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`UNES`是一个在 `Unity` 环境中运行 `Nintendo Entertainment System`任天堂红白机游戏 `*.nes`文件的模拟器插件,该项目基于 [Emulator.NES](https://github.com/Xyene/Emulator.NES)实现,通过 `Unity` 实现跨平台。
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`UNES`is an emulator plug-in that runs `Nintendo Entertainment System`Nintendo FC Game `*.nes`files in the `Unity` environment. The project is based on [Emulator.NES](https://github.com/Xyene/Emulator.NES)to achieve cross-platform through `Unity`.
If you need to use the `Resources.Load()`interface to load the ROM file, you need to pay attention to changing the `.nes`extension to `.bytes`, and then use the following method to load:
If the `Logic Thread`option is turned on, the simulation calculations of the `CPU`and`PPU`parts will be executed by other thread, and the Unity main thread is only responsible for reading the status data to refresh the game screen, which can significantly increase the number of frames.
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### 3.3. <aname='InputConfig'></a>Input Config
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自定义原生按键所对应的键盘物理按键。
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Customize the physical keyboard keys corresponding to the native keys.
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## 4. <aname='-1'></a>输入
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默认配置操控方式:
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|原生按键|操作按键|
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## 4. <aname='input'></a>input
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Default configuration control method:
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|Native buttons|Operation buttons|
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|-|-|
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|Start|Num1|
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|Select|Num2|
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## 5. <aname='API'></a>API
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### 5.1. <aname='Boot'></a>Boot
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以任何方式获取原始ROM文件的字节数组格式以供模拟器启动:
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Obtain the byte array format of the original ROM file in any way for the emulator to start:
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```csharp
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publicvoidBoot(byte[] romData);
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```
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### 5.2. <aname='Save'></a>Save
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模拟器本身只提供当前运行状态的数据,而不提供数据文件的持久化实现。需要自行实现存档数据的保存。
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The simulator itself only provides the data of the current running state, and does not provide the persistence implementation of the data file. Need to realize the preservation of archived data by oneself.
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```csharp
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publicbyte[] GetSaveData();
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```
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### 5.3. <aname='Load'></a>Load
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以任何方式获取存档文件数据以供模拟器恢复游戏进度:
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### 5.3. <aname='Load-1'></a>Load
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Obtain archive file data in any way for the emulator to restore game progress:
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```csharp
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publicvoidLoadSaveData(byte[] saveData);
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```
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## 6. <aname='Mapper'></a>Mapper
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NES 存在众多 Mapper 扩展格式,本项目实现的中已经实现部分,理论上可以支持大部分常见游戏。
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There are many Mapper extension formats in NES, and the implemented part of the project implementation can theoretically support most common games.
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