================================READ HERE===============================
Carlos A. Lozano, Ishmair, Miguel Angel & Pyrgo hold no warranties of
any kind on this product. It is at your own risk that you use NLKE.
The author may not be held liable or responsible for any consequences
as a result of the use or the inability to use this program,
its contents or its document in any way, shape, or form.
================================READ HERE===============================

Index
*****
0. Introduction.
1. What's New?
2. What do you need to run NLKE?
3. Usage.
   3.1. What is necessary to run NLKE?
   3.2. Running the program with GUI.
   3.3. Running the program without GUI.
   3.4. Controlling the emulator.
   3.5. Options available while playing.
   3.6. Supported parameters in NLKE.
   3.7. Patches and cheats in games.
   3.8. Saving the emulator state and SRAM.
   3.9. Restoring a zsnes emulator state
   3.10. Saving a video from the emulator.
   3.11. Sound.
4. Implemented features.
5. Compatibility in NLKE.
6. Where can I get ROMs to use with the emulator?
7. Where can I get help with the emulator?

Appendix
********
A. FAQ's
B. Thanks
C. Legal Stuff

****************************************************************************
0.  Introduction
****************************************************************************

NLKE is a Super Nintendo/Super Famicom emulator for PC's running under
MS-DOS.  This project is the union of 2 other projects (NLKsnes and Esnes).

****************************************************************************
1.  What's New?
****************************************************************************

- The number of supported PAR/GG codes has been increase
to 10 every one.
- The sound mute should be correct now during the pause and
going to the GUI.
- Added support to save/restore videos during the game, so
you can play, and show it later to your friends :-)
- The Nintendo Scope and Mouse are autodetected now, using a
internal database. It can be selected from the GUI or from
the config file. If you have some game what should support
mouse or scope and it isn't detected please send us a mail.
- Super FX support has been added. Thanks go to _demo_ and
zsknight of zsnes by the Super FX emulator, and to Gary
Henderson of snes9x by a very usable wrapper :-)
- GUI Language can be selected from the GUI and
the config file, actually only english and spanish are
supported. Please if you want support to your language,
and you would like help, send us a mail.
- Offset per tile has been added to the mode 2, what was
necessary to get starfox correctly working, it does work
better other games like strike gunner.
- The resolution 512x224 and 512x240 is now supported in
the mode 5, but it is only supported in 640x480 pc modes.
(-gfxmode 3, and -gfxmode 7). So finally seiken3, douky2,
smana and more are fully playables.
- Interleaced mode has been added to mode 5 (512x448,512x480),
what is necessary in some intros (super soccer 94,
super family tennis) and in the game rpmracing.
- A sound filter included in the sound library Seal, can
be now selected from the GUI or config file. It gives
a smooth sound in the rain of zelda3, and similar sounds.
- A new icono is included with the emulator, thanks go
to Jose Luis "El Jose".
- Some bugs has been fixed in the GUI, and new options
has been added to has a full control of the emulator
without need edit the config file. So you can modify
the language or the colors of the gui from a new option,
add alternative directory paths and so on.
- Added support to savegames done with zsnes, with the
extension .zst,.zs0 ... Actually it doesn't support FX
savegames. Thanks go to zsknight of zsnes.
- Fixed a bug accessing to the DMA RAM, what fixes the
graphics in some games (nhl and clayfighter series).
- New command lines has been added, -sound, -spc, -guires x,
and more.
- Bug fixes here and there. :-)

******************************************************************************
2.  What do you need to run NLKE?
******************************************************************************

It should be taken into account that the SNES was a very powerful machine,
especially dealing with graphics and sound.  The CPU emulation works on a 
mid-level 486, but when you include graphics, and the routines used in the
synchronization of the graphics chips with the CPU, there is a decrease in
performance. Because of this, a Pentium 133 or P150 is necessary. The
emulator will work on a 486 with 8 megs of RAM and a VGA card, but it is
recommended that you use at least a Pentium 200 to obtain full speed SNES
emulation.

