe controller maps the directionals directly to the Odyssey<sup>2</sup>\ndirections as you'd expect.  On a SNES controller the mapping is as\nfollows :\n\n```\nY is the fire button\nstart is \"1\" on the keyboard\nselect is \"2\" on the keyboard\nA is \"3\" on the keyboard\nX is \"4\" on the keyboard\nLtrig is \"enter\" on the keyboard\nRtrig is \"clear\" on the keyboard\n```\n\nNote that some games swap the two controllers from the majority of\ngames, so player 2 is actually the controller to use for single player\ngames.\n\nKeyboard mapping:\n\nIf you make or buy the PS2 adapter and use a PS2 keyboard you can use\nit directly to simulate the Odyssey<sup>2</sup> keyboard.\n\nAll Odyssey<sup>2</sup> keys map to their corresponding keys on a PC keyboard\nexcept \"clear\" which is mapped to backspace.\n\nMost games can be played without the keyboard, due to the mapping of\n1-4 from the keyboard which are usually used to start games.  Some\ngames like *Killer Bees* start using the fire button.\n\n\n-------------------------------\n\n# RCA Studio 2 Core Release Notes\n\nThe Studio 2 core runs games and homebrew.\n\nThe video display can be problematic on this Core, showing the following issues:\n\n- The selected entry on the menus flashes really fast.\n- The screen might scroll on reset.\n- You cannot see the menu on composite/rgb if the CPU is reset.\n\nThese problems are related to how the system renders video, the CPU\nitself drives the video display, and when the CPU does not run, it\ndoes not generate video timing.\n\nMany games on this system them start with a black screen until you\npress a button.  This is normal, refer to the instruction manual to\ndetermine how to start the game.\n\nThis system requires a BIOS, and it must be named `rca2bios.bin`\n(CRC32: `A494B339`) and placed in the `/BIOS/` directory.\n\nThe BIOS should be a concatenation of:\n- `84932.ic11` (CRC32: `283B7E65`),\n- `84933.ic12` (CRC32: `A396B77C`),\n- `85456.ic13` (CRC32: `D25CF97F`),\n- `85457.ic14` (CRC32: `74AA724F`)\n\nfrom the `studio2` entry in MAME, resulting in a merged file with a CRC32 checksum of `A494B339`.\n\nFor example, via Windows command-line:\n```\ncopy /B 84932.ic11 + 84933.ic12 + 85456.ic13 + 85457.ic14 rca2bios.bin\n```\n\n## Controller mapping\n\nThe system has two 10 key keypads.  These are almost always used as a\n\"joystick\".  Here is how it maps to a SNES Controller :\n\n| RCA Studio 2 keypad | SNES Controller |\n| ------------------- | --------------- |\n| `1`                 | `up`+`left`     |\n| `2`                 | `up`            |\n| `3`                 | `up`+`right`    |\n| `4`                 | `left`          |\n| `5`                 | `Y`             |\n| `6`                 | `right`         |\n| `7`                 | `down`+`left`   |\n| `8`                 | `down`          |\n| `9`                 | `down`+`right`  |\n| `0`                 | `B`             |\n\nYou can hold down `A` which will disable the D-pad on the controller\nso you can easily press `1`, `3`, `9`, or `7` (the diagonals) without\nhitting one of the cardinal directions.\n\nIf you have an SNES NTT Data Pad (NDK10), you can use its numberpad to\nhit `0`-`9`.\n\nThis core uses a monochrome menu.  This is normal.\n\nNote: When the system is first started and a game is loaded, it's\noverwritten by the BIOS games, so the first games that will play are\nthe BIOS games.  Loading another game or the same one again will cause\nit to load the game as desired.\n\n\n------------------------------\n\n# Supervision Core Release Notes\n\nThe Supervision core plays all games and does not require a BIOS.\n\n*sssnake* appears to output a very quiet sound when you pick something\nup, but this is a bug in the program.  The game is playing one of the\ndrum samples really slowly so it doesn't make much sound.\n\n\n-----------------------------\n\n# Videobrain Core Release Notes\n\nThe Videobrain supports keyboards via a PS2 keyboard and the Odyssey<sup>2</sup>\nadapter.\n\nThis core needs a pair BIOS ROMs. They must be named:\n\n```\nuvres1.bin    - The first BIOS file (2K bytes)  CRC32: `065FE7C2` (commonly named \"uvres 1n.d67\" in the vidbrain entry in MAME)\nuvres2.bin    - The second BIOS file (2K bytes) CRC32: `1D85D7BE` (commonly named \"resn2.e5\" in the vidbrain entry in MAME)\n```\n\nPlace them in the `/BIOS/` directory.\n\nController mapping:\n\nThe controller maps the directionals directly to the Videobrain's\ndirectionals\n\n`B` is the fire button\n\n\n## Keyboard mapping\n\nIf you use the PS2 adapter and keyboard, the PC keyboard maps as\nfollows:\n\n`A`-`Z` maps to `A`-`Z`\n\nCapslock is the `shift` key because the Capslock function is\ncontrolled by the system.  The state of shift is indicated on screen\nwith a box at the bottom right.  If it's black, it's unshifted and\n`A`-`Z` works like usual.  If it's grey, shift is on and symbols and\nnumbers are usable.  The mapping of the keyboard when shifted and\nunshifted is as follows:\n\nNon-shifted characters:\n```\nA-Z, 0, space\n```\nShifted characters:\n```\n1-9, !, #, $, %, *, (, ), -, +, =, ., ', \", ?\nF9  - cent symbol\nF10 - pi symbol\nF11 - division symbol\nF12 - multiplication symbol\n```\n\nThese characters and symbols are \"dual mapped\", because shift/nonshift\nis not known by the keyboard, due to the shift being handled in the\nVideoBrain itself, so if you are unshifted and press `%`, `Q` will\nprint to the screen.  Likewise if it is shifted and `Q` is pressed,\n`%` will appear.\n\n```\nF1 - restart/erase\nF2 - run/stop\nF3 - alarm/special\nF4 - clock/next\nF5 - color/previous\nF6 - text/back\n```\n\n## Playing the games\n\nMany of the games need the keyboard to start them. There is an empty\nbinary file that lets you use the built in BIOS functions.\n\n\n----------------------\n\n# Megaduck Release Notes\n\nMegaduck has no BIOS but it does have mappers.\n\n\n## Special ROM handling\n\nThere are two different mappers for Megaduck.  They are selected by\nextension.  `.MD1` selects the single 32K selectable bank mode, and\n`.MD2` selects the 16K selectable bank mode.\n\nAll games greater than 32K need the `.MD2` extension except for the\nfollowing two games:\n- *Puppet Knight*\n- *Suleiman's Treasure*\n\nThese need the `.MD1` extension.  32K games do not need a special\nextension.\n"
  },
  {
    "path": "firmware/README.txt",
    "content": "-----------------\r\nTable of Contents\r\n-----------------\r\n\r\nYou can navigate this document by using this list of the major topics covered in it:\r\n\r\nUpdating the Firmware\r\nLatest Update\r\nCores Menu\r\nNES/Famicom Core Release Notes\r\nAtari 2600 Core Release Notes\r\nAtari 7800 Core Release Notes\r\nSega Genesis Core Release Notes\r\nSMS Core Release Notes\r\nGame Gear Core Release Notes\r\nColecovision Core Release Notes\r\nGameboy Core Release Notes\r\nGameboy Color Core Release Notes\r\nIntellivision Core Release Notes\r\nMandelbrot Core Release Notes\r\nAdventurevision Core Release Notes\r\nArcadia 2001 Core Release Notes\r\nChannel F Core Release Notes\r\nCreativision Core Release Notes\r\nGamate Core Release Notes\r\nGame King Core Release Notes\r\nOdyssey^2 Core Release Notes\r\nRCA Studio 2 Core Release Notes\r\nSupervision Core Release Notes\r\nVideobrain Core Release Notes\r\nMegaduck Release Notes\r\nController Support Summary\r\nWireless Controller Functionality Reference\r\nRequired/Supported BIOS Files\r\nPrior Update History\r\n\r\n---------------------\r\nUpdating the Firmware\r\n---------------------\r\n\r\nFirst off, to use the JB mode, perform the following steps:\r\n\r\n* Format an SD card with FAT32.\r\n* Unzip this pack directly to the root of the SD card, keeping all directories/folders intact.\r\n* Add your ROMs to the proper directory.  i.e. NES ROMs go in /NES/\r\n* Insert the SD card into the nt mini and power it up.\r\n* The system will perform an update which takes approximately 3 minutes.  The front LED will flash.\r\n* After the update, the system will reboot automatically.\r\n* The main menu should now give a new option, \"Cores\", to signify this is the JB mode!\r\n\r\nIf you wish to install JUST the updates and not reformat your card, perform the following steps:\r\n\r\n* Replace the /SYSTEM/ directory on your SD card and all .NT2 files\r\n* Add any subdirectories that do not exist on your current card\r\n* Add any new BIOS files for Cores you wish to use, listed below, in the /BIOS directory.\r\n* Load any newly supported games into the new directories.\r\n* On powerup, the Nt Mini will update and will be ready to go!\r\n\r\nCAUTION: be sure to replace the .NT2 files in /system/cores with the ones in this archive or else\r\nnew features and fixes that were added in this jailbreak version WILL NOT WORK.\r\n\r\n-------------\r\nLatest Update\r\n-------------\r\n\r\n(previous update notes will be found at the very bottom of the document)\r\n\r\nv6.7 release 05/04/23\r\n\r\n* Fixes to CPU:PPU alignment which include:\r\n* Fixed: Battletoads crashing on level 2\r\n* Fixed: Bonk's Adventure boss fight floor shaking\r\n* Fixed: Crystalis/God Slayer's inability to start game, getting stuck\r\n* Fixed: Famicom Disk Systems work regardless of dejitter setting (Not compatible with Zero Delay)\r\n* Fixed: Flintstones: Rescue of Dino & Hoppy jumping title screen and status bar\r\n* Fixed: Flintstones: Surprise at Dinosaur Peak jumping status bar\r\n* Fixed: G.I. Joe cartridge crashing\r\n* Fixed: Little Nemo cartridge freezing\r\n* Fixed: Mega Man V robot screen jumping\r\n* Fixed: Micro Mages graphical & audio glitches with cartridge\r\n* Fixed: Shadow of the Ninja freeze on opening cutscene\r\n* Fixed: Summer Carnival '92: Recca jumpy status bar\r\n* Fixed: Mighty Final Fight freezing\r\n* Fixed: Vice: Project Doom 2nd stage status bar jumping\r\n\r\n* Fixed: Kirby's Adventure PAL palette corruption on EverDrive N8 Pro (requires latest EverDrive N8 Pro OS)\r\n* Fixed: Vertical Green Lines in games using CHR-RAM (Castlevania, Legend of Zelda, Mega Man 1 & 2, Rygar, many others)     and EverDrive N8\r\n* Fixed: Crystalis freezing when a controller is inserted into port 2\r\n* Fixed: Paperboy Player 2 control input\r\n* Fixed: Micro Mages 3-4 player control input\r\n* Added: Headphone Jack L/R Swap to Audio - Headphones (note will swap RCA jacks to opposite of their labeling)\r\n* Improved: Microphone sensitivity reversed, 0 is minimum intensity, 63 is maximum intensity. Default setting is tuned   for most games supporting the microphone.