Update the documentation

This commit is contained in:
Michael Buckley 2019-11-03 10:53:13 -08:00
parent ece780059e
commit ee85987d73
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<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
<key>NSMainNibFile</key>
<string>MainMenu</string>
<key>CFBundleHelpBookFolder</key>
<string>Snes9x Help</string>
<key>CFBundleHelpBookName</key>
<string>Snes9x Help</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>

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\f0\fs24 \cf0 \
\b\fs28 FAQ for Mac port
\b0\fs24 \
\f1\b\fs28 FAQ for Mac port
\f0\b0\fs24 \
\
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\b\fs26 \cf2 Differences and similarities among the Mac port and other ports
\b0\fs24 \cf0 \
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\cf3 Key mapping\cf0 \
The default settings of key mapping are different. For example, the A-button is the command key on Mac, while it's the D key in Windows.\
\f1\b\fs26 \cf2 Differences and similarities among the Mac port and other ports
\f0\b0\fs24 \cf0 \
\
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\cf3 User interface\cf0 \
All of the menus and dialogs are different.\
\
\cf3 AVI or QuickTime export\cf0 \
Mac port supports QuickTime export instead of AVI export in Windows port.\
\
\cf3 Sound effect and Core Image filter\cf0 \
These features are for Mac only because they use Mac OS X's own technologies.\
\
\cf3 Netplay\cf0 \
Snes9x's netplay is incompatible between ports.\
\
\cf3 Command-line options\cf0 \
Mac port doesn't support command-line options.\
\
\cf3 Preferences file\cf0 \
Mac port doesn't support 'snes9x.conf' file.\
\
\
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\b\fs26 \cf2 Emulator Specific Questions
\b0\fs24 \cf0 \
\f1\b\fs26 \cf2 Emulator Specific Questions
\f0\b0\fs24 \cf0 \
\
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\cf3 Everything is fine when I play the game, but the next time I play, my save data is not there. Why?\cf0 \
Saving files into a locked volume and folders where you don't have permission to write will fail. Make sure where you are saving files in 'Preferences' dialog. The most common case for Mac beginners is launching Snes9x directly from the disk image with choosing 'Snes9x folder' for saving destination.\
\
\cf3 Where did Cheats/Movie Recording/Netplay/most of the preferences go?\
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\cf0 Snes9x is currently being ported from Carbon to Cocoa in order to work with macOS Catalina. Because this process is time-consuming, features are being added back over time. If there\'92s a specific feature you\'92d like to see return before others, please upvote an issue, or create one if none exists, at {\field{\*\fldinst{HYPERLINK "https://github.com/snes9xgit/snes9x/issues"}}{\fldrslt https://github.com/snes9xgit/snes9x/issues}}.\
\
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\cf3 Why did my keyboard controls change when I upgraded?\
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\cf0 The Cocoa port of Snes9x \
\
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\cf3 Why can't I press many buttons at once? Especially in Chrono Trigger.\cf0 \
Some keyboards can only output two pressed keys at a time, except for modifier keys (shift, command, option and control). Set modifier keys to some of the necessary buttons.\
\
\cf3 How can I enter the Game Genie / PAR code in 'Cheat Entry' dialog?\cf0 \
Simply enter the code directly into the address column. Snes9x automatically translates it to the general format.\
\
\cf3 I recently purchased a gamepad controller. Will it work on Snes9x?\
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\cf0 If your gamepad is conformable to USB Device Class Definition for Human Interface Devices, it may work. Note that most gamepads don't officially support Mac OS X even if they work without problems.\cf3 \
\
I connected my gamepad but it doesn't work.\cf0 \
Gamepads cannot be used until you configure its settings in 'Configure Controllers' dialog.\
\
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\cf3 I think my options in Snes9x got screwed up, how do I reset them?\cf0 \
Quit Snes9x and trash the preferences file 'com.snes9x.macos.snes9x.plist' in ~/Library/Preferences.\
Quit Snes9x and trash the preferences files 'com.snes9x.macos.snes9x.plist' in ~/Library/Preferences and in /Library/Preferences. You may need to reboot afterwords. Alternately, you can use the command \'91defaults delete com.snes9x.macos.snes9x\'92 in Terminal.app to avoid restarting.\
\
\cf3 I had a bad checksummed game that didn't work so I adjusted the header, but it still doesn't work :( Why?\cf0 \
It should be noted that while it is possible to plop a ROM into Snestool, or several other programs, and adjust the header size to be the same as a proper 'good checksum' ROM, this merely mimics the appearance of a good ROM. Any problems still found within its evil will remain. One could compare it to covering up a circumorbital haematoma with a paper bag.\
@ -74,12 +67,12 @@ I connected my gamepad but it doesn't work.\cf0 \
Chances are it will be coming out when enough changes have been made to suitably make a release. You can generally guesstimate the release date by paying attention to the Developers forum at snes9x.com. But don't ask them when the next release will be.\
\
\
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\b\fs26 \cf2 Miscellaneous Questions
\b0\fs24 \cf0 \
\f1\b\fs26 \cf2 Miscellaneous Questions
\f0\b0\fs24 \cf0 \
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\cf3 Is it legal?\cf0 \
This has been asked time and again, and the answer is yes. Developing, downloading, or using the emulator, Snes9x, is completely legal. Downloading games, called ROMS, however is not. If you own the original cartridge of a game, you are still not entitled to download the ROM image of that game. You may create a single backup image of your own cartridge via proper hardware, but it must be YOUR cartridge and is only usable in place of the original... so only one may be active at any time. Many sites claim that you may legally download ROMs for up to 24 hours before they must be deleted. This is also wrong; you can't legally download these for "trial" purposes. You can't download ROMs for educational purposes either. If you wish to use Super Nintendo Entertainment System games for educational purposes, contact your closest Nintendo Outlet and discuss educational programming with them. Finally, a small number of ROMs are labeled "(PD)". This means public domain, and these games are not under copyright. As such they are legal to download at your hearts content. These include programs created by internet users such as yourself for use in Super Nintendo emulators. As of this time there are no commercial videogames in the public domain.\
\