Minimum System Requirements:
486 or compatible
8 Mb of RAM
VGA
MS-DOS 5.0

Recommended System Requirements:
Pentium 200 or greater
32 Mb of RAM
SVGA
MS-DOS 6.0

*****************************************************************************
3. Usage
*****************************************************************************

3.1  What is necessary to run NLKE?

Firstly, you need cwsdpmi.exe, which is included with the program.  It
should be placed in the directory with the program, or somewhere in your PATH.
Of course, you also need the executable nlke.exe, preferably the newest
version available since newer versions will be faster and more compatible
than previous ones.  Finally, you need a few Super Nintendo game images (ROMs)
to use with the program.  Because there are many different types of backup
units available, ROMs exist in a variety of different formats.  NLKE supports
the following formats:  SMC (Super MagiCom), SFC, SWC (Super WildCard), MGD II
(Multi Game Doctor II), GD3 and FIG.  In addition to these formats, NLKE
supports ROMs in interleaved format.  The Super Nintendo has 2 methods of
working with memory, called modes 20 and 21.  The main difference between
these is in the size of the memory blocks:  in mode 20 the size is 32 Kbytes,
and in mode 21 it is 64 Kbytes.  The first backup units created always
operated in mode 20, thus when saving a program in mode 21 using one of these
backup units, irregular blocks were obtained. 

Below is a reminder of what is necessary to run the emulator.

cwsdpmi.exe
nlke.exe
Some ROMs in any of these formats: SMC, SFC, SWC, MGD II, GD3 or FIG.

3.2. Running the program with GUI.

NLKE includes a GUI what can be executed using the parameter -gui.
(see the configure file nlke.cfg)

3.3  Running the program without GUI.

NLKE can be used with simple command lines what explain to the emulator the
opcions what we want. The easiest way to run NLKE is:
 
	nlke NameOfGame

When running the program this way NLKE will use the default options.  But, for 
certain systems, or when running certain games, it is necessary to use
different options.  Below is a brief list of the options, which is also given 
when you run NLKE without parameters.  If you wish to know more about the 
following options, check the section called 'Supported Paramaters in NLKE', 
where they are explained in detail.

When you run the program without parameters, you get the following:

   Usage :   nlke NameOfGame.smc <Options>
    Options :

            -frame number  ; Frame Skip. (1..9) (default 4)
            -autoframe     ; Enable autoframe rate.
            -sram file     ; SRAM file. (default NameOfGame.srm)
            -ntcs/-pal     ; Forced NTCS or PAL game. (default AutoDetect).
            -joy number    ; Joystick (see nlke.txt to type) (default keyboard).
            -gfxmode n     ; Graphics Mode (Default GMODE_256x240_X)
                                 0 - <GMODE_256x240_X>
                                 1 - <GMODE_320x240_V1>
                                 2 - <GMODE_320x240_V2L>
                                 3 - <GMODE_640x480_V2L>
                                 4 - <GMODE_320x240_V2L_16bit> - ADD/SUB Effect
                                 5 - <GMODE_256x256_VGA_SCANL>
                                 6 - <GMODE_640x480_V2L_SCANL>
                                 7 - <GMODE_640x480_V2L_16bit> - ADD/SUB Effect
            -gfxengine n   ; GfxEngine (0 = TILE_TO_TILE ; 1 = LINE_TO_LINE)
            -eagle/-2xsai  ; GfxEgine Eagle/2xSai (need -gfxmode 7).
            -retrace       ; Wait to retrace before of paint the screen.
            -PATCH1 #:#/#  ; Patch a Byte in memory.
            -PATCH2 #:#/#  ; Patch a Word in memory.
            -PARx #        ; Pro Action Replay Codes. (x = 0..9)
            -GGx #         ; Game Genie Codes. (x = 0..9)
            -SGx/-ZGx/-SVx ; Load a Saved Game/Video (.SG/.ZG/.SV file) (x = 0..2).
            -M20/-M21/-M25 ; Forced mode 20, 21 or 25 (48Mbits).
            -I             ; Forced interleaved format.
            -gui/-nogui    ; Run the emulator with/without GUI.
            -guires number ; Select the gui resolution (0=640x480,1=400x300).
            -spc/-nospc    ; Enable/Disable Sound Proccesor (=NO SOUND)
            -sound/-nosound; Enable/Disable Sound.
            -rate number   ; Sound playback rate. (n = 0..7) (default 4)
            -urate number  ; Update sound rate. (n = 1..8) (default 5)
            -stereo        ; Stereo sound (default mono).
            -filter        ; Filter sound (default disabled).
            -noadsr/-nogain; Disable Adsr/Gain Sound Effect.
            -nonoise       ; Disable Noise Sound Effect.
            -rel number    ; Relation 65816/spc700 (Default 3) (n=1..6)
            -apu/-apu2     ; SPC Skip Not Self-Modifing. (default Self-Mod.)
            -mouse/-scope  ; Enable Nintendo Mouse/Scope emulation.
            -noips         ; Disable the auto ips patcher feature.
            -envx          ; EnvelopeX returns zero.