\r\n* Improved: NSF Audio Levels & Panning settings separate from cartridge settings\r\n* Fixed: Atari 2600 graphic issues.\r\n* Fixed: Genesis, Sega Master System, Game Gear and ColecoVision Cores crash issue.\r\n* Fixed: Intellivision RAM not cleared before loading a game.\r\n* Improved: Intellivision's third fire button is now mapped to Famicom Network Controller's 0 button for easier access\r\n* Improved: Intellivision numberpad 0 button has been remapped to Famicom Network Controller's . button.\r\n* Improved: Odyssey^2 controllers swapped.\r\n\r\n\r\n----------\r\nCores Menu\r\n----------\r\n\r\nThe cores menu lets you select one of the various cores that are and will be available.  \r\nTo run a specific core (say, NES) simply select it.  The loading takes approximately 4 seconds.\r\n\r\nDuring the core loading, the front LED will flicker rapidly to indicate it is loading.  While this happens, the monitor will show no signal, since the FPGA is being reconfigured at this time.\r\nAfter the loading, the monitor will come back and you will be sitting in the file browser for this particular core (Mandelbrot does not have one).\r\n\r\nThe key setup for the core menus are:\r\n\r\n* UP/DOWN: Navigate through the file browser one file at a time\r\n\r\n* LEFT/RIGHT: Page through the files in the file browser quickly, 21 at a time\r\n\r\n* B: Sends you up a directory\r\n\r\n* A: Run the game.\r\n\r\n* START: enter the settings menu. This is slightly different from the main menu.  There may be a \"Core Options\" settings menu.  Everything core specific will be found here.\r\n\r\n* SELECT: exit the menu and return to the file browser.  Press select again to return to the currently running game.\r\n\r\n------------------------------\r\nNES/Famicom Core Release Notes\r\n------------------------------\r\n\r\nThis core is extremely large and encompasses 280 mappers.  All the major mappers and many other mappers are implemented and work.  NES 2.0 headers are 100% supported and many NES 2.0 mappers are included.  Every mapper was completely rewritten using the most current information available.\r\n\r\n*save games*\r\n------------\r\n\r\nSave game RAM is fully supported for many mappers, and has three modes:\r\n\r\n* always save\r\n* never save\r\n* prompt\r\n\r\nThis allows you to control how save RAM saving works. Save filenames should be usable out to 256 characters or so now, which should encompass just about anything.\r\n\r\nEEPROM and Flash saving are not supported.  EEPROM saving is used by some Mapper 16, Mapper 157 and all Mapper 159 games (Bandai releases and Datach Joint ROM System).  Flash saving is used by Mappers 30 and 111 (Homebrew releases).\r\n\r\n*Expansion audio*\r\n----------------\r\n\r\nExpansion cartridge audio is supported.  Unlike cart mode, however, the act of loading a ROM will force the proper expansion chip to be selected.  This includes many pirate conversions of FDS games to cartridge (except for Tobadaise Daisuken, which had its FDS audio data removed.)  \r\n\r\n*FDS*\r\n-----\r\nFull FDS disk drive and RAM adapter emulation has been added.  This allows FDS games to be played that consist of from 1 to 4 disk sides.   The FDS images must be a multiple of 65500 bytes, and cannot contain headers.  \r\n\r\nValid file sizes in bytes:\r\n\r\n 65500 bytes - 1 disk side\r\n131000 bytes - 2 disk sides (these first two are the most common)\r\n196500 bytes - 3 disk sides (very rare)\r\n262000 bytes - 4 disk sides (somewhat rare)\r\n\r\nTo use the FDS functionality, an FDS BIOS needs to placed into the /BIOS/\r\ndirectory.  Any of the three BIOS dumps can be used: R0, R1, or the Twin\r\nFamicom version.  It must be named fds.bin\r\n\r\nSeveral methods to load disks and change sides are provided in a new menu\r\ntitled \"FDS\" that appears on the cores menu only when an FDS game is loaded.\r\n\r\nBy default, \"automatic\" mode is selected.  This mode will automatically load the first side of the FDS image and run it without user intervention.\r\nIt will also detect the side and disk the game is attempting to load, and will automatically select the side for you.\r\nThe loading prompts are also automatically passed so usually no intervention is required to play the games.\r\n\r\nThere are a few exceptions to this, however, and a few games need to be loaded manually.  These are listed later.\r\n\r\nWhen an FDS game is loaded, a new FDS menu appears on the main menu.  This menu allows full control of the FDS \"drive\".\r\n\r\nIn the menu, the auto/manual selection can be made, and a disk ejected, and/or a new side can be selected. \r\n\r\nSaving:  When the file menu is opened,  the FDS disk data is saved to a .sav file like with cartridge games, however the data is no longer in .fds format;\r\nit is in the expanded disk format with gaps and CRCs.  This is due to the fact that .fds files must be expanded to be loaded.\r\nWhen loading a game with an existing .sav file, the .sav file will be loaded and the contents of the .fds will NOT be used, except to determine the number of disk sides the game\r\ncontains.\r\n\r\nThis means if you wish to reload a game from the .fds to play it, its .sav file must be deleted, or the .fds renamed.  This way the original file is not modified.\r\n\r\nA .sav file will NOT be created unless the contents of the disk were modified. This means games that do not save to disk will not create .sav files.\r\n\r\nThere are three ways to handle disk changing:\r\n\r\nManual mode:  You must manually select disks and sides in the menu.\r\nYou do not need to eject before changing disks or sides; it will perform a\r\n1/4th second eject for you.\r\n\r\nSemiautomatic mode functionality:  This is the default mode.  Pressing select\r\nwill eject the disk as long as select is down, and for about 1/2 second after\r\nthe button is released, and then auto-select the proper disk and side.\r\n\r\nSome games such as Doki Doki Panic have an unusually long wait to check for a disk being ejected so this accommodates that.  \r\nNote that since select ejects the disk, it is not a good idea to do this while a game is loading since it will throw an error 01.\r\nUsually most games can recover from this though, and will attempt to load again.\r\nThe same caveats with automatic mode follow over to semiautomatic mode with regards to a few games not being able to autodetect the side/disk.\r\nNo known games or software have an issue with the disk being ejected once they have loaded, and only check it when they wish to load or are actively loading.\r\n\r\nAutomatic mode functionality:  The automatic mode works fine for most games\r\nexcept those outlined below.  It has a few extra features that are activated\r\nby use of the select button on player 1.  Some games, such as Zelda, will skip the title screen and directly load the game.  To see the title screen, the select button can be held which will stop the automatic switching from happening until it is released.  \r\n\r\nOn a few games, it can take a few seconds for the automatic loading process\r\nto start.  This is normal because every game has to read the state of the disk, and each one does it differently.\r\n\r\nA few games that use custom loading routines can produce \"ERR 01\" errors  If\r\nthis happens simply hold the select button down during the loading process.\r\nIf a game seems unresponsive or won't autoload the disk, try holding down select for a second or so and/or tapping it to see if that unsticks it.  \r\n\r\nThese games cannot be used with auto mode because they have custom disk routines, or they do not specify the proper side when loading:\r\n\r\nDoremikko - does not specify proper side to load\r\nKoneko Monogatari - uses custom disk routines and not the BIOS\r\nSome unlicensed games don't specify the side to load\r\nBishoujo Shashinkan - Moving School - reboots unless run in manual mode\r\n\r\n*other features*\r\n----------------\r\n\r\nNt Mini Noir supports NES ROMs up to 16MiB in size with up to 32KiB of CHR-RAM and 64KiB of PRG-RAM.  So you cannot have a 16MiB PRG-ROM with 64KiB of CHR-RAM, for example.  \r\n\r\nSome mappers (mapper 90, multicart mappers, drip mapper) support dip switches.  These  can be found under the \"Core Options\" menu which is accessed by hitting START on the file browser for the NES core.\r\n\r\nEach time a game is loaded, the dipswitches will be cleared.  \r\n\r\nFor the Nintendo World Championships 1990 and Nintendo Campus Challenge 1991 competition cartridges, Dips 1-4 set the competition time and Dip 5 removes the time limit.  Here are the settings for Dips 1-4:\r\n\r\nDips\r\n4321 - |time (mins)\r\n------------------\r\nOOOO - 5.001\r\nOOOC - 5.316\r\nOOCO - 5.629\r\nOOCC - 5.942\r\nOCOO - 6.254 (Official Tournament Times)\r\nOCOC - 6.567\r\nOCCO - 6.880\r\nOCCC - 7.193\r\nCOOO - 7.505\r\nCOOC - 7.818\r\nCOCO - 8.131\r\nCOCC - 8.444\r\nCCOO - 8.756\r\nCCOC - 9.070\r\nCCCO - 9.318\r\nCCCC - 9.695\r\n\r\nO = switch open (\"off\"), C = switch closed (\"on\")\r\n\r\nDip Switches always default to Off, so you should set the Dip Switches and then press Reset.  These games are usually started by pressing Select.\r\n\r\nCoin insertion is done using the trigger on a 12 button controller, and can also be done on the dipswitch submenu if this mapper supports.  All Vs. mappers and mapper 126 (arcade board) use this.\r\n\r\nNt Mini Noir's Core Jailbreak has full Vs. System support for any known game which does not use Vs. Dual System capabilities.  This means that Vs. Balloon Fight, Vs. Baseball, Vs. Ice Climber Dual, Vs. Mahjong, Vs. Tennis and Vs. Wrecking Crew are not playable, but the rest are playable.\r\n\r\nVs. System games require full NES 2.0 headers to work properly.  Use the NES 2.0 XML Database and the NES Header Repair Tool Python Script to fix your headers.\r\n\r\nVs. Tetris - Has only 24KiB of PRG-ROM but the jailbreak will only load a ROM with 32KiB of PRG-ROM.  You can add 8,192 padding bytes of 00s inserted between the header and start of the PRG-ROM to get the game to work.\r\n\r\nVs. Raid on Bungeling Bay - Must have its protection check patched out.\r\n\r\nVs. System games obtain their settings from a bank of eight dip switches, these will be found as Dips 1-8 under Core Options - Dip Switches.  