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</ul>
<h4>As with all things there are disadvantages though :</h4>
<ul>
<li>if you have an ancient computer, you aren't likely to get a playable experience.</li>
<li>some games are still unemulated (though this a very tiny minority.)</li>
<li>the emulator can be difficult for new users to configure.</li>
</ul>

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<body>
<h2>Getting Started</h2>
<p>
Copy the Snes9x application from the disk image (.dmg) to your hard disk and double-click it.
Copy the Snes9x application to your hard Applications Folder and double-click it.
</p>
<h3>Loading Games</h3>
<p>
@ -64,7 +64,7 @@
</p>
<h3>SNES Joypad Emulation</h3>
<p>
The default key mapping for joypad 1 is as follows:
The Mac port now uses the same default key mapping as the Windows port. The default key mapping for joypad 1 is as follows:
</p>
<ul>
<li><table summary="default key mapping">
@ -86,35 +86,35 @@
<td>Right direction</td>
</tr>
<tr valign="top">
<td style="width:9em">command</td>
<td style="width:9em">V</td>
<td>A button</td>
</tr>
<tr valign="top">
<td style="width:9em">option</td>
<td style="width:9em">C</td>
<td>B button</td>
</tr>
<tr valign="top">
<td style="width:9em">control</td>
<td style="width:9em">D</td>
<td>X button</td>
</tr>
<tr valign="top">
<td style="width:9em">shift</td>
<td style="width:9em">X</td>
<td>Y button</td>
</tr>
<tr valign="top">
<td style="width:9em">Z</td>
<td style="width:9em">A</td>
<td>L button</td>
</tr>
<tr valign="top">
<td style="width:9em">X</td>
<td style="width:9em">S</td>
<td>R button</td>
</tr>
<tr valign="top">
<td style="width:9em">tab</td>
<td style="width:9em">return</td>
<td>Select button</td>
</tr>
<tr valign="top">
<td style="width:9em">return</td>
<td style="width:9em">space</td>
<td>Start button</td>
</tr>
</tbody>
@ -122,7 +122,7 @@
</ul>
<h3>Pausing and Resuming the Game</h3>
<p>
To pause the game, press pause key (esc key by default), choose 'Pause' in 'Emulation' menu, or click the game screen in case you aren't playing the game that uses a mouse. Double-click the game window or choose 'Resume' in 'Emulation' menu to resume the game.
To pause the game, press pause key (esc key by default) or choose 'Pause' in 'Emulation' menu. Choose 'Resume' in 'Emulation' menu to resume the game.
</p>
<div style="text-align:center; margin-top:3em"><p>
&lt;<a href="01.html">Prev</a>&nbsp;&nbsp;<a href="../index.html">Top</a>&nbsp;&nbsp;<a href="03.html">Next</a>&gt;