3.4 Controlling the emulator

Once inside the program, you can use the keyboard or the joystick to emulate
the game controls of the SNES.  On the SNES, up to 4 players could play at
once, although to do this it was necessary to use a perephrial made by Hudson
(though there really aren't many games which allow more than 2 players to play
simultaneously).  We've taken into account that the SNES controllers have 8
buttons, and that NLKE only supports joysticks with 2, 4, 6 or 8 buttons,
or 2 joysticks with 2 buttons -- the rest of the buttons can be controlled
using the keyboard.  Any way of remapping the keys on the keyboard and
buttons on the joystick can be defined using the GUI.

Player 1 - default
------------------

Keys on the PC       Buttons on the SNES
-----------------------------------------
  S or joy3      |            X
  D or joy4      |            A
  Z or joy1      |            Y
  X or joy2      |            B
  C or joy7      |          Select
  V or joy8      |          Start
  E or joy5      |            R
  R or joy6      |            L
Arrow keys or    |     
  joystick       |   Directional buttons (joypad)

Player 2 - default
------------------

Keys on the PC	     Buttons on the SNES
-----------------------------------------
  INS		  |           X
  HOME            |           A
  DEL o joy1      |           Y
  END o joy2      |           B
  O               |         Select
  I               |         Start
  PGUP            |           R
  PGDOWN          |           L
Number pad or     |
joystick 2        | Directional buttons (joypad)

3.5  Options available while playing

In NLKE you can use various options during the game, by pressing certain keys, 
which include activation or deactivation of various graphic planes, saving and 
restoring of game state, pause, saving of a image of gameplay, and others.  
Following is a list of options available while the program is running

*F2: Used to fast save to slot selected.

*F3: Used to select the slot to save/restore.

*F4: Used to fast restore from slot selected.

*F5, F6:  Used to save/restore the emulator's state using a menu
at the moment. (select slot SG0, SG1, SG2)

*F9, F10:  Use to decrease/increase the frame rate.

*F11:  Activates/deactivates NOISE effects. (Super Off-Road)

*F12:  Used to change between the two graphics engines, line-by-line, and
tile-by-tile.

*P:  Used to pause/unpause the emulator.

*1, 2, 3, 4 - Activate/deactivate graphics planes 1,2, 3 and 4
respectively. These options are used in games that use a graphic effect
called screen addition/subtraction, when run the emulator in a graphic
mode what doesn't support it.

*5:  Activates/deactivates ADSR effects.

*6:  Activates/deactivates GAIN effects.

*7:  Press 7 to ignore the bit that determines if the screen is always
being actively painted, press again returns this bit to normal.

*8:  Saves a screenshot of the screen to a file in PCX format.  NLKE can save
up to 100 screenshots, with the names nlke0000.pcx, nlke0001.pcx, up to
nlke0099.pcx.

*ESC: Go to GUI.

*CTRL+ALT+END:  Quits the program.

*CTRL+ 1-8:  Activates/deactivates sound channels 1..8.

*CTRL+ 0:  Deactivates all channels.

*CTRL+ 9:  Activates all channels.

3.6  Supported parameters in NLKE

NLKE supports the use of a large number of parameters, and this number 
increases with each new version.  These should be placed after the name of 
the game, taking two things into account:

     -It doesn't matter in which order they're placed, although if you place
      2 parameters which affect the same thing, for example -joy and -joy4, 
      then only the last one will be used.

     -The parameters should be used with the same syntax given by the program, 
      otherwise, the parameter will have no effect.

The supported parameters are:

      -frame <num>  This is one of the most important options.  Because
       of this option, the emulator is able to run well on a number of
       machines.  Basically this option tells the number of frames which 
       should be drawn per second.  For example, if you used the number 4, a 
       frame would be drawn for every 4.  The default value is 4.