If you are not using a SNES-style controller, you can Add a Coin with the Dip Switch menu.  \r\n\r\nWith Vs. System games, you start games with the Select button on either Controller I or, for a two-player game, Controller II.  \r\n\r\nZappers are supported for Vs. games that use a light gun.\r\n\r\nVs. System games that use one of the 2C04 PPUs will show very incorrect colors when run on a PPU that uses a regular palette (2C02, 2C03, 2C05, 2C07)  On Nt Mini Noir the S-Video and Composite video output options generate palette colors like an original 2C02 or 2C07 would and cannot change their palettes.  The result is that you will need to use Component, RGB or HDMI video to play these games with the proper colors.  \r\n\r\n*problem solving*\r\n-----------------\r\n\r\nThis core is taking full advantage of NES 2.0 headers.  This includes mappers, save RAM size, etc.  It is highly recommended that you upgrade your ROM set.  If some games will not run, it most likely is because the core needs more information contained in the 2.0 header, such as Star Tropics. Star Tropics is actually mapper 4.1 (MMC6).\r\n\r\nSome of the Sachen multi-carts also have issues inherent to their ROMs : Super Cartridge Ver 1 - 4 in 1 - Honey Peach has a broken triangle channel during title screen music, Super Cartridge Ver 5 - 7 in 1 - Magical Mathematics is missing its title screen audio and Super Cartridge Ver 7 - 4 in 1 - Silver Eagle's main character sprite gets glitchy when shooting.\r\n\r\n(complete list of implemented and tested mappers)\r\n0     - NROM\r\n1.0   - MMC1 \r\n1.5   - MMC1 with fixed PRG banking\r\n2.0   - UNROM normal (no bus conflicts)\r\n2.2   - UNROM bus conflicts\r\n3     - CNROM normal (no bus conflicts)\r\n3.2   - CNROM bus conflicts\r\n4.0   - MMC3B\r\n4.1   - MMC6\r\n4.3   - MC-ACC (Acclaim MMC3 clone with different IRQ timing)\r\n4.4   - MMC3A\r\n5     - MMC5\r\n7     - AxROM normal (no bus conflicts)\r\n7.2   - AxROM bus conflicts\r\n9     - MMC2\r\n10    - MMC4\r\n11    - colordreams (has bus conflicts)\r\n12    - MMC3A variant with upper CHR bit select\r\n13    - CPROM (has bus conflicts)\r\n15    - mapper 15\r\n16.4  - Bandai IRQ counter not latched\r\n16.5  - Bandai IRQ counter latched (no EEPROM support yet)\r\n18    - jaleco\r\n19    - namco N163\r\n21.0  - VRC2/VRC4\r\n21.1  - VRC4a\r\n22    - VRC2a\r\n23.0  - VRC2/VRC4\r\n23.1  - VRC4f\r\n23.2  - VRC4e\r\n23.3  - VRC2b\r\n24    - VRC6\r\n25.0  - VRC2/VRC4\r\n25.1  - VRC4b\r\n25.2  - VRC4d\r\n25.3  - VRC2c\r\n26    - VRC6\r\n27    - World Hero\r\n28    - action 53\r\n29    - Sealie Computing Glider\r\n30    - UNROM512 (no flash support yet)\r\n31    - NSF\r\n32.0  - Irem G-101\r\n32.1  - Irem G-101 variant with 1 screen mirroring\r\n33    - Taito TC0190\r\n34    - BNROM and NINA-001\r\n35    - mapper 90 variant with WRAM\r\n36    - TXC 01-22000-400\r\n37    - SMB + Tetris + NWC\r\n38    - Bit Corp Crime Busters\r\n39    - Subor Study and Game\r\n40    - NTDEC 2722 SMB2j\r\n41    - Caltron 6 in 1\r\n42    - Bio Miracle FDS\r\n43    - TONY-I and YS-612\r\n44    - Super Big 7 in 1\r\n45    - GA23C Multicarts\r\n46    - Rumble Station\r\n47    - Super Spike + NWC\r\n48    - Taito TC0350\r\n49    - Super HIK 4 in 1\r\n50    - N-32 SMB2j\r\n51    - 11 in 1 ball games\r\n52    - Multicarts\r\n53    - supervision 16 in 1\r\n54    - Novel Diamond 999999 in 1\r\n55    - Mario1-Malee2\r\n56    - Kaiser SMB3\r\n57    - Super GK 6 in 1\r\n58    - Multicarts\r\n59    - T3H53 Multicarts\r\n60    - Reset-based multicarts\r\n61    - 20 in 1\r\n62    - 700 in 1\r\n63    - Powerful 250 in 1\r\n64    - Tengen RAMBO-1\r\n65    - Irem H3001\r\n66    - GxROM\r\n67    - Sunsoft-3\r\n68.0  - Sunsoft-4\r\n68.1  - Sunsoft-4 dual cartridge system\r\n69    - Sunsoft FME-7\r\n70    - Bandai simple\r\n71.0  - Codemasters UNROM-like\r\n71.1  - Fire Hawk variant\r\n72    - Jaleco JF-17\r\n73    - VRC3\r\n74    - Waixing 43-393/860908C\r\n75    - VRC1\r\n76    - Namco 3446\r\n77    - Irem with VRAM\r\n78.1  - Irem Cosmo Carrier\r\n78.3  - Irem Holy Diver\r\n79    - NINA-03 / NINA-06\r\n80    - Taito X1-005\r\n81    - Super Gun\r\n82    - Taito X1-017\r\n83.0  - Cony Mapper 256K CHR / heuristic\r\n83.1  - 512K CHR\r\n83.2  - 1M CHR\r\n85    - VRC7\r\n86    - Jaleco JF-13\r\n87    - Jaleco \r\n88    - Namco 118 variant\r\n89    - Sunsoft\r\n90    - mapper 90 inhibited ROM nametables and mirroring\r\n91    - JY Company Super Fighter 3\r\n92    - Jaleco\r\n93    - Sunsoft-2\r\n94    - UN1ROM\r\n95    - Namco 118 variant\r\n96    - Bandai simple\r\n97    - Irem TAM-S1\r\n99    - Vs. System\r\n101   - Jaleco JF-10\r\n102   - drip (moved to 284)\r\n103   - Doki Doki Panic FDS conversion\r\n104   - Pegasus 5 in 1\r\n105   - NES-EVENT\r\n106   - SMB3 bootleg\r\n107   - Magic Dragon\r\n108.1 - FDS-to-cartridge conversions\r\n108.2 - FDS-to-cartridge conversions\r\n108.3 - FDS-to-cartridge conversions\r\n108.4 - FDS-to-cartridge conversions\r\n109   - Great Wall (duplicate of 137)\r\n110   - Sachen 74LS374N (duplicate of 243)\r\n111   - GTROM (no flash support yet)\r\n112   - San Guo Zhi - Qun Xiong Zheng Ba\r\n113   - HES 6 in 1\r\n114.0 - Multiple MMC3 with scrambling\r\n114.1 - Multiple MMC3 with scrambling\r\n115   - SFC-02B/-03/-004 boards\r\n116.0 - SOMARI-P\r\n116.1 - SOMARI-P\r\n117   - san guo zhi 4\r\n118   - TKSROM MMC3 + single screen mirroring\r\n119   - TQROM MMC3 + CHR/RAM switching\r\n120   - 3D worldrunner FDS conv.\r\n121   - A9713 MMC3-clone-bearing protected board\r\n122   - same as 184\r\n123   - Scrambled MMC3\r\n124   - Super Game Mega Type III (arcade board)\r\n125   - FDS Monty on the Run\r\n126   - MMC3 based multicart\r\n127   - funky double dragon 2 pir8\r\n128   - super HiK 4 in 1- chi den\r\n129   - duplicate of 213\r\n130   - NS03 7 in 1 multicart\r\n131   - duplicate of 205\r\n132   - TXC\r\n133   - Sachen Jovial Race & Drunkard\r\n134   - MMC3 clone with extensions\r\n135   - (dupe) sachen 8259A-1 (mapper 141)\r\n136   - Sachen 3011\r\n137   - Sachen 8259D\r\n138   - Sachen 8259B\r\n139   - Sachen 8259C\r\n140   - Jaleco JF-11/JF-14\r\n141   - Sachen 8259A\r\n142   - Kaiser FDS ports\r\n143   - Sachen with lame protection\r\n144   - Death Race\r\n145   - Sachen CNROM-like\r\n146   - functional equivelant to NINA-03\r\n147   - Sachen 3018\r\n148   - Sachen SA-008-A\r\n149   - Sachen SA-0036\r\n150   - Sachen SA-015\r\n151   - Vs. VRC1\r\n152   - Bandai\r\n153   - Bandai with WRAM\r\n154   - Namco 118 variant\r\n155   - MMC1 without WRAM protection\r\n156   - Open Daou\r\n157   - Bandai joint ROM system\r\n158   - Tengen 800037\r\n159   - Bandai with 24C01 EEPROM (no EEPROM support yet)\r\n163   - Nanjing Copy Protected clone games\r\n164   - Final Fantasy V\r\n166   - Subor\r\n167   - Subor\r\n168   - Racermate\r\n169   - Contra 168 in 1\r\n170   - Shiko Game Syu\r\n171   - MMC1 with hardwired mirroring\r\n172   - Super Mega P-4070 board\r\n173   - Idea-Tek\r\n174   - NTDec 5 in 1\r\n180   - Crazy Climber\r\n182   - same as 114\r\n183   - Pirate Gimmick\r\n184   - Sunsoft\r\n185.4 - Protected CNROM\r\n185.5 - Protected CNROM\r\n185.6 - Protected CNROM\r\n185.7 - Protected CNROM\r\n186   - Studybox\r\n187   - MMC3 clone with extensions\r\n188   - Bandai Karaoke (microphone is supported)\r\n189   - Thunder Warrior\r\n190   - Magic Kid GooGoo\r\n191   - MMC3 clone similar to 119\r\n192   - MMC3 clone similar to 119 but lets RAM/ROM work at the same time\r\n193   - NTDEC TC-112\r\n194   - Super Robot Taisen\r\n196   - MMC3 hacks that use BNROM and other address lines than A0\r\n198   - Chinese Mapper\r\n200   - 1200 in 1\r\n201   - 8 in 1\r\n202   - 150 in 1\r\n203   - 35 in 1\r\n204   - 64 in 1\r\n205   - 15 in 1\r\n206   - Namco 118\r\n207   - Taito X1-005\r\n209   - mapper 90 variant (original version with selectable ROM nametables and mirroring)\r\n210   - namco 175/340\r\n210.1 - namco 175 with hardwired mirroring\r\n211   - mapper 90 variant forced ROM nametables and mirroring\r\n212   - Super HIK 300 in 1\r\n213   - duplicate of 58\r\n214   - Super Gun 20 in 1\r\n215   - MMC3 with scrambling\r\n216   - magic jewelry 2\r\n217   - 255 in 1\r\n218   - Magic Floor\r\n221   - NTDEC N625092 multicarts\r\n225   - 52 Games\r\n226   - 76 in 1\r\n227   - 1200 in 1\r\n228   - Action 52\r\n229   - 31 in 1\r\n230   - 22 in 1\r\n231   - 20 in 1\r\n232.0 - Codemasters Quattro series (hard reset to get back to menu)\r\n232.1 - Aladdin version (hard reset to get back to menu)\r\n233   - 42 in 1\r\n234   - AVE Maxi 15\r\n235   - Golden Game 150 in 1\r\n236   - Realtec 8155 multicarts\r\n237   - Teletubbies 420 in 1\r\n240   - misc chinese mapper\r\n241   - BxROM-like\r\n242   - Wai Xing Zhan Shi\r\n243   - Sachen SA-020A\r\n244   - C&E Decathlon\r\n245   - Waixing MMC3 clone\r\n246   - Taiwan mapper\r\n248   - same as 115\r\n249   - funky MMC3 pirate doodle\r\n250   - Time Diver Avenger\r\n253   - VRC4 clone with VRAM extentions, waixing\r\n254   - al senshi nicol\r\n255   - 115 in 1\r\n262   - Sachen Street Heroes (dipswitch 0 sets the game title screen)\r\n281   - mapper 90 variant 256K outer bank\r\n282   - mapper 90 variant 256K outer bank\r\n284   - drip\r\n290   - Asder 20 in 1\r\n295   - mapper 90 variant 128K outer bank\r\n302   - FDS Gyruss conversion\r\n304   - Several FDS conversions\r\n305   - FDS Castlevania 2\r\n306   - Exciting Basket FDS conversion\r\n307   - FDS Metroid\r\n312   - Highway Star FDS Conversion\r\n331   - duplicate of 130\r\n346   - Zanac FDS Conversions\r\n358   - mapper 90 variant 512K outer bank\r\n389   - Caltron 9 in 1\r\n413   - Super Russian Roulette\r\n512   - Sachen Game of the Goose (honk honk!)\r\n513   - Sachen Princess Maker game port\r\n516   - Edubank MMC3 thing\r\n533   - Sachen Middle School English\r\n534   - Atari Flashback, Intellivision Play Power\r\n552   - Taito X1-017\r\n553   - Sachen Penguin and Seal (original version)\r\n554   - FDS Castlevania conversion\r\n555   - NES-EVENT2\r\n\r\nCopyNES Mini\r\n------------\r\n\r\nThis lets you dump cartridges and their save RAM (if equipped) directly to the SD card!  There are many supported mappers.\r\n\r\nTo dump a game, follow these steps:\r\n\r\n* Insert the game in question into the cartridge slot.\r\n* Select 'Run Cartridge' to make sure it works and is making good contact.\r\n* Enter the Tools menu and select \"Copynes Mini\".