diff --git a/docs/game-library.md b/docs/game-library.md
index cf2e1dd7..58d168a3 100644
--- a/docs/game-library.md
+++ b/docs/game-library.md
@@ -26,556 +26,6 @@ see [Why game folders?](#why-game-folders)
and [What's in a game folder?](#whats-in-a-game-folder)
below.
-Importing and playing regular games
------------------------------------
-
-icarus supports importing games
-in the most commonly-used formats
-for each supported console,
-and also those same formats inside `.zip` files.
-More advanced compression formats
-like RAR or 7-zip are not supported.
-
-For most games
-that do not use special chips or co-processors,
-importing a game is straight-forward.
-From [the Library menu](#the-library-menu)
-choose "Load ROM File ..."
-to open [a filesystem browser](#the-filesystem-browser),
-choose the game you want to play,
-and it will be imported into the library and loaded.
-
-To play the game again
-select the console the game runs on from
-[the Library menu](#the-library-menu)
-to open another [filesystem browser](#the-filesystem-browser)
-that lists all the previously-imported games for that platform.
-
-Importing and playing games with co-processor firmware
-------------------------------------------------------
-
-Many games included extra chips inside the game cartridge,
-to provide enhanced capabilities of one kind or another.
-Sometimes,
-those extra chips were separate CPUs
-running their own separate firmware,
-and for those cases
-higan requires a copy of the co-processor firmware
-as well as the actual game.
-Unfortunately,
-like games themselves,
-co-processor firmware cannot legally be distributed,
-so you'll need to obtain
-copies of the relevant firmware data
-yourself.
-
-To import a game that requires co-processor firmware,
-you must copy the required firmware files
-beside the game you want to import.
-For example,
-if you want to import Megaman X2,
-which is stored in the file `mmx2.sfc`,
-the file `cx4.data.rom`
-must be placed in the same folder
-for the import to succeed.
-
-Wikipedia [lists which Super Famicom games use which co-processors][wpec],
-although not all co-processors require separate firmware.
-Once you've figured out which co-processor
-(if any)
-is used by the game you want to import,
-here's the firmware files you'll need:
-
-[wpec]: https://en.wikipedia.org/wiki/List_of_Super_NES_enhancement_chips#List_of_Super_NES_games_that_use_enhancement_chips
-
-
-
-
- Co-processor |
- Filename |
- Size (bytes) |
- SHA256 |
-
-
-
-
- CX4 |
- cx4.data.rom |
- 3072 |
- ae8d4d1961b93421ff00b3caa1d0f0ce7783e749772a3369c36b3dbf0d37ef18 |
-
-
- DSP1/1A See Note 1 |
- dsp1.data.rom |
- 2048 |
- 0b5da6533e55852ee8fc397977ec5576c5b9f1fb2e05656d8f87123a121b076e |
-
-
- dsp1.program.rom |
- 6144 |
- 269584b347a22953a2989494c850a7c1c027f4ca5add517a60e0c7d8833d0fac |
-
-
- DSP1B See Note 2 |
- dsp1b.data.rom |
- 2048 |
- 8546cbac530830446bb8a277f6b139d4ad64d650bdbac7e4e150e2f095665049 |
-
-
- dsp1b.program.rom |
- 6144 |
- 2eccb54a8f89374911f7e2db48f1b4cde855655e28103f7bda2982a5b418a187 |
-
-
- DSP2 |
- dsp2.data.rom |
- 2048 |
- 3beef9bffdc1e84c9f99f3301d8bd3e520d2e62909a995320f9faeae8f46ec11 |
-
-
- dsp2.program.rom |
- 6144 |
- 62a2ef8d2d7db638f4ec0fbcebf0e5bf18a75ee95be06e885d9519a10487f0da |
-
-
- DSP3 |
- dsp3.data.rom |
- 2048 |
- 7fe51796e9c97fee1fa2aab40592b7c78997f67dd00333e69d0f79a12f3cb69f |
-
-
- dsp3.program.rom |
- 6144 |
- aea7b622e7c1de346cb15d16afcbedf92b6798507e179f83ed2a4cff40d0e663 |
-
-
- DSP4 |
- dsp4.data.rom |
- 2048 |
- ef3ffb4256dd896a60213269b4e2d3bdd120c97e2fd623bddabbf43c2be422af |
-
-
- dsp4.program.rom |
- 6144 |
- 89b1826e6038be3a0ea0f923e85d589ff6f02dc1a1819fb2ec8c0cea5b333dcd |
-
-
- ST010 |
- st010.data.rom |
- 4096 |
- dc7056a51b53993d7a8ba5bacf9501f785d2fce5e5be748e9ff2737c5938d4a5 |
-
-
- st010.program.rom |
- 49152 |
- 2c1f74bb5f466d81c64c326e71ac054489efe1abc9a5d6f91aac7747f2ddab67 |
-
-
- ST011 |
- st011.data.rom |
- 4096 |
- b5377d1bebe8adc507a024b6e2b9b8fdf4877e451da84fbad05dff4e4a70311e |
-
-
- st011.program.rom |
- 49152 |
- d90a5cda380e81cb9ba11a9da7539b173c49b31bedc7a3ac9c3c8b3f97e89e14 |
-
-
- ST018 |
- st018.data.rom |
- 32768 |
- b5377d1bebe8adc507a024b6e2b9b8fdf4877e451da84fbad05dff4e4a70311e |
-
-
- st018.program.rom |
- 131072 |
- d90a5cda380e81cb9ba11a9da7539b173c49b31bedc7a3ac9c3c8b3f97e89e14 |
-
-
-
-
-**Note 1:**
-The DSP1 and DSP1A are physically different,
-but the firmware inside is identical.