      -sram <filename>  Some game cartridges have a SRAM chip inside.  The
       SRAM (save ram) is non-volatile memory which can be written to, and is
       primarally used to save your game.  NLKE checks if the game uses SRAM
       and saves it with the name of the game and the extension .srm.  This
       file is loaded whenever you play the game.  NLKE always looks for a
       .srm file with the same name as the game, and if it finds it, it opens
       it.  Sometimes you want to use different .srm files for the same game;
       because of this, you can use this option to choose which one to use.

	-autoframe:  Automatically calculates if there is time to draw the screen
       and if so, draws it.  It doesn't work very well, but it can be useful.

       -joy <num>; NLKE can be used with different joysticks, what are
       included in the next list.

           Number      Type
           ---------------------------------------------------------
           1           JOY_TYPE_STANDARD
           2           JOY_TYPE_4BUTTON
           3           JOY_TYPE_6BUTTON
	   4           JOY_TYPE_8BUTTON
           5           JOY_TYPE_2PADS
           6           JOY_TYPE_FSPRO
           7           JOY_TYPE_WINGEX
           8           JOY_TYPE_SIDEWINDER
           9           JOY_TYPE_GAMEPAD_PRO
           10          JOY_TYPE_SNESPAD_LPT1
           11          JOY_TYPE_SNESPAD_LPT2
           12          JOY_TYPE_SNESPAD_LPT3
           13          JOY_TYPE_PSXPAD_LPT1
           14          JOY_TYPE_PSXPAD_LPT2
           15          JOY_TYPE_PSXPAD_LPT3
           16          JOY_TYPE_N64PAD_LPT1
           17          JOY_TYPE_N64PAD_LPT2
           18          JOY_TYPE_N64PAD_LPT3
           19          JOY_TYPE_WINGWARRIOR

       -gfxmode <num>; NLKE supports several graphic modes.

                    0 - <GMODE_256x240_X>  (On default)
                    1 - <GMODE_320x240_V1>
                    2 - <GMODE_320x240_V2L>
                    3 - <GMODE_640x480_V2L>
                    4 - <GMODE_320x240_V2L_16bit> - ADD/SUB Effect
                    5 - <GMODE_256x256_VGA_SCANL>
                    6 - <GMODE_640x480_V2L_SCANL>
                    7 - <GMODE_640x480_V2L_16bit> - ADD/SUB Effect

       -gfxengine <num>; NLKE supports two graphics engines.

                    0 - <TILE_TO_TILE> (Faster but less effect)
                    1 - <LINE_TO_LITE> (On default)

       -eagle; NLKE includes the eagle engine graphics by Dirk Stevens,
       what does a bilineal filter to the image doing a nice effect.

       -2xsai; NLKE includes the 2xsai engine graphics by Derek Liauw Kie Fa,
       what does a bilineal filter to the image doing a nice effect.

       -retrace; Wait by vertical retrace to paint the image to screen.

       -mouse:  Activates SNES mouse emulation, which is necessary in
        some games like Mario Paint.

       -scope:  Activates emulation of the Super Scope using the mouse.

       -ntcs or -pal:  SNES games were made to be used only in certain countries.
       Games made for the US were not usable in Japan or Europe mainly because
       the cartridges were shaped differently (requiring special adapters).
       NLKE doesn't use cartridges, but rather, the games in them, therefore,
       there are no problems with compatibility because of the shape of the
       cartridges.  Japanese cartridges were compatible with European ones,
       but the games checked what kind of console it was being run on
       (NTCS or PAL).  NLKE can detect this, and change the file to NTCS or PAL.
       Sometimes, however, this fails, and because of this,
       we recommend the use of these options.

3.7  Patches and cheats in games

	Just like in the above options, the syntax used should be exact.  These
parameters won't have any effect if you use lowercase letters.