\r\n* Select the mapper that your game uses.  Use the NES 2.0 XML Database to find the mapper for your game.\r\n* Note that it might take a while (up to 30 seconds) to determine the size of\r\n  the ROMs on the cartridge.\r\n* After the game is dumped, you can enter a filename using the Confirm button.  If no\r\n  name is entered, it will save it with a filename determined by the sumcheck of the ROM.\r\n* If your game has battery backed WRAM, checking the Battery box with the Confirm button will save the contents of that WRAM to an .sav file.\r\n* Hitting Confirm will save the ROM, hitting Back will cancel any writing to the SD Card and your ROM and RAM will not be saved.\r\n\r\nThat's it!  You can test the game by going into the cores menu and selecting \"NES\", then\r\ngoing to the /COPYNES/ directory and running the ROM.\r\n\r\n-----------------------------\r\nAtari 2600 Core Release Notes\r\n-----------------------------\r\n\r\nThe Atari 2600 core currently only supports joystick games.\r\n\r\nAtari 2600 games determine the number of scanlines they will use.  In HDMI mode, the display window for Atari 2600 games is 160 pixels by 238 pixels, which is adequate for most games.  A few games (Pick and Pile, and Acid Drop) produce far too many scanlines, the viewport can be centered so that most of the screen is visible.\r\n\r\nController mapping:\r\n-------------------\r\n\r\nIt is suggested to use a SNES controller or a Super Famicom NTT Data Keypad.  If not, the difficulty switches and TV type and Supercharger load functionality is present in the core options menu.\r\n\r\nYou can swap joystick ports virtually, because some games seem to use one or the other.  This is also accessible in the core options menu.\r\n\r\nY is the fire button (B on an NES controller).  \r\n\r\nLeft and right triggers toggle the difficulty switch for this player, while on\r\nplayer 1 X and A toggle the B&W/colour switch.  X is colour, A is B&W.\r\n\r\nIn most games, left trigger is hard, and right trigger is easy.\r\n\r\nSelect and start are select and reset, respectively.\r\n\r\nCore Options menu:\r\n------------------\r\n\r\nYou can enable/disable the Atarivox and the controller swap.  A toggle for the difficulty and TV type switches is present.  An option to load the next portion of a Supercharger ROM is also here.\r\n\r\nSupercharger games:\r\n-------------------\r\n\r\nIf you wish to play Supercharger games, you must rename the 2K Supercharger BIOS ROM to \"scbios.bin\" and place it in the /BIOS/ directory.\r\n\r\nWhen you wish to load a Supercharger game, press both A and X to 'press play on tape'.\r\nIf you have a multiload game, you can press these again to do the next load when the\r\ngame calls for it.\r\n\r\nNote: it takes about 1-2 seconds for the load to start when the A/X combo is pressed or the menu entry selected and pressed. \r\n\r\nAtarivox:\r\n---------\r\n\r\nAtarivox is supported, via a PIC18F1320.  The PIC ROM code is stored as avoxrom.bin and the PIC EEPROM data is stored as avoxee.bin. avoxrom.bin is 8K bytes, and avoxee.bin is 256 bytes.\r\nPlace these two files in the /BIOS directory.  \r\n\r\nNote that the EEPROM is the data on the PIC micro itself, and not the high score/setting EEPROM. The EEPROM that stores high scores, etc. is not implemented at this time.\r\n\r\nSupercharger Demo Unit:\r\n-----------------------\r\n\r\nThe demo unit is fully supported.  To run it, you need to make a single 66K\r\nfile consisting of the 64K worth of data EPROMs, followed by the 2K EPROM.\r\n\r\nPalettes:\r\n---------\r\n\r\nAll three palettes are supported: NTSC, PAL, and SECAM.  There is also an \r\n\"automatic\" mode that will select between NTSC and PAL in most cases.  It does\r\nthis by checking the scanline count.  If it's greater than 284, then the PAL\r\npalette is selected, otherwise NTSC is.\r\n\r\nYou can force a palette to either of the three, or automatic in the core settings\r\nmenu.\r\n\r\nMappers and ROMs:\r\n-----------------\r\n\r\nThe 2600 has no standardized ROM header format, making it difficult to determine the identity of any extra hardware on the cartridge.\r\n\r\nThe 2600 core determines the ROM's mapper based on file size, and then file\r\nextension.\r\n\r\nThe mapper is determined like so:\r\n\r\n(filesize)\r\n2048 bytes - standard 2K game, no bankswitching\r\n4096 bytes - standard 4K game, no bankswitching\r\n8192 bytes - standard 8K game, uses F8 (FFF8/FFF9) bankswitching\r\n16384 bytes - standard 16K game, uses F6 (FFF6-FFF9) bankswitching\r\n32768 bytes - standard 32K game, uses F4 (FFF4-FFFA) bankswitching\r\n65536 bytes - Dynacom Megaboy\r\n12288 bytes - RAM+ (FA)\r\n10240 bytes - Pitfall 2 (DPC)\r\n10495 bytes - Pitfall 2 (DPC)\r\n24576 bytes - 24K (FA2)\r\n8448 bytes - Supercharger single load\r\n16896 bytes - Supercharger dual load\r\n25344 bytes - Supercharger triple load\r\n33792 bytes - Supercharger quad load\r\n67584 bytes - Supercharger demo unit\r\n\r\nFor 8K, 16K, and 32K games, superchip RAM is detected by looking at\r\nthe first 256 bytes of the file.  If it is all 0x00 or 0xff then\r\nthe game is assumed to have RAM here.\r\n\r\nAt this point, the extension is checked.  If it matches one of the below, then this\r\nmapper is selected:\r\n\r\n*.ACT - Activision 8K FE banking\r\n*.PB  - Parker Bros. E0 mapping\r\n*.TV  - Tigervision 3F mapping  \r\n*.TVR - Tigervision 3E (with RAM) mapping\r\n*.MN  - M-network E7 mapping\r\n*.CV  - Commavid extra RAM\r\n*.EB  - Econobanking\r\n*.EF  - EF Bankswitching\r\n*.EFR - EF with RAM\r\n*.UA  - UA bankswitching\r\n*.X07 - X07 bankswitching\r\n*.SB  - Superbanking\r\n\r\nNote: A popular ROM pack may show certain characters in file names as flashing characters (i.e. pele's soccer).  These show up as flashing characters in the menu. This is normal because they are outside of the ASCII range later.\r\n\r\nThe following changes need to be made to get these games to run:\r\n\r\nThese need the .ACT extension:\r\nDecathlon\r\nRobot Tank\r\nThwocker\r\n\r\nThese need the .PB extension:\r\nFrogger II\r\nGyruss\r\nJames Bond 007\r\nLord of the Rings\r\nMontezuma's Revenge\r\nMr Do's Castle\r\nPopeye\r\nQ-bert's Qubes\r\nStar Wars: Return of the Jedi\r\nStar Wars: The Arcade Game\r\nSuper Cobra\r\nTooth Protectors\r\nTutankham\r\n\r\nThese need the .TV extension:\r\nEspial\r\nMiner 2049'er\r\nMiner 2049'er Vol 2\r\nPolaris\r\nRiver patrol\r\nSpringer\r\n\r\nThese need the .MN extension:\r\nBump 'n' Jump\r\nBurgertime\r\nMasters of the Universe\r\nAnteater\r\nGolden SKull\r\nTreasures of Tarmin\r\n\r\nThese need the .CV extension:\r\nMagicard\r\nVideo Life\r\n\r\nOther changes:\r\n\r\nDig Dug needs to have the first 256 bytes zeroed out (or set to all FF's) so that\r\nthe extra RAM can be detected properly.\r\n\r\n-----------------------------\r\nAtari 7800 Core Release Notes\r\n-----------------------------\r\n\r\nThis Atari 7800 core supports official games and pokey sound.  It currently only supports joysticks and does not run 2600 games. Two button controllers appear to be working.\r\n\r\nController mapping:\r\n-------------------\r\n\r\nThis core requires the use of a SNES controller if you wish to manipulate the pause button and difficulty switches.\r\n\r\nX is pause on either controller.\r\nL and R triggers change the difficulty switch position for the respective player.\r\n\r\nSelect and start are select and reset, respectively.\r\n\r\nThe difficulty switches can also be toggled with Core Options.\r\n\r\nMappers and ROMs:\r\n-----------------\r\n\r\nAtari 7800 ROMs use headers.  There are a few ROMs with bad headers, here is how to fix some of them :\r\n\r\n* Commando has no Pokey sound - the header needs to have it enabled. (0036h needs to be 03h instead of 02h)\r\n* There's a broken version of Summer Games and Winter Games.  Both need address 0036h changed from 02h to 06h.\r\n* There is a broken version of Sentinel as well.  Byte 0036h needs to be 02h instead of 03h.\r\n\r\nThis core needs a BIOS to run which you can select with Core Options.  The Core will load the file 7800bios.bin found in the /BIOS/ Directory by default.\r\n\r\n-------------------------------\r\nSega Genesis Core Release Notes\r\n-------------------------------\r\n\r\nThe Sega core supports all official Genesis ROMs except for Virtua Racing and does not run 32x ROMs and some uncommon Taiwan unlicensed games.\r\n\r\n*Button Mapping*\r\n----------------\r\n\r\nWith a NES controller, Button C on a Genesis 3-button controller is mapped to Select.  Other mappings are as follows :\r\n\r\nGenesis   SNES/NTT Data Keypad\r\n    A   =   B\r\n    B   =   Y\r\n    C   =   A\r\n    X   =   X\r\n    Y   =   L\r\n    Z   =   R\r\n\r\nGenesis   8bitdo M30\r\n    A   =   B\r\n    B   =   Y\r\n    C   =   A\r\n    X   =   X\r\n    Y   =   Z\r\n    Z   =   C\r\n\r\nGenesis   Famicom Network\r\n    A   =   0\r\n    B   =   B\r\n    C   =   A\r\n    X   =   6\r\n    Y   =   #\r\n    Z   =   .\r\n\r\n------------------------------\r\nSMS/SG-1000 Core Release Notes\r\n------------------------------\r\n\r\nThe SMS core runs games released for the Sega Mark III and the Master System.\r\nThis core also runs SG-1000 games but you must use the Japanese BIOS or no BIOS, however.\r\n\r\nYou can select a BIOS or disable a BIOS in the \"Core Options\" menu.  Disabling it all the time may not be ideal because a few games rely on it running first to set memory (see below for a list).\r\n\r\nThe BIOS is only loaded when a game is loaded.  To change the BIOS you must reload the game. If it is missing, loading will fail and it will return you to the core menu.  Place the BIOS into the /BIOS/ directory on the SD card and try again, or turn the BIOS off in the \"Core Options\" menu.\r\n\r\nThe core will load the file with the name smsbios.bin by default if one is found in the /BIOS/ directory.\r\n\r\nYou may need to change to an \"export\" region under \"System/Hardware\" to get some games or BIOSes to work. \r\n\r\nBecause there are three mappers supported, selecting one of the different mappers works by changing the file extention of the ROM file.  \r\n\r\nA ROM that's 48K or less in size is run without a mapper;  it is just loaded straight into 0000-BFFF.  \r\n\r\nA ROM with a size greater than 48K will use the standard Sega mapper.\r\n\r\nOther mappers supported:\r\n\r\n*.SCM - selects the SMS Codemasters mapper.  