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<h2>Requirements</h2>
<h3>System Requirements</h3>
<p>
Mac OS X 10.3.9 or later<br>
QuickTime 7.0 or later<br>
PowerPC G3 300MHz or later<br>
G-Force/ATI Rage 128 or later
</p>
<p>
Certain games use added hardware which will require a faster Mac. The specs listed above is the minimum to use Snes9x in any playable form. It is recommended that you get a semi-modern Mac with a 800MHz PowerPC processor if you want good results. A 1GHz PowerPC or Intel Mac is recommended for those that want a near perfect experience.
Mac OS X 10.12 or later<br>
</p>
<h3>Software</h3>
<p>

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</p>
<h3>Automatic Fire</h3>
<p>
The 'Automatic Fire...' dialog in the 'Config' menu provides five configuration options for simulating autofire controllers:
Pressing Snes9x's Alt key in conjunction with that controller button in-game will toggle that button's 'Enable Automatic Fire' setting. Other autofire settings will return in future versions. If you use these settings, please upvote an existing issue or file a new issue at <a href="https://github.com/snes9xgit/snes9x/issues">https://github.com/snes9xgit/snes9x/issues</a> so we know which features to prioritize.
</p>
<dl>
<dt>Enable Automatic Fire</dt>
<dd>If this option is enabled for a given controller button, holding down that button will produce a rapid-fire effect (barring the use of the 'Automatic Fire is Active Only While TC is Pressed' option - see below).</dd>
<dt>Allow Alt to Toggle Enable/Disable Automatic Fire</dt>
<dd>If this option is enabled for a given controller button, pressing Snes9x's Alt key in conjunction with that controller button in-game will toggle that button's 'Enable Automatic Fire' setting.</dd>
<dt>Automatic Fire is Active Only While TC is Pressed</dt>
<dd>If this option is enabled for a given controller button, you must hold down Snes9x's TC key in conjunction with that controller button in-game to produce a rapid-fire effect, provided that 'Enable Automatic Fire' is toggled on for that controller button. If TC is not depressed, that controller button will function as normal. Note that when 'Enable Automatic Fire' is toggled off for a controller button, its 'Automatic Fire is Active Only While TC is Pressed' setting has no effect.</dd>
<dt>Button Input is Inverted</dt>
<dd>If this option is enabled for a given controller button, Snes9x behaves as though you are pushing that controller button if and only if you are not pushing it. This option is most often used in conjunction with 'Enable Automatic Fire', producing a rapidly-firing controller button without any player intervention.</dd>
<dt>Automatic Fire Speed</dt>
<dd>This option controls the rate at which autofire controller buttons cycle their fire.</dd>
</dl>
<p>
Snes9x's Alt and TC buttons can be mapped to both keyboard keys and joypad buttons, in the 'Configure Keyboard...' and 'Configure Controllers...' dialogs respectively.
</p>

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</head>
<body>
<h2>Cheat Support</h2>
<p><b>Cheat support will return in a future version. If you want to see it return faster, please upvote an existing issue or file a new issue at <a href="https://github.com/snes9xgit/snes9x/issues">https://github.com/snes9xgit/snes9x/issues</a> so we know which features to prioritize.</b></p>
<p>
Cheat codes allow you to cheat at games. They might give you more lives, infinite health, enable special powers normally only activated when a special item is found, and etc. Two major formats are well-known: Game Genie and Pro-Action Reply (PAR). Many existing Game Genie and PAR codes can be found via Internet.
</p>

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</head>
<body>
<h2>Movie Support</h2>
<p><b>Movie support will return in a future version. If you want to see it return faster, please upvote an existing issue or file a new issue at <a href="https://github.com/snes9xgit/snes9x/issues">https://github.com/snes9xgit/snes9x/issues</a> so we know which features to prioritize.</b></p>
<p>
Movie support allows you to record your actions while playing a game. This can be used for your own personal playback or to show other people that you can do something without them having to be around when you did it.
</p>

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</head>
<body>
<h2>Netplay Support</h2>
<p><b>Netplay does not currently work, and may not return in a future version. If you want to see it return, please upvote an existing issue or file a new issue at <a href="https://github.com/snes9xgit/snes9x/issues">https://github.com/snes9xgit/snes9x/issues</a> so we know that players are using it.</b></p>
<p>
Netplay support allows up to five players to sit in front of different computers and simultaneously play the same game, or just watch someone else play a game. All the computers have to be connected to a network that allows TCP/IP traffic to flow between them; this includes a local Ethernet-style network, a direct-cable connection, or, if you're lucky and have short ping times, the Internet.
</p>