NLKE can patch a program in memory.  This can have many uses, but is primarially
used in games which have problems with the SPC700.  If a game doesn't work using
-apu or -apu2, but the problem is related to sound, it may work by using a patch.
A list of patches can be obtained at the offical NLKE website.  There are 2
parameters to patch a game, one to patch a byte, and the other to patch a word. 
The syntax is as follows:

-PATCH1 #1:#2/#3 ; Patches a byte in memory

  #1 Bank, #2 Address, #3 Data (1 byte in hexadecimal).
  (Ex : -PATCH1 80:ea10/00, -PATCH1 00:012f/01)

-PATCH2 #1:#2/#3 ; Patches a word in memory

  #1 Bank, #2 Address, #3 Data (2 bytes in hexadecimal).
  (Ex : -PATCH2 80:ea10/0011, -PATCH2 00:012f/0100)

Because of the inclusion of patches, the ability to support Pro Action Replay 
codes was trivial to add.  But what are these codes for?  For example, pretend 
you're playing Super Contra 3, a very difficult game where you only get 3 lives.
When you die, you only have 2 lives remaining, but this number of lives is
stored somewhere in memory.  If you can find where, and change this number to 9,
for example, the game becomes much easier.  There are extensive lists of Pro 
Action Replay codes on the Internet, which give infinite lives, unlimited 
energy, and many other benefits in many games.  In NLKE you can include 3 codes 
for each game which is sufficient to obtain all the effects.  The syntax is as 
follows:  

-PAR1 # -PAR2 # -PAR3 #
  
 # 8 characters: bbaaaadd : b=bank ; a=address ; d=data
 
 (Ex:  Energy in Addams Family: -PAR1 7e00c302 -PAR2 7e03efcb 
       Energy in Robocop 3: -PAR1 7e047937)

In addition to Pro Action Replay codes, there exist others that are very
well-known, like the Game Genie codes, which follow the same general format.

-GG1 # -GG2 # -GG3 #

   # 9 characters: xxxx-yyyy

3.8 Saving the emulator state and SRAM

NLKE can save the state of a game so that you can return to the game later.
This is a very useful option.  You can play a game for a while in the morning,
and return to the same point in the game later that afternoon.  For this to
work, NLKE saves the RAM, VRAM, OAM, CGRAM, SRAM, PPU and registers, therefore,
a save game file takes up about 300 Kb of disk space.  There are two ways to
save and restore your games.

*  During play you can save and restore games by pressing F5 and F6, for
save/restores using a menu, and F2,F3 and F4 to save/restore fastly the game. For
example, when you want to save a game, press F5, and the program will confirm
that you really want to do this.  If you say no, the game will continue, but
if you say yes, the program will ask which number you wish to save the game
under.  NLKE can save up to 3 save states per game.  Once you give the number,
the game will be saved.  The game will be saved with the name of the game and 
the extension .sgX, where X is the number of the saved game.  Likewise, if you
press F6 during a game you can restore a saved game, by confirming and
indicating the number of the game you want to restore.  

* The second method only works to restore games.  If you use the parameter -SGx
on the command line, where x is the number of the game, it will be restored.

	(Example:  nlke <game> -SG0)

There's another way to save games, however, it only works on games that use
SRAM.  This memory is sent to a file every time you exit the program with the
name of the game and the extension .srm.  This file will be opened when you
return to playing the game.

3.9. Restoring a zsnes emulator state

NLKE can restore the state of a game saved with zsnes with extension
.zst, .zsx where x is the number of file. You can restore the game
from the GUI, or using the command line -ZGx, where x is the number
of the file, if the file has extension .zst you must use -ZG0.

3.10 Saving a video from the emulator.

NLKE can save a video of the game what you are playing, and load
and show it later.

* During the game you can save/load a video from the GUI, in the
section misc, option video. It has a very simple window option
similar to zsnes.

* There is a second method of see a video. If you use the parameter -SVx
on the command line, where x is the number of the file, it will be shown.

        (Example:  nlke <game> -SV0)

3.11 Sound.

NLKE supports sound, but it needs to be configured to obtain the best results
on your computer.

When you run the emulator you will have to select your soundcard.  You should
select the SoundBlaster or Ultrasound Max Coded, otherwise the emulation will
be slower.  This option can be selected in the configuration file, or in
the GUI.

Options:

	-stereo

        -filter   ; Enable a nice filter included in seal.

	-rate <num>; 0 - turn off sound, 1 - 8192, 2 - 11025, 3 - 16500,
              4 - 22050(default), 5 - 29300, 6 - 36600, 7 - 44000.