The following games require it :\r\n\r\nCosmic Spacehead\r\nDinobasher - Starring Bignose the Caveman (Proto)\r\nThe Excellent Dizzy Collection (Proto)\r\nFantastic Dizzy\r\nMicro Machines\r\n\r\n*.SKR - select the SMS Korean mapper.  The following games require it :\r\n\r\nDallyeora Pigu Wang (Korea) (Unl)\r\nJang Pung II (Korea) (Unl)\r\nJang Pung 3 (Korea) (Unl)\r\nSamgukji 3 (Korea) (Unl)\r\n\r\nAny other extention is valid, and will just load as either no mapper or the standard Sega one.\r\n\r\nThe system will properly run larger, bankswitched BIOS ROMs such as the combined BIOS+Hang On,\r\netc. ROMs.\r\n\r\nSome ROMs have a useless 512 byte header at the beginning that is mostly 0's. If this is found, it is ignored.\r\n\r\nSome versions of the system have a \"game reset\" button.  You may activate this feature by pressing select and X at the same time on a SNES controller or by pressing the \"End\" button on Famicom Network or Super Famicom NTT Data Keypad.  That is a safeguard to prevent it accidentally being pressed and resetting the game.\r\n\r\nPause is mapped to the start button like you'd expect.\r\n\r\nLastly, you can turn the YM2413 on and off.  This is because a couple games crash if it's on.\r\n\r\n*Problems and how to solve them*\r\n--------------------------------\r\n\r\nSG-1000:\r\nUnselect \"Use BIOS\" for playing these games or select the Japanese BIOS.\r\nAlso, select Japan as the Region in System/Hardware.\r\n\r\nTerebi Oekaki: needs a drawing tablet and will not start without it.\r\n\r\nSMS:\r\nYou may need to pivot between the US and Japanese BIOSes for certain games to work.  The US BIOS performs a region check and will not play games (such as Sega's Japanese games) that do not pass the check.\r\n\r\n* PAL games might have problems such as sprite flicker- this is normal and happens on an NTSC system too.\r\n\r\n* Some games (Walter Payton Football, Spy vs. Spy) need the US BIOS to work.  The former runs but has initial title screen corruption and the latter doesn't start at all.\r\n\r\n* MSX Ports larger than 48K use unusual mappers and are not supported.\r\n\r\n* Games that require a paddle controller, light gun or the 3-D glasses will not work.  \r\n\r\n* Wanted - you must turn off FM for this game to work but it still requires a light gun, so the game is not playable.\r\n\r\n* Super Tank - select one of the \"export\" options in System/Hardware.\r\n\r\n* Back to the Future 3 - locks up at black screen because it detects PAL/NTSC and will refuse to work if it detects NTSC.  It is a PAL game.\r\n\r\n----------------------------\r\nGame Gear Core Release Notes\r\n----------------------------\r\n\r\nEarly models of Game Gear did not include a BIOS, but later ones did.  If you wish to see that blue startup screen, you can by selecting the BIOS file under \"core options\".  The core will load a file with the name ggbios.bin by default if found in the /BIOS/ directory.\r\n\r\nBecause there are three mappers, selecting one of the different mappers works by changing the file extention of the ROM file.  \r\n\r\nA ROM that's 48K or less in size is run without a mapper;  it is just loaded straight into 0000-BFFF.  \r\n\r\nA ROM greater than this size will use the standard Sega mapper.\r\n\r\nOther mappers supported:\r\n\r\n*.GCM - selects the SMS Codemasters mappers\r\n*.GKR - selects the SMS Korean mapper.\r\n\r\nAny other extention is valid, and will just load as either no mapper or the standard Sega one.\r\n\r\n*Problems and how to solve them*\r\n--------------------------------\r\n\r\nThese games are not actually Game Gear games but were released on the system and operate in SMS mode. You can play them on the SMS core:\r\n\r\nCastle of Illusion - Starring Mickey Mouse\r\nCave Dude (Proto)\r\nChase H.Q.\r\nThe Excellent Dizzy Collection\r\nFantastic Dizzy\r\nJang Pung II/Street Battle (Unl)\r\nOlympic Gold\r\nOut Run Europa\r\nPredator 2\r\nPrince of Persia\r\nRastan Saga\r\nR.C. Grand Prix\r\nStreet Hero (Unl)\r\nSuper Kick Off\r\nSuper Tetris (Unl)\r\nWWF WrestleMania Steel Cage Challenge\r\n\r\nThese games need the .GCM file extension :\r\n\r\nCJ Elephant Fugitive\r\nCosmic Spacehead\r\n(Archer MacLean's) Dropzone\r\nErnie Els Golf\r\nThe Excellent Dizzy Collection\r\nFantastic Dizzy\r\n(S.S. Lucifer) Man Overboard!\r\nMicro Machines\r\nMicro Machines 2: Turbo Tournament\r\nPete Sampras Tennis\r\n\r\nThe Core will not play any games that use EEPROM for saving, they will refuse to load.  The following games are the only known games to use EEPROM :\r\n\r\nHyper Pro Yakyuu '92\r\nMajors Pro Baseball, The\r\nPro Yakyuu GG League\r\nWorld Series Baseball\r\nWorld Series Baseball '95 (including prototypes)\r\n\r\nColecovision Core Release Notes\r\n-------------------------------\r\n\r\nThe Coleco core will run games designed for the unenhanced ColecoVision as well as Super Game Module games.\r\n\r\nLoading a BIOS is required for this Core to load ROMs.  Load a BIOS under the core options menu.  The Core will automatically load a file named \"colbios.bin\" if found in the /BIOS/ directory, but you can use the Select New BIOS File option to select a BIOS file with any name.\r\n\r\n*Button mapping*\r\n----------------\r\n\r\nA SNES Controller (or any compatible 12-button controller) is necessary to use this Core.  The Famicom Network Controller or Super Famicom NTT Data Keypad are the ideal controllers for this core.  The Super Famicom NTT Data Keypad's numberpad is directly mapped the Coleco controller's numberpad.  Same for the Famicom Network Controller.\r\n\r\nIf using a standard SNES Controller, this is how the Coleco numberpad maps to the SNES buttons :\r\n\r\nStart - mapped to 1 (this usually selects the easiest game difficulty)\r\nSelect - mapped to 3 (this usually selects a harder game)\r\n\r\nX - mapped to #  (a popular option for some games to use as a start button)\r\nA - mapped to *  (another popular option to start games)\r\n\r\nThe other numbers are gotten by using the left and right triggers in various combinations with directionals:\r\n\r\nLtrig + up = 0\r\nLtrig + right = 1\r\nLtrig + down = 2\r\nLtrig + left = 3\r\n\r\nRtrig + up = 4\r\nRtrig + right = 5\r\nRtrig + down = 6\r\nRtrig + left = 7\r\n\r\nLtrig + Rtrig + up = 8\r\nLtrig + Rtrig + right = 9\r\n\r\n*Special ROM handling*\r\n---------------------------------\r\nTwo reproduction games, The Black Onyx and Boxxle use EEPROM for saving, 256 bytes and 32KB, respectively.  Rename their extensions to .ce0 and .ce1, respectively to get them working.  \r\nA third reproduction game, Gradius, saves to flash memory and uses a custom mapper.  Rename its extension to .cf0 to get it working. \r\n\r\n--------------------------\r\nGameboy Core Release Notes\r\n--------------------------\r\n\r\nThe Gameboy core supports games using MBC1, MBC2, MBC3 (except RTC saving) and MBC5 (except rumble).  You must select the Gameboy's bootstrap (BIOS) for it to work.  \r\ndmgbios.bin is the default file to be loaded if found in the /BIOS/ directory.  The Super Gameboy bootstrap also seems to work and skips the scrolling intro.\r\n\r\n--------------------------------\r\nGameboy Color Core Release Notes\r\n--------------------------------\r\n\r\nThe Gameboy Color core supports games using MBC1, MBC2, MBC3 (except RTC saving) and MBC5 (except rumble).  You must select the Gameboy Color's bootstrap (BIOS) for it to work.\r\ngbcbios.bin is the default file to be loaded if found in the /BIOS/ directory.\r\n\r\n--------------------------------\r\nIntellivision Core Release Notes\r\n--------------------------------\r\n\r\nThe Intellivision core supports games for the base system, the Intellivoice speech attachment and to some extent, the Enhanced Computer System addon (ECS).\r\n\r\nYou may load the Executive BIOS file for the Intellivision by name.  You will also need the GROM binary placed in the /BIOS/ directory.\r\n\r\nTo use the Intellivoice, the 2K ROM for the speech chip has to be present in the /BIOS/ directory and named 012.bin.\r\n\r\n*Controller support*\r\n--------------------\r\n\r\nOnly the Super Famicom NTT Data Keypad or the Famicom Network Controller can fully map the numberpads of the Intellivision controller.\r\n\r\nBy default, the controller plugged into port two on the console will likely be seen as player one by the game, so the Core Options menu allows you to swap controllers.  It also allows you to enable ECS, Intellivoice and Intellicart mapping.  \r\n\r\n*INTV2 ROM Format*\r\n------------------\r\n\r\nBecause Intv games map themselves into various areas of memory, the ROM must be able to tell the Core into which areas of memory address space game code and data are to be loaded.  There is more than one existing format for Intellivision ROMs.\r\n\r\nThe existing Intellivision ROM conventions were deemed unsuitable to the Intellivision Core.  To make something usable, a new file format was created called INTV2.  It has the extension .intv and the Core will only load Intellivision ROMs in this format.\r\n\r\nThe files are a relatively simple format.  All data is stored in little endian form, with the lowest 8 bits first and the upper 2 bits (for decles) stored next with the top 6 bits 0's.  This format allows the storage of 16 bit words too, since some homebrews use these instead.  It is also stored in little endian format.\r\n\r\nSince the ROMs self-map into memory, some provision to define where data goes is needed, thus a chunked format was devised.   \r\n\r\nEach file consists of 1 or more chunks, which define the start address in memory where the data is to be loaded, and its length followed by the actual data.  The last chunk is simply an address and length of 0.\r\n\r\nAll address and length values are little endian.  Each field is 32 bits.  The first 64K of the address space is the Intellivision's memory map directly.  Each address is a word address, so 0x5000 is word address 0x5000 (which would technically be byte 0xa000 on a modern system).\r\n\r\nHere's an example using Burgertime.  It is a 16K game (8K words).  It maps into memory at 0x5000, and has a length of 0x2000 (words).  It is constructed as so:\r\n\r\n/ address \\ /  length \\     ROM data          / address \\ /  length \\\r\n00 50 00 00 00 20 00 00 <16K of data follows> 00 00 00 00 00 00 00 00\r\n\r\nBit 16 of the address right now selects if this area is writeable or not (i.e. RAM).