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<title>References</title>
</head>
<body>
<h2>References</h2>
<h3>Preferences Dialog</h3>
<h4>Graphics Tab</h4>
<h2>Preferences</h2>
<p><b>Many preferences have not yet been ported to the Cocoa version of Snes9x. If there is a preference you want to see added, please upvote an existing issue if it exists, or create a new one of no issue exists, at <a href="https://github.com/snes9xgit/snes9x/issues">https://github.com/snes9xgit/snes9x/issues</a>.</b></p>
<dl>
<dt>Full Screen Mode</dt>
<dd>Toggles full screen/windowed mode. Press esc key to hide full screen window and pause the game.</dd>
<dt>Switch Monitor Resolution</dt>
<dd>Toggles between scaling full screen graphics to the current screen resolution or changing the screen resolution to fit Snes9x's needs.</dd>
<dt>Show Frame Rate</dt>
<dd>Toggles display of the frame rate on/off.</dd>
<dt>Transparency Effects</dt>
<dd>Toggles transparency effects on/off. Transparency effect is used in almost all games so this option is just for hack.</dd>
<dt>Video Mode</dt>
<dd>Choose the image scaling filter which is applied to the raw SNES image.</dd>
<dt>Multitask</dt>
<dd>When this option is on, the rendering process is separated from the emulation thread (except blocky and smooth modes).</dd>
<dt>Keep Overscanned Height</dt>
<dd>Keeps the screen height always 239/478, for some games that change screen height frequently.</dd>
<dt>Sync to Vertical Blank</dt>
<dd>Synchronizes the render timing to the monitor's vertical refresh rate.</dd>
<dt>Stretch Image in Full Screen Mode</dt>
<dd>Stretches the image to fill the screen in full screen mode.</dd>
<dt>Aspect Ratio</dt>
<dd>The aspect ratio of above option: the left is proportional and the right is full width of the monitor.</dd>
<dt>Use Core Image</dt>
<dd>Applies additional Core Image effect after the image filter is applied.</dd>
<dt>Filter...</dt>
<dd>Choose the Core Image filter.</dd>
<dt>Use 32 Bit Color</dt>
<dd>Uses 16,777,216 colors.</dd>
<dt>Use Screen Curvature</dt>
<dd>Adds a warp effect like a CRT-based television.</dd>
<dt>Warp</dt>
<dd>The degree of curvature.</dd>
</dl>
<h4>Sound Tab</h4>
<dl>
<dt>Synchronize</dt>
<dd>Tries and ensures all available samples are buffered so there are no overruns.</dd>
<dt>16 Bit Playback</dt>
<dd>Enables 16-bit playback instead of 8-bit.</dd>
<dt>Stereo</dt>
<dd>Enables stereo sound instead of mono.</dd>
<dt>Reverse Stereo</dt>
<dd>Swaps the left and right stereo channels.</dd>
<dt>Effect...</dt>
<dd>Opens 'Sound Effect' dialog.</dd>
<dt>Playback Rate</dt>
<dd>The real SNES is 32040 Hz. Any values other than 32040 Hz will cause resampling.</dd>
<dt>Output Interval</dt>
<dd>Make sure this value is smaller than the mix buffer length.</dd>
<dt>Mix Buffer Length</dt>