	-urate <num>; update sound rate, default 5.

	-noadrs or 5;  Toggle ADSR effects.

	-nogain or 6;  Toggle GAIN effects.

	-nonoise or F11;  Toggle NOISE effects.

	-rel <num>;  Change the relation between the 65816 and the spc700

	-nospc;  Deactivate the SPC processor (NO SOUND)

	-nosound;  Deactivates the audio output

******************************************************************************
4.  Implemented features
******************************************************************************

- The compleete 65816 instruction set:  the SNES has a 65816 as it's central
processing unit.  The CPU has 256 instructions, which can be used in native
mode or emulation mode.  All of these are supported by the emulator.

- Screen maps (32x32, 32x64, 64x32, 64x64):  The SNES has a resolution of 256
by 240 pixels.  Though this is the visible part, there is in reality a virtual
screen which has a resolution of 256x256, 256x512, 512x256, or 512x512, where
the rest of the screen is used for scrolling.  All of these resolutions are
supported.

- Resolutions 512x224 and 512x240:  The SNES can set this resolutions in the
graphic mode 5.

- 8x8 and 16x16 tiles:  The SNES video memory is very different than that of a
PC.  The SNES doesn't work with pixels but rather with tiles of 8x8 or 16x16
pixels.  Both sizes of tile are implemented by the emulator.

- Graphics modes 0,1,2,3,4,5,6 and 7:  The SNES has 8 different graphics modes.
All of these modes are supported by NLKE.

- Complete OAM/VRAM/WRAM/CGRAM:  The SNES, as a part of it's main memory, has 
4 memory chips dedicated to graphics functions.  All of the operations related
to these are implemented.

- Complete scroll:  The SNES works with a virtual screen, that is to say that 
only a part of the screen is visible at any moment.  The emulator supports 
vertical scroll as well as horizontal, with each part of the screen visible 
as necessary.

- Offset per tile: Hability of the SNES to change the vertial scroll in
every tile needed in the graphic mode 2.

- Complete Sprites:  The SNES is capable of displaying up to 128 sprites on 
the screen at once, with sizes from 8x8 to 64x64.  The emulator can deal with 
the sprites in the same way that the console itself does.

- Sprite, background priorities:  The SNES has various scroll planes and each 
one has a distinct priority.  The emulator is capable of placing each plane 
and sprite in the proper place, thanks to the implementation of correct 
priorities.

- Support for DMA and HDMA:  All memory transfer operations have been included 
in the emulator.

- NMI, COP, BRK, IRQ Interrupts:  The complete set of interrupts allowed by 
the 65816 are supported.

- Support for SMC/SFC/SWC, MGD2 (single or multi file): many of the formats 
used by backup units are supported by the emulator.

- Interleaved format:  In addition to the standard formats, the emulator can 
also decode and load ROMs that have been saved by backup units in interleaved format.

- Support for FIG, GD3, and Interleaved (multipart) files.

- LoROM and HiROM:  The two distinct memory maps supported by the SNES are 
emulated.

- SRAM Backup (LoROM and HiROM):  Support has been included for saving/loading
to and from files containing memory called Save RAM during the game.

- Better graphics:  Functions have been included for the treatment of colors, 
allowing the emulator to be capable of showing degredation of color, and 
fade-ins and fade-outs equal to the console.

- Mode 7 effects (except for external mode 7):  Routines have been implemented 
that emulate the rotation, enlargement, reduction, and 3d perspective effects 
of Mode 7.

- Saving/Restoring the state of the emulator:  Options are included to save 
the state of the emulator.  This way, it is possible to return to the point 
in the game where you left off.

- Emulation of the SPC700.

- Partial emulation of the sound DSP and sound effects.

- Support for Pro Action Replay and Game Genie codes, plus patches.

- Support several types of joysticks (as well as dual joysticks).

- Emulation of the SNES mouse and Super Scope via the mouse.

- Add/sub screen, Fixed Color y Color Window, . (gfxmode 4, gfxmode 7)

- Super FX emulation.

- Partial DSP1 emulation.

- GUI.

*******************************************************************************
5.  Compatibility in NLKE
*******************************************************************************

Compatibility in NLKE is now on par with the rest of the SNES emulators.  
NLKE can play 90 percent of SNES games.