\r\nThe other bits may be used in the future for bankswitched games and/or homebrews as they arise.\r\n\r\nThe BIOS you wish to use also needs to be in this format, since the different BIOSes (i.e. intv2) load data in different places.\r\n\r\n-----------------------------\r\nMandelbrot Core Release Notes\r\n-----------------------------\r\n\r\nThe Mandelbrot Core only works with an HDMI video connection, it does not work via analog video output.  To exit the Core \"blind\", press Menu, then B then A.\r\n\r\nWith a NES Controller, zooming into the Set is accomplished by using button B and zooming out by using button A.  Moving the D-pad will move around the Set.  Pressing Start will reset to the default view of the Set and pressing Select will show a Julia Set representation based on the current center coordinates of the screen for the Mandelbrot Set.  The further you are zoomed in on the Mandelbrot Set, the Julia Index changes in increasingly finer steps.  \r\n\r\nThe Core has a finite ability to zoom in on a Set and eventually will begin to \"stretch\" the image instead of zooming in on the patterns. If zoomed in beyond the maximum zoom, you may see a display glitch of purple vertical lines.  This glitch will persist until you press Start to reset the zoom and positioning or zoom into a frame without the purple stripes and then zoom out.\r\n\r\nThis Core is best experienced with a SNES Controller.  With a SNES Controller, button Y zooms in and button B zooms out.  The Mandelbrot Set renders internally at 640x480, but the resolution is halved 320x240 by default, use button A to change it to 640x480.  The higher resolution will make movement and zooming slower, as will increasing the Number of Iterations in the Core Options, but will give more detail to the set.  The shoulder buttons L and R allow for color cycling outside the plotted set and the X button will adjust the Julia Index to sweep through many nearby Julia Sets.\r\n\r\n----------------------------------\r\nAdventurevision Core Release Notes\r\n----------------------------------\r\n\r\nThe Adventurevision core runs all games.  The Code Red demo does not run as well as the games because it does not use BIOS routines for graphics drawing.\r\n\r\nThere are two BIOS files needed for this core:\r\n\r\navbios.bin    - This is the 1K ROM found inside the 8048 on the system.\r\navsound.bin   - This is the 512 byte ROM on the sound CPU.\r\n\r\nBoth of these need to be put in the /BIOS/ directory and named as identified above.\r\n\r\nTurtles seems to have a graphical \"bug\" on it, the right size of the maze is shifted right by a pixel, but this is how the real system runs it.\r\n\r\nDefender likewise has a bad collision bug on original hardware, you can often shoot through enemies, this appears to occur due to the game checking only when your shots touch the edge of an enemy sprite.\r\n\r\n-------------------------------\r\nArcadia 2001 Core Release Notes\r\n-------------------------------\r\n\r\nThe Aradia 2001 core runs known 2001 games, but there are other systems based on the same/similar chips.  Games for these systems may or may not run on this core.  \r\n\r\nSeveral prototypes of released games have graphics issues that the released versions fixed.  \r\n\r\nSome homebrews games rely on the numberpad rather than the joystick to move.\r\n\r\nControls:\r\n---------\r\n\r\nYou can use the keypad of a Super Famicom NTT Data Keypad or press \"chords\" on a SNES controller.  The \"chording\" works similar to the Colecovision:\r\n\r\nLtrig + up = 0\r\nLtrig + right = 1\r\nLtrig + down = 2\r\nLtrig + left = 3\r\n\r\nRtrig + up = 4\r\nRtrig + right = 5\r\nRtrig + down = 6\r\nRtrig + left = 7\r\n\r\nLtrig + Rtrig + up = 8\r\nLtrig + Rtrig + right = 9\r\nLtrig + Rtrig + down = *\r\n\r\nThese buttons don't require chording:\r\n\r\nX = #\r\nA = option (both controllers)\r\nstart = start (both controllers)\r\nselect = select (both controllers)\r\nY = fire button\r\n\r\n----------------------------\r\nChannel F Core Release Notes\r\n----------------------------\r\n\r\nThe Channel F BIOS is required to be present in the /BIOS/ directory and it must be named cfbios.bin.\r\n\r\n*Button mapping*\r\n----------------\r\n\r\nThere are four buttons on the Channel F system to select a game, time length, and other things. Starting a game involves optionally setting these to start playing.\r\n\r\nOn this core, the mapping of these four buttons is as such to a SNES controller:\r\n\r\n1 - left trigger\r\n2 - right trigger\r\n3 - select\r\n4 - start\r\n\r\nIf you have a Super Famicom NTT Data Keypad, 1, 2, 3, 4 map to 1, 2, 3, 4 on the Super Famicom NTT Data Keypad's numeric keypad.  \r\n\r\nUsing it:\r\n\r\nWhen the system is reset, it says G? on the screen.  It is asking which game to play.  Hitting\r\none of the four buttons results in selecting one of the 4 games on the cartridge.\r\n\r\n (left trigger) 1 - \"game 1\" (from the cart, or the BIOS if \"play bios games\" file is run)\r\n(right trigger) 2 - \"game 1\" (from the cart, or the BIOS if \"play bios games\" file is run)\r\n       (select) 3 - \"game 3\" (from the cart)\r\n        (start) 4 - \"game 4\" (from the cart)\r\n\r\nNext, it will print S? on the screen.  You can either start a game now or enter more options.\r\nThese options are:\r\n\r\n\r\n (left trigger) 1 - time limit\r\n(right trigger) 2 - game speed/(mode or motion)\r\n        (start) 4 - start game immediately\r\n\r\nIf you press 1 for a time limit, then T? is displayed.  You can choose a time limit using the\r\nfour buttons:\r\n\r\n (left trigger) 1 - 2 minutes\r\n(right trigger) 2 - 5 minutes\r\n       (select) 3 - 10 minutes\r\n        (start) 4 - 20 minutes\r\n\r\nAt this time, you can press either 1, 2, or 4 since it should be back at the S? prompt.\r\n\r\nIf you had pressed 2 for a mode (motion / speed) M? will be displayed.   Generally, 1-4\r\nwill be the speed of the game from slow to fast.\r\n\r\n (left trigger) 1 - speed 1\r\n(right trigger) 2 - speed 2\r\n       (select) 3 - speed 3\r\n        (start) 4 - speed 4\r\n\r\nAs with the time setting, it should be back at the S? prompt, ready for the next option.\r\n\r\nFor general-variety playing, you can simply load a game and hit ltrig/rtrig/select/start then start\r\nto start one of the 4 games.\r\n\r\nIt seems many games choose one controller port at random to use for player 1 (i.e. some games use controller port 1, some use controller port 2) so if a game does not seem playable, add a second controller or swap ports.\r\n\r\n-------------------------------\r\nCreativision Core Release Notes\r\n-------------------------------\r\n\r\nYou must press reset after loading a game on this system to play it.\r\n\r\nThe Creativision plays games and supports the keyboard but tape saving and loading are not working.\r\n\r\nThe Creativision BIOS must be present in the /BIOS/ directory and named\r\ncrbios.bin.\r\n\r\n*Button mapping*\r\n----------------\r\n\r\nEven though there is no support for a physical keyboard, the games are still playable using a regular controller.\r\n\r\nThe B and A buttons are mapped to the two fire buttons, and start/select are mapped to the two most common buttons used to start the games.  \r\n\r\nOn startup, most games will run, show a demo mode and even appear to respond to controller input.  To get out of demo mode, you must reset the system.\r\n\r\n-------------------------\r\nGamate Core Release Notes\r\n-------------------------\r\n\r\nThis core needs a BIOS, and there's two known BIOSes-  a Bit Corp version and a UMC version. Either can be used, but it must be named:\r\n\r\ngmbios.bin\r\n\r\nand placed in the /BIOS directory on your SD card.\r\n\r\nThere are three mappers on the system, and two of these can be distinguished by file size, however the multicart(s) need the .GML extension.  So rename the file from i.e. 4-in-1.bin to 4-in-1.gml to run it.\r\n\r\n----------------------------\r\nGame King Core Release Notes\r\n----------------------------\r\n\r\nThis core needs a BIOS.  It should be named:\r\n\r\ngkbios.bin\r\n\r\nSometimes it can be found named gm218.bin\r\n\r\nplaced it in the /BIOS directory on your SD card.\r\n\r\nThere's three built in games to the system, so if you wish to play these,\r\nsimply run the included file, \"play bios games.bin\".  This is an empty file\r\nconsisting of nothing but bytes of 0xff.  This simulates having no cartridge\r\nin the system.\r\n\r\n----------------------------\r\nOdyssey^2 Core Release Notes\r\n----------------------------\r\n\r\nThe Odyssey^2 core supports keyboards via PS2 and an adapter that plugs into the Famicom expansion port.  If you wish to make an adapter, you can find the\r\nschematic in the /SYSTEM/ directory.\r\n\r\nThe Voice speech expansion add-on is also complete and fully functional if you wish to hear speech/sound effects in the games that support it.\r\n\r\nSome games (such as Frogger) play poorly with The Voice being enabled all the time, but most games will work fine with it enabled.  On Frogger it will constantly repeat an allophone over and over.  This is not a bug but a byproduct of how The Voice works.  \r\n\r\nThis core needs a BIOS.  It should be named:\r\n\r\no2bios.bin    - Main 8048 BIOS (1K byte)\r\n\r\nThis BIOS file can be selected with Core Options.\r\n\r\nIf you wish to use the voice, you need three files:\r\n\r\n019.bin       - Speech ROM in the SP0256-019 speech chip (2K bytes)\r\nsp128_03.bin  - Speech ROM resident in the speech module (16K bytes)\r\nsp128_04.bin  - Speech ROM in Sid the Spellbinder (16K bytes)\r\n\r\nPlace them in the /BIOS/ directory and name them as indicated above.\r\n\r\nController mapping:\r\n\r\nThe controller maps the directionals directly to the Odyssey^2 directions as you'd expect.  On a SNES controller the mapping is as follows :\r\n\r\nY is the fire button\r\nstart is \"1\" on the keyboard\r\nselect is \"2\" on the keyboard\r\nA is \"3\" on the keyboard\r\nX is \"4\" on the keyboard\r\nLtrig is \"enter\" on the keyboard\r\nRtrig is \"clear\" on the keyboard\r\n\r\nNote that some games swap the two controllers from the majority of games, so player 2 is actually the controller to use for single player games.\r\n\r\nKeyboard mapping:\r\n\r\nIf you make or buy the PS2 adapter and use a PS2 keyboard you can use it directly to simulate the Odyssey^2 keyboard.