<dd>Too short length will cause crackling noise.</dd>
<dt>Allow Lag</dt>
<dd>Safer from crackling noise, but time-lag becomes more noticeable.</dd>
<dt>Volume</dt>
<dd>Volume of the whole Snes9x sounds.</dd>
<dt>Input Rate</dt>
<dd>Adjusts the sound rate through resampling. For every Input Rate samples generated by the SNES, Playback Rate samples will be produced.</dd>
</dl>
<h4>File Tab</h4>
<dl>
<dt>Save Data in</dt>
<dd>Choose the folder where Snes9x will look for files.</dd>
<dt>Auto Save SRAM</dt>
<dd>Updates SRAM file when SRAM contents are modified. This may cause frequent disk access.</dd>
</dl>
<h4>Accuracy Tab</h4>
<dl>
<dt>HDMA Timing Hack</dt>
<dd>Changes HDMA timing and will 'fix' some games' glitches, but breaks many other games. The default value is 100.</dd>
<dt>Skip CPU Emulation Until the Next Event Comes</dt>
<dd>Skips internal CPU emulation for speed-ups until the next event comes.</dd>
<dt>Allow Invalid VRAM Access</dt>
<dd>Allows to write to VRAM outside blank periods.</dd>
<dt>Apply Specific Game Hacks</dt>
<dd>Applies special hacks for games that can't be emulated correctly.</dd>
<dt>Frame Skip</dt>
<dd>Adjust this value if your Mac is slow.</dd>
<dt>Speed in Turbo Mode</dt>
<dd>The speed when turbo mode is on. Modify in-game with Fn+T, Fn+Y.</dd>
</dl>
<h4>Others Tab</h4>
<dl>
<dt>Toggle Turbo Button</dt>
<dd>Sets 'Turbo' button as a toggle switch.</dd>
<dt>Show Onscreen Information</dt>
<dd>Shows messages from Snes9x on the game screen. When off, messages are put in the standard console.</dd>
<dt>Open Choose ROM Image Dialog at Startup</dt>
<dd>Choose whether open dialog should be shown when Snes9x is launched.</dd>
<dt>Show Dates and Times in Freeze State Selection Screen</dt>
<dd>Shows time stamps on thumbnails in freeze/defrost screen.</dd>
<dt>Save Window Size and Position</dt>
<dd>Saves the sizes and positions of the game window and dialogs so they come back to the same place.</dd>
<dt>Use IPS / UPS Patch</dt>
<dd>When this option is on, Snes9x automatically loads the .ips or .ups file and patch the ROM image.</dd>
<dt>Boot Up BS Games from BS-X</dt>
<dd>When this option is on, BS-X ROM is loaded first, then you launch BS games from the menu in BS-X.</dd>
<dt>When in Background</dt>
<dd>Choose the behavior of Snes9x when it is in back of other applications.</dd>
<dt>Music Box</dt>
<dd>Choose the behavior of Music Box: 'Sound Emulation Only' to only emulate the music system, and 'Whole Emulation' to also emulate the CPU. Music that depends on the CPU running will not sound right without 'Whole Emulation.'</dd>
<dt>Show Frame Rate</dt>
<dd>Toggles display of the frame rate on/off.</dd>
</dl>
<div style="text-align:center; margin-top:3em"><p>
&lt;<a href="13.html">Prev</a>&nbsp;&nbsp;<a href="../index.html">Top</a>&nbsp;&nbsp;<a href="15.html">Next</a>&gt;

