FlashSNES - Quick Guide
Port created by Ed McManus.
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More documentation in
This is a Flash port of SNES9x released under the same license (a GPL, LGPL, non-commercial composite). If licensing is an issue, you probably shouldn't be porting an SNES emulator. But for those interested there is a GPL fork of SNES9x called SNES9x-gtk.
Use a current release player on Windows for the best performance.
Important File Locations
Read this. It will save you a lot of time!
/bincontains some utils to check for ROM corruption and to find correct checksums
/libscontains the SWC resulting from the make-swc target
/src/as3/generated_as3contains the emitted AS3 files (the Alchemy VM and Application -- currently this requires some manual labor to generate!)
/src/c/snes9x/flashcontains the Flash drivers
/src/c/snes9x/flash/flash.cppis the C interface for the Flash application
/src/c/snes9x/soundux.cppcontains the flash-specific audio mixer
/src/c/snes9x/Markedup_SNES9x.asdetails my attempt to understand Alchemy's C VM
/src/c/snes9x/port.hdefines port-specific directives
/docs/snes9x/porting.htmlhelpful doc detailing important preprocessor directives
Supplemental Build Instructions
Before doing anything
Make sure you've turned on Alchemy (
Generating emitted AS3
Currently this is not automated by Ant.
Compile the C code using Makefile.flash
Makefile.flash passes everything through Alchemy's gcc, which is actually just a perl script. You'll want to modify gcc so it doesn't perform cleanup. Examine the script and it should be obvious what to comment out.
Split the generated AS file into two files, the VM (everything before "// End of file scope inline assembly"), and the application. Do this if you want to edit the emitted application assembly without killing your IDE. (The resulting file is ~30MB.)
Move these two files into
After modifying emitted AS3
Run make-swc -- Ant target in
Clean and recompile flash project.
Running config over SNES9x
Don't do it :)
After modifying C code