\r\n\r\nAll Odyssey^2 keys map to their corresponding keys on a PC keyboard except \"clear\" which is mapped to backspace.\r\n\r\nMost games can be played without the keyboard, due to the mapping of 1-4 from the keyboard which are usually used to start games.  Some games like Killer Bees start using the fire button.\r\n\r\n-------------------------------\r\nRCA Studio 2 Core Release Notes\r\n-------------------------------\r\n\r\nThe Studio 2 core runs games and homebrew.\r\n\r\nThe video display can be problematic on this Core, showing the following issues:\r\n\r\n* The selected entry on the menus flashes really fast.  \r\n* The screen might scroll on reset\r\n* You cannot see the menu on composite/rgb if the CPU is reset.\r\n\r\nThese problems are related to how the system renders video,  the CPU itself drives the video display, and when the CPU does not run, it does not generate video timing.  \r\n\r\nMany games on this system them start with a black screen until you press a button.  This is normal, refer to the instruction manual to determine how to start the game.\r\n\r\nThis system requires a BIOS, and it must be named \"rca2bios.bin\" and placed in the /BIOS/ directory.\r\n\r\nController mapping:\r\n-------------------\r\n\r\nThe system has two 10 key keypads.  These are almost always used as a \"joystick\".  Here is how it maps to a SNES Controller :\r\n\r\n1, 2, 3, 6, 9, 8, 7, 4 equal up, up/left, up, up/right, right, down/right, down,\r\ndown/left, and left respectively.  \r\n5 and 0 are mapped to Y and B respectively.\r\n\r\nYou can hold down A which will disable the D pad on the controller so you can easily press 1, 3, 9, or 7 (the diagonals) without hitting one of the cardinal\r\ndirections.\r\n\r\nIf you have a Super Famicom NTT Data Keypad, you can use its numberpad to hit 0-9.\r\n\r\nThis core uses a monochrome menu.  This is normal.\r\n\r\nNote: When the system is first started and a game is loaded, it's overwritten by the BIOS games,\r\nso the first games that will play are the BIOS games.  Loading another game or the same one again\r\nwill cause it to load the game as desired.\r\n\r\n------------------------------\r\nSupervision Core Release Notes\r\n------------------------------\r\n\r\nThe Supervision core plays all games and does not require a BIOS.\r\n\r\nsssnake appears to output a very quiet sound when you pick something up, but this is a bug in the program.  The game is playing one of the drum samples really slowly so it doesn't make much sound.\r\n\r\n-----------------------------\r\nVideobrain Core Release Notes\r\n-----------------------------\r\n\r\nThe Videobrain supports keyboards via a PS2 keyboard and the Odyssey^2 adapter.\r\n\r\nThis core needs a pair BIOS ROMs. They must be named:\r\n\r\nuvres1.bin    - The first BIOS file (2K bytes)\r\nuvres2.bin    - The second BIOS file (2K bytes)\r\n\r\nPlace them in the /BIOS/ directory.\r\n\r\nController mapping:\r\n\r\nThe controller maps the directionals directly to the Videobrain's directionals\r\n\r\nB is the fire button\r\n\r\nKeyboard mapping:\r\n-----------------\r\n\r\nIf you use the PS2 adapter and keyboard, the PC keyboard maps as follows :\r\n\r\nA-Z maps to A-Z\r\nCapslock is the Shift key because the Capslock function is controlled by the system.  The state of shift is indicated on screen with a box at the bottom right.  If it's black, it's unshifted and A-Z works like usual.  If it's grey, shift is on and symbols and numbers are usable.  The mapping of the keyboard when shifted and unshifted is as follows:\r\n\r\nNon-shifted characters:\r\n\r\nA-Z, 0, space\r\n\r\nShifted characters:\r\n\r\n1-9, !, #, $, %, *, (, ), -, +, =, ., ', \", ?\r\nF9  - cent symbol\r\nF10 - pi symbol\r\nF11 - division symbol\r\nF12 - multiplication symbol\r\n\r\nThese characters and symbols are \"dual mapped\", because shift/nonshift is not known by the keyboard, due to the shift being handled in the VideoBrain itself, so if you are unshifted and press %, Q will print to the screen.  Likewise if it is shifted and Q is pressed, % will appear.\r\n\r\nF1 - restart/erase\r\nF2 - run/stop\r\nF3 - alarm/special\r\nF4 - clock/next\r\nF5 - color/previous\r\nF6 - text/back\r\n\r\nPlaying the games:\r\n------------------\r\n\r\nMany of the games need the keyboard to start them.\r\n\r\nThere is an empty binary file that lets you use the built in BIOS functions.\r\n\r\n----------------------\r\nMegaduck Release Notes\r\n----------------------\r\n\r\nMegaduck has no BIOS but it does have mappers.\r\n\r\n*Special ROM handling*\r\n---------------------------------\r\nThere are two different mappers for Megaduck.  They are selected by extension.  .MD1 selects the single 32K selectable bank mode, and .MD2 selects the 16K selectable bank mode.  \r\nAll games greater than 32K need the .MD2 extension except for the following two games: Puppet Knight and Suleiman's Treasure. These need the .MD1 extension.  32K games do not need a special extension.\r\n\r\n--------------------------\r\nController Support Summary\r\n--------------------------\r\n\r\nCore Name               NES     SNES    FC Net  NTT Data   Note Ref #\r\n\r\nNES                     F       E       L       E           1\r\nNSF Player              F       F       N       F\r\nAtari 2600              F       E       N       E           2\r\nAtari 7800              F       E       N       E           3\r\nGenesis                 L       F       F       F           4\r\nSMS/SG-1000             F       E       E       E           5\r\nGame Gear               F       F       F       F\r\nColecovision            L       F       E       E           6\r\nGameboy                 F       F       N       F\r\nGBC                     F       F       N       F\r\nIntellivision           L       L       F       F           7\r\nMandelbrot              L       F       N       F           8\r\nSPC Player              F       F       N       F\r\nAdv. Vision             F       F       N       F           \r\nArcadia 2001            L       F       N       E           6\r\nChannel F               L       F       N       E           9\r\nCreativision            F       F       N       F          10\r\nGamate                  F       F       N       F\r\nGame King               F       F       N       F\r\nOdyssey^2               L       L       N       L          11\r\nRCA Studio II           F       E       N       E+         12\r\nSupervision             F       F       N       F\r\nVideo Brain             L       L       N       L          11\r\nMegaduck                F       F       N       F\r\n\r\nKey                     Designation     Explanation\r\nFull Functionality      F               Controller is fully functional with this Core\r\nExtra Functionality     E               Controller brings extra convenience to using the Core, but is not essential\r\nLimited Functionality   L               Controller does not have sufficient features to play all games another controller has for this Core\r\n\r\nNotes\r\n\r\n1 - FC Network works as a Standard Famicom Controller 3 with its limitations (no menu access, requires per-game support to be read as Controller 1).  SNES Shoulder Buttons allow Vs. Coin input.\r\n\r\n2 - SNES Buttons Allow Control over TV Type, Difficulty Switches and Supercharger Load without Menu Access\r\n\r\n3 - SNES Buttons Allow Control Pause and Difficult Switches without Menu\r\n\r\n4 - NES cannot support 6-button controller input\r\n\r\n5 - Non-NES controllers add reset button support, which was only present for original Master Systems\r\n\r\n6 - NES has no numberpad support, SNES requires D-Pad and Button combo for numberpad\r\n\r\n7 - NES and SNES have no numberpad support\r\n\r\n8 - SNES Buttons allow for resolution change (A), color cycling (L & R) and Julia Index manipulation (X)\r\n\r\n9 - NES has limited console switch support, SNES uses lettered buttons for console switches\r\n\r\n10 - Keyboard not supported, this is the best option the Core supports\r\n\r\n11 - System includes a keyboard, 100% software compatibility is limited without the Custom PS/2 Adapter\r\n\r\n12 - SNES lets you hold A to hit diagonals easily, NTT allows numberpad use (the controllers for this system are just numberpads)\r\n\r\n-------------------------------------------\r\nWireless Controller Functionality Reference\r\n-------------------------------------------\r\n\r\n8bitdo Product  Protocol    Functionality   Receiver Type       Notes\r\n\r\nNES30/SNES30@   Bluetooth   SNES            Retro Receiver      Discontinued, requires old custom firmware^\r\nM30/SN30*       Bluetooth   NES             Retro Receiver      Current Firmware\r\nM30/SN30        2.4g        SNES            SNES 2.4g Adapter   Requires SNES to NES adapter\r\nM30/SN30/N30    2.4g        NES             NES 2.4g Adapter    You can use M30 and SN30 controllers, but the extra buttons will not work.\r\n\r\n@ - The NES30 came with the original Nt Minis and was sold standalone.  It has four red action buttons and two shoulder buttons.  The SNES30 has the diagonal Start and Select button layout of an original SNES controller.\r\n* - Presumably any current 8bitdo Bluetooth controller would work to this extent, NES30 also works with this limitation if current firmware is used.\r\n^ - Download firmware here : https://support.analogue.co/hc/en-us/articles/115001657087-Using-the-Retro-Receiver-for-NES-with-the-Nt-mini, ignore what it says about Nt Mini Noir.\r\n\r\nPutting Controllers into Pairing Mode\r\n-------------------------------------\r\n\r\nTo put the SN30, N30, SNES30 or NES30 into pairing mode, press Select for 3 seconds until the blue LED starts to rapidly blink.  To put the M30 into pairing mode, press Mode (-) for 3 seconds until the blue LED starts to rapidly blink.