Once you start a game in NLKE various things can occur:

	- The game works correctly.  

	- The game works but you can't see part of the screen or it looks bad.
	Solution:  Some games with graphics problems can be played if you 
      deactivate some of the graphics planes using 1, 2, 3 or 4.

	- The game works perfectly but one plane is hiding parts of the screen.  
      Certain graphics effects haven't been implemented yet.  The biggest 
      problem is screen addition/subtraction, which places a plane in front 
      of the others so you can see it.  To work around this, use the 1, 2, 3,
      and 4 keys. (Now working using: gfxmode 4, or 7)

	- The game works well but sometimes you can't see some screens, the
      borders are wrong, or there are sudden changes on the screen.  
      The problem is probably that certain required effects have not been 
      implemented.
	Solution:  Wait until they are implemented.

	-The game works well, but during some parts of the game all you get 
      is a black screen, or the screen flickers.  
      Solutions:  While playing the game, press 7, this should prevent abrupt
      changes between screens.  The same solutions should be used for flicker 
      as well.  However, if the game doesn't work, then the ROM may be in
      interleaved format.  You should use the ROM with the parameter   
       -int.  If after this, nothing appears, then the ROM could be having 
      problems communicating with the sound processor.  Run the game with 
      the -nospc.

	- The ROM will still not work.
      Solution:  If after all of the above the ROM still will not work, 
      then it's probably not compatible with NLKE right now.  You should wait 
      for the next version of the emulator.

Sound.  NLKE includes support for sound in this version, but it's still far 
from perfect.  Problems with sound:

	* The game has no sound.  Solution:

	- make sure that the spc and sound are turned on.  Check the 
            configuration file.

	- Try: -noadrs, -nogain.

        - With Soundblaster PCI64, select Ensoniq Soundscape.

	* The game sounds bad.  Solutions:

	- Try: -noadrs, -nogain, -nonoise, or press F11 to turn off noise.

	- Try to always use the Sound Blaster option if that is possible.

	- the urate may be set too high, try lowering it, although this will 
        slow down the emulator.

	- the urate may be set too low, try raising it.

	* The sound skips or sounds jerky.  Solutions:

	- try: -noadrs and -nogain

*****************************************************************************
6.  Where can I get ROMs to use with the emulator?
*****************************************************************************

The SNES games are still protected by copyright and their distribution is
illegal. This is all in a grey area, and in some places the distribution of
games is permitted only for backup purposes, and otherwise should be deleted
after 24 hours.  The authors of this emulator DO NOT distribute ROMs, and
all messages sent to them as to where ROMs can be obtained will be ignored.

******************************************************************************
7. Where can I get help with the emulator?
******************************************************************************

There are a number of ways which you can receive help.  The first thing you 
should do is read the documentation, since the majority of questions are 
answered in it.  Also, you can use the following emulation newsgroups:

news://comp.emulator.misc
news://comp.emulator.game.consoles

Another way is to ask on an emulator related IRC channel, #emu EFNET.
Many people you meet will know more than us on how to fix certain problems 
that you may have with emulators, or can give you information about them.  
This software is freeware, and we don't have a lot of time to answer questions,
so if any of the above methods fail, you can try to contact in the following 
ways, but don't expect a response.

Lord Esnes
----------
email: esnes@gsyc.inf.uc3m.es

Nerlaska
--------
email: ?????@????.???.??

Ishmair
-------
email: ?????@????.???.??

Pyrgo
-----
email: ?????@????.???.??

******************************************************************************
A.  FAQ's
******************************************************************************

IMPORTANT:  Be sure to check the configuration file (nlke.cfg)

*NLKE is too fast on my computer.  Is there any way to slow it down?

Try -autoframe.

* NLKE is too slow on my computer.  Is there any way to accelerate it?

This problem occurrs with machines slower than a Pentium 150, and can be
helped by using a faster video card.  As has been mentioned before, NLKE 
runs at 15 frames per second by default, but can be set to run with less.  
For example, the emulator can run at 12 frames per second, but with a smaller 
framerate action games become unplayable, though RPG's and simulation games
like SimCity work OK.
Try:

      nlke  <game> -frame 5 ; for 12 frames/sec.
      nlke  <game> -frame 6 ; for 10 frames/sec.
      nlke  <game> -frame 7 ; for  8 frames/sec.
      nlke  <game> -frame 8 ; for  7 frames/sec.
      nlke  <game> -frame 9 ; for  6 frames/sec.