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</p></div>
<p>
Edited for Mac port by: zones (kasumitokoduck@yahoo.com)<br>
Updated most recently by: 2011/3/31 zones
Updated most recently by: 2019/11/03 Michael Donald Buckley
</p>
<div style="text-align:center; margin-top:3em"><p>
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30D709B0236F583600AAB7C3 /* Localizable.strings in Resources */ = {isa = PBXBuildFile; fileRef = EA3BEA980A28384E00A8FAE5 /* Localizable.strings */; };
30D709B1236F585100AAB7C3 /* Snes9x Help in Resources */ = {isa = PBXBuildFile; fileRef = EA3BEAA80A28386500A8FAE5 /* Snes9x Help */; };
/* End PBXBuildFile section */
/* Begin PBXContainerItemProxy section */
@ -227,10 +229,6 @@
3045A1EC22D03C430092B97D /* AppKit.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = AppKit.framework; path = System/Library/Frameworks/AppKit.framework; sourceTree = SDKROOT; };
3045A1EE22D03C4B0092B97D /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; };
306561FF236A8BA700A1B3B2 /* gamecontrollerdb.txt */ = {isa = PBXFileReference; lastKnownFileType = text; path = gamecontrollerdb.txt; sourceTree = "<group>"; };
30714704230E372B00917F82 /* Assets.xcassets */ = {isa = PBXFileReference; lastKnownFileType = folder.assetcatalog; path = Assets.xcassets; sourceTree = "<group>"; };
30714707230E372B00917F82 /* Base */ = {isa = PBXFileReference; lastKnownFileType = file.xib; name = Base; path = Base.lproj/MainMenu.xib; sourceTree = "<group>"; };
30714709230E372B00917F82 /* Info.plist */ = {isa = PBXFileReference; lastKnownFileType = text.plist.xml; path = Info.plist; sourceTree = "<group>"; };
3071470A230E372B00917F82 /* Snes9x.entitlements */ = {isa = PBXFileReference; lastKnownFileType = text.plist.entitlements; path = Snes9x.entitlements; sourceTree = "<group>"; };
30714715230E379500917F82 /* Snes9x.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = Snes9x.app; sourceTree = BUILT_PRODUCTS_DIR; };
30714717230E379500917F82 /* AppDelegate.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = AppDelegate.h; sourceTree = "<group>"; };
30714718230E379500917F82 /* AppDelegate.m */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.objc; path = AppDelegate.m; sourceTree = "<group>"; };
@ -533,7 +531,6 @@
20286C2AFDCF999611CA2CEA /* Sources */,
20286C32FDCF999611CA2CEA /* External Frameworks and Libraries */,
30D15CF022CE6B5A005BC352 /* snes9x framework */,
30714701230E372A00917F82 /* Snes9x */,
30714716230E379500917F82 /* Snes9x */,
195DF8C9FE9D4F0611CA2CBB /* Products */,
3045A1EB22D03C420092B97D /* Frameworks */,
@ -589,17 +586,6 @@
name = Frameworks;
sourceTree = "<group>";
};
30714701230E372A00917F82 /* Snes9x */ = {
isa = PBXGroup;
children = (
30714704230E372B00917F82 /* Assets.xcassets */,
30714706230E372B00917F82 /* MainMenu.xib */,
30714709230E372B00917F82 /* Info.plist */,
3071470A230E372B00917F82 /* Snes9x.entitlements */,
);
path = Snes9x;
sourceTree = "<group>";
};
30714716230E379500917F82 /* Snes9x */ = {
isa = PBXGroup;
children = (
@ -1114,6 +1100,8 @@
buildActionMask = 2147483647;
files = (
3071471B230E379600917F82 /* Assets.xcassets in Resources */,
30D709B0236F583600AAB7C3 /* Localizable.strings in Resources */,
30D709B1236F585100AAB7C3 /* Snes9x Help in Resources */,
3071471E230E379600917F82 /* MainMenu.xib in Resources */,
);
runOnlyForDeploymentPostprocessing = 0;
@ -1247,14 +1235,6 @@
/* End PBXTargetDependency section */
/* Begin PBXVariantGroup section */
30714706230E372B00917F82 /* MainMenu.xib */ = {
isa = PBXVariantGroup;
children = (
30714707230E372B00917F82 /* Base */,
);
name = MainMenu.xib;
sourceTree = "<group>";
};
3071471C230E379600917F82 /* MainMenu.xib */ = {
isa = PBXVariantGroup;
children = (
@ -1326,7 +1306,7 @@
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
INFOPLIST_FILE = Snes9x/Info.plist;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
MACOSX_DEPLOYMENT_TARGET = 10.14;
MACOSX_DEPLOYMENT_TARGET = 10.12;
MTL_ENABLE_DEBUG_INFO = NO;
MTL_FAST_MATH = YES;
PRODUCT_BUNDLE_IDENTIFIER = com.snes9x.macos.snes9x;
@ -1369,7 +1349,7 @@
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
INFOPLIST_FILE = Snes9x/Info.plist;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
MACOSX_DEPLOYMENT_TARGET = 10.14;
MACOSX_DEPLOYMENT_TARGET = 10.12;
MTL_ENABLE_DEBUG_INFO = INCLUDE_SOURCE;
MTL_FAST_MATH = YES;
PRODUCT_BUNDLE_IDENTIFIER = com.snes9x.macos.snes9x;
@ -1419,7 +1399,7 @@
"$(inherited)",
"$(PROJECT_DIR)",
);
MACOSX_DEPLOYMENT_TARGET = 10.14;
MACOSX_DEPLOYMENT_TARGET = 10.12;
MTL_ENABLE_DEBUG_INFO = NO;
MTL_FAST_MATH = YES;
OTHER_CFLAGS = "-DGL_SILENCE_DEPRECATION";
@ -1478,7 +1458,7 @@
"$(inherited)",
"$(PROJECT_DIR)",
);
MACOSX_DEPLOYMENT_TARGET = 10.14;
MACOSX_DEPLOYMENT_TARGET = 10.12;
MTL_ENABLE_DEBUG_INFO = INCLUDE_SOURCE;
MTL_FAST_MATH = YES;
OTHER_CFLAGS = "-DGL_SILENCE_DEPRECATION";