\r\n\r\n-----------------------------\r\nRequired/Supported BIOS Files\r\n-----------------------------\r\n\r\n                    Required Name\r\nCore Name           /Default Name*  Byte Size   CRC32       Description\r\n---------------     --------------  ---------   --------    --------------------\r\n                    \r\n\r\nAdventurevision     avbios.bin        1024      279E33D1    8048 internal ROM\r\n                    avsound.bin        512      81E95975    Sound CPU ROM\r\n\r\nAtari 2600          avoxrom.bin       8192      EB8DE7CD    Atarivox PIC ROM\r\n                    avoxee.bin         256      66C92EF6    Atarivox PIC EEPROM\r\n                    scbios.bin        2048      C3A3F073    Supercharger BIOS\r\n                        \r\nAtari 7800          7800bios.bin*     4096      5D13730C    7800 USA BIOS\r\n                        \r\nChannel F           cfbios.bin        2048      2882C02D    Channel F BIOS\r\n                    \r\nColecoVision        colbios.bin*      8192      3AA93EF3    ColecoVision Official BIOS\r\n                                      8192      39BB16FC    ColecoVision BIOS with Replacement Font and No Time Delay\r\n                                     16384      4999ABC6    Bit Corp BIOS with built-in game\r\n                                      8192      2ABA3C91    ColecoVision BIOS with No Time Delay\r\n                                      8192      434E237F    ColecoVision BIOS with No Time Delay PAL Setting\r\n\r\nCreativision        crbios.bin        2048      05602697    Creativision BIOS\r\n\r\nGamate              gmbios.bin        4096      03A5F3A7    The first BIOS (i.e. UMC version)\r\n                    gmbios2.bin       4096      07090415    Optional second BIOS (i.e. Bit Corp version)\r\n                                \r\nGame King           gkbios.bin      524288      5A1ADE3D    Game King BIOS\r\n        \r\nGame Boy            dmgbios.bin*       256      C2F5CC97    Bootstrap ROM for early Japanese DMGs\r\n                                       256      59C8598E    Bootstrap ROM for DMGs (mainstream)\r\n                                       256      E6920754    Bootstrap ROM for Game Boy Pocket\r\n                                       256      EC8A83B9    Bootstrap ROM for Super Game Boy (no scrolling logo)\r\n                                       256      53D0DD63    Bootstrap ROM for Super Game Boy 2 (no scrolling logo)\r\n\r\nGame Boy Color      gbcbios.bin*      2304      E8EF5318    Bootstrap ROM for early Japanese GBCs\r\n                                      2304      41884E46    Bootstrap ROM for GBCs (mainstream)\r\n\r\nGame Gear           ggbios.bin*       1024      0EBEA9D4    Boot screen shown on later Game Gears\r\n\r\nIntellivision       012.bin           2048      8BD786EC    Speech ROM in the SP-256-012 on the Intellivoice\r\n                                      8192      683A4158    Built-in Graphics ROM for Intellivision Master Component\r\n                    intvexec1.bin*    8208      EEB54C63    Executive ROM for Intellivision 1\r\n                                      8728      A85FC6DD    Executive ROM for Intellivision 2   \r\n                                      8208      F52718C0    Executive ROM for Sears Super Video Arcade\r\n                        \r\nMaster System       smsbios.bin*      8192      0072ED54    USA/Europe BIOS v1.3\r\n                                      8192      1A15DFCC    USA M404 Prototype BIOS (works with few games)\r\n                                      8192      B3D854F8    Europe BIOS v2.0\r\n                                      8192      48D44A13    Japanese Master System BIOS v2.1\r\n\r\nNES                 fds.bin           8192      1C7AE5D5    Famicom Disk System BIOS\r\n                                      8192      5E607DCF    Famicom Disk System BIOS Rev. 1\r\n                                      8192      4DF24A6C    Twin Famicom BIOS\r\n                    \r\nOdyssey^2           o2bios.bin        1024      8016A315    Main 8048 BIOS\r\n                    019.bin           2048      19355075    Speech ROM in the SP0256-019 speech chip on The Voice\r\n                    sp128_03.bin     16384      66041B03    Speech ROM resident in the The Voice speech module \r\n                    sp128_04.bin     16384      6780C7D3    Speech ROM in Sid the Spellbinder\r\n\r\nRCA Studio 2        rca2bios.bin      2048      A494B339    RCA Studio 2 BIOS\r\n                    \r\nVideobrain          uvres1.bin        2048      065FE7C2    The first BIOS file\r\n                    uvres2.bin        2048      1D85D7BE    The second BIOS file\r\n\r\nIf there is an * next to a file name, that means that the Core supports loading a BIOS file from the file browser and can have any name, but the Core will load a file located in \\BIOS with this name (without the *) by default.\r\nIf the name in the column to the right to the Core Name has no * next to it then the core is looking for that specific file name, but the data in that file can match any of the checksums given for that BIOS.  \r\n\r\n--------------------\r\nPrior Update History\r\n--------------------\r\n\r\nv6.6 release 02/11/21\r\n\r\n(general)\r\n* All cores should have their video window properly centered on the X and Y axis when the sliders for position are in the center.  The exception is for cores with an extremely low original resolution, such as Game King. \r\n* All scaling defaults have been updated to more useful values.  \r\n* Added SPD HDMI Packet to identify console as \"Nt Mini Noir\"\r\n\r\n(NES)\r\n* Added cheat codes menu when running ROMs via jailbreak\r\n* Added ability to decrement letters on cheat code and Copynes mini by pressing select\r\n* Replaced Firebrandx palette with the latest one (\"Smooth_-_Balanced_Greys_FBX\")\r\n* Fixed Vs. Hogan's Alley and Duck Hunt \"gun stolen\" alarm sound going off all the time or in the menu\r\n* Fixed FDS RAM Adapter, Super Mario Bros. and many other games exhibiting graphics issue when cartridges were being used\r\n* Fixed Vs. Mighty Bomb Jack reversed controls\r\n* Fixed Trojan audio channels cutting off early\r\n* Fixed playing a Vs. game then an FDS game caused a bad palette\r\n* Fixed Vs. coin insertion not working when using a SNES or NTT Data Keypad\r\n* Fixed Sunsoft 5B audio implementation\r\n* Fixed Battletoads and Double Dragon player 2 selection box moving on its own\r\n* Fixed games (i.e. Kickmaster) with mappers that used A12 for scanline counts had jittering graphics in 16 sprite mode\r\n* Fixed FDS manual disk ejection not working correctly\r\n* Fixed Copynes mini not properly exiting high resolution mode from the file menu\r\n* Fixed Maniac Mansion's intermitent flickering top line\r\n* Fixed Eggerland - Meikyuu no Fukkatsu and Egger Land - Souzou e no Tabidachi's popping square channel\r\n\r\n(GBC)\r\n* Fixed Barbie Pet Rescue's blank screen before the title\r\n* Fixed Pokemon Pinball's corrupt frames when screen was blanked\r\n* Fixed Bear in the Big Blue House hanging on the title screen\r\n* Fixed Bear in the Big Blue House's palette issue at the top of the screen\r\n* Fixed Super Mario Deluxe (and other games) palette issues\r\n* Fixed Mia Hamm Soccer title screen graphic issues\r\n* Fixed Jungle Book: Mowgli's Wild Adventure corruption when paused/unpaused\r\n* Fixed Klax crash when reaching level 5\r\n* Fixed Mickey's Speedway palette issues\r\n* Fixed Perfect Dark non-working digitized audio\r\n* Fixed Perfect Dark status bar on the right not displaying\r\n\r\n(Genesis)\r\n* Added full screen dithering, setting the dithering slider to 63 (maximum) will enable it\r\n* Removed non-functional cropping menu - use the crop left/right and top/bottom settings in video extras menu\r\n* Fixed interlaced mode display issues\r\n\r\n(Game Gear)\r\n* Fixed top line not visible\r\n\r\n(2600)\r\n* Fixed graphic issues on certain units (random pixels on green screens)\r\n* Fixed palette sometimes flashing when entering/exiting the menu\r\n\r\n(Supervision)\r\n* Fixed Journey to the West\r\n\r\n(Gamate, 2600, Intellivision)\r\n* Fixed scaling values\r\n\r\n\r\nv6.5 release 12/15/20\r\n\r\n(general)\r\n* Controller test added\r\n* Fixed L/R reverse on RCA jacks\r\n* Fixed filter cutoff display bug\r\n\r\n(NES)\r\n* Added full FDS support with manual, semiautomatic and automatic side switching (see NES section below for operation notes)\r\n* Added Super Russian Roulette mapper (#413)\r\n* Added support for Haunted Halloween '85 and '86\r\n* Added Vs. palette support for composite and s-video\r\n* Reduced default expansion audio level for better balance with internal audio.\r\n* Passthrough mode can now be cancelled by tapping reset twice.\r\n* Fixed CopyNES mini save WRAM dumping, save games on cartridges can now be preserved\r\n* Fixed Vice Project Doom / Gun-Dec starting in debug mode with second controller plugged in\r\n* Fixed VRC6 register swap function.  Use both VRC6 and VRC6 Swap for Madara and Esper Dream 2 and just VRC6 for Akumajou Densetsu\r\n* Fixed FDS Audio channel imbalance when panning sliders are centered\r\n* Fixed small FDS channel bug\r\n* Fixed popping square wave audio in Egger Land - Souzou e no Tabidachi and Eggerland - Meikyuu no Fukkatsu\r\n* Fixed Vs. Goonies graphic issue\r\n* Fixed Game of the Goose graphic issues (#512)\r\n* Fixed DPCM corruption bug for PAL and Dendy Modes\r\n* Fixed MMC5 Castlevania III PAL cartridge functionality\r\n* Fixed Dendy mode for EverDrives and Cartridges\r\n* Fixed Dendy mode NMI flag\r\n\r\n(GB/GBC)\r\n* Fixed palette issues affecting multiple games (Pokemon Pinball, Mega Man Xtreme, Pooh & Tigger's Hunny Safari, Harvest Moon 3)\r\n* Fixed wave channel audio bug\r\n* Fixed Tokyo Disney crash when playing 5th level\r\n* Fixed crash in Barbie Magic Genie Adventure when using powers\r\n* Fixed Razor Freestyle Scooter and Lufia failing to load\r\n* Fixed Lego Racers cloud color bug\r\n \r\n(Colecovision)\r\n* Added Famicom Network controller functionality\r\n* Fixed Penguin Adventure\r\n\r\n(Genesis)\r\n* Added Famicom Network controller functionality\r\n* Fixed Audio sliders bug\r\n\r\n(SMS)\r\n* Added Famicom Network controller functionality\r\n* Fixed BIOSes loading built in games\r\n* Use \"end\" button on Famicom Network or Super Famicom NTT Data Keypad to simulate pressing console reset button\r\n\r\n(Intellivision)\r\n* Added Famicom Network controller functionality.  0, A, B are the three buttons. 0 on the keypad is remapped to .\r\n* Added Player 1/2 swap to cores menu\r\n\r\n(SPC)\r\n* Fixed audio static bug\r\n\r\n----------------------\r\nv6.2 release, 11/23/20\r\n\r\n* initial release\r\n"
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    "content": "fcfa6781c85d4ab82c6a974872fffaa7  ntmv2_firmware_verJB6.6.bin\n"
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]