Press F9 to slow down the emulator (increase frame rate)
Press F10 to speed up the emulator  (decrease frame rate)

Other ways to slow down the emulation:

Don't use the -stereo option
-rate x   :  with x<4
-urate x  :  with x>5
-gfxengine 0 or F12  : use the tile-by-tile graphics engine

There's also another way to speed things up:  you can disable some of the
graphics planes by pressing 1, 2, or 3.  With many games this might not
be an option, but at least some levels of Super Mario World can be played using 
only a single graphics plane.

* Can I use save states from other emulators, or from backup units?

Yes, actually you can load save states of zsnes (zst, zs0 ... files), to
do it you need copy this files and the .srm to nlke directory.
Sorry there is support to more formats.

* Can I use SRAM files created by other emulators with NLKE?

Yes.  NLKE uses the same SRAM file format that other emulators use.  Like 
backup units, NLKE creates files that are 32Kb.

* Does NLKE support ROMs that use the DSP1/DSP2/SuperFX/SA-1/C4/SDD-1
chips?  Will there be future support for these?

Actually it supports partially the DSP1. (mario kart) and
the chip SuperFX (starfox). Anyway if you need better support to
these chips or others, you should use other emulators like snes9x or zsnes.

* When I run NLKE I get the error: "Load error: no DPMI".  How can I fix this?

NLKE needs a file called cwsdpmi.exe to run.  This comes in the package with
the executable and needs to be placed in the same directory as the emulator,
or in a directory on your PATH.

* (Your favorite game here) doesn't work with NLKE?  Why not?

We're sorry.  For now, try another emulator.

* When will the next version of NLKE be released?

We don't have an answer.

* Where can I get the latest version of NLKE?

http://www.gsyc.inf.uc3m.es/~calb/nlke/index.html

In addition, a number of emulation related websites will carry it too.

*****************************************************************************
B. Thanks
*****************************************************************************

Very thanks to Nerlaska team, Gary Henderson, Jerremy koot, Ernesto Corvi,
_demo_, zsknight, and Y0shi, your help is/was important to NLKE.

Special thanks to:
- Shawn Hargreaves and the rest of the Allegro authors, by the
  wonderfull Library Allegro.
- Carlos Hasan by the nice sound Library Seal.
- Djgpp authors by the compiler :-)
- Mame authors by the scanlines routines.
- Dirk Stevens by Eagle - Enhanced Arcade Graphics Library for Emulators.
- Derek Liauw Kie Fa by the 2xSai Engine.
- Shaun Brandt by translate the docs to english.
- Jose Luis by the nice icono.

Thanks to Riff, JWilking, Trepalium, The_Brain, TyphoonZ, Raul,
Mcg, UNINByted, Zophar, EFX, riddler, marc, iceman, letoram,
lepper, }StrYkeR{, ISS_97, Disk Dude, Sardu, dps, Archeide, Brice,
Pts, Marcus, nlke betatesters, #emu, #emuladores and
Everybody who sent us mail.

**************************************************************************
C. Legal Stuff
**************************************************************************

NLKE Copyright 1997-1999 NLKE team.
Super Nintendo/Famicom, Nintendo Scope are registered trademarks of Nintendo.
Every ROM mentioned are registered trademarks its authors or marks.
You may only be in possession of copyrighted ROMs if legally entitled to do so
Neither NLKE Team Software nor the author are affiliated with Nintendo.
NLKE is freeware and can be distributed freely as long as it is not
 modified or sold and ROMs are not packaged with the program. This readme
 must be included with the executable.
When you use this software you do so at your own risk. The authors are
 not responsible for any loss or damage resulting from the use or
 misuse of this software.
If you do not agree with these terms delete this software now.

------------------------------------------------------------------
LordEsnes esnes@gsyc.inf.uc3m.es
Nerlaska ?????@????.???.??
Ishmair ?????@????.???.??
Pyrgo ?????@????.???.??
http://www.gsyc.inf.uc3m.es/~calb/nlke/index.html
-------------------------------------------------------------------