-
-**Note 2:**
-The DSP1B is very similar to the DSP1A,
-but has some bugs fixed.
-Note that icarus' heuristics cannot distinguish between
-a game that uses DSP1
-and one that uses DSP1B,
-so if it cannot find your game in its manifest database,
-it will assume it uses DSP1B.
-Many games work just as well with either DSP1 or DSP1B,
-but Pilotwings is a notable exception.
-
-If you try to import a game
-using the "Import ROM Files ..." option
-in [the Library menu](#the-library-menu)
-(or using icarus directly)
-but do not have the required firmware files
-in the correct place,
-a window will appear saying
-"Import completed, but with 1 errors. View log?"
-(or howevery many games were lacking the correct firmware).
-If you press "Yes",
-a new window will appear listing the games that couldn't be imported,
-and at least one firmware file that was missing or incorrect, like this:
-
-> [smk.zip] firmware (dsp1b.program.rom) missing or invalid
-
-If you try to import a game
-using the "Load ROM File ..." option
-in [the Library menu](#the-library-menu)
-but do not have the required firmware files
-in the correct place,
-nothing will happen,
-and higan will just sit there
-with "No cartridge loaded" in
-[the status bar](#the-status-bar).
-
-Once a game with co-processor firmware is imported,
-you can play it just like any [regular game](#importing-and-playing-regular-games).
-
-Importing and playing Satellaview games
----------------------------------------
-
-The [Satellaview][wpbsx]
-was a satellite modem peripheral
-released for the Super Famicom in Japan.
-As well as the actual modem
-(designed to sit underneath the Super Famicom),
-it also included a cartridge
-with software to control the modem,
-browse online services,
-and download games and data.
-This control cartridge was called
-*BS-X Sore wa Namae o Nusumareta Machi no Monogatari*,
-which translates as
-*BS-X The Story of The Town Whose Name Was Stolen*.
-
-[wpbsx]: https://en.wikipedia.org/wiki/Satellaview
-
-The control cartridge had a slot that accepted
-rewritable "memory paks",
-so that people could store the games and data they downloaded.
-A small number of games that did not use the Satellaview modem
-also had a memory pak slot,
-so the game's publishers could
-publish extra content for the game
-via the Satellaview service
-after the game's release.
-For the benefit of people who didn't own a Satellaview
-some read-only memory paks
-were sold in retail stores
-containing extra content for specific games.
-
-Importing a game that has a slot for a memory pak
-is just like [importing a regular game](#importing-and-playing-regular-games).
-
-Importing a memory pak is like importing a regular game,
-but the name of the memory pak file *must* end in `.bs`
-(if it's in a `.zip` file,
-that's OK,
-but the name *inside* the `.zip` file
-must end in `.bs`)
-in order for it to be successfully imported.
-Sometimes memory pak filenames end in `(BSROM).sfc`,
-which will make higan try to import them as
-regular Super Famicom games,
-and fail miserably.
-Rename the file and it should work beautifully.
-
-Playing a game that has a slot for a memory pak
-is just like playing a regular game,
-but after you have selected which game you want to play
-higan will open another
-[filesystem browser](#the-filesystem-browser)
-to let you pick which previously-imported memory pak
-you want to insert into the game.
-If you press "Cancel" at this point,
-the game will load without any cartridge in its memory pak slot.
-
-If you load the control cartridge into higan,
-make sure the emulated Satellaview
-is connected to the emulated Super Famicom's expansion port
-by going to the "Super Famicom" menu,
-selecting the "Expansion Port" sub-menu,
-and choosing "Satellaview".
-If the expansion port was previously
-configured with a different option,
-power-cycle the Super Famicom
-(also in the "Super Famicom" menu)
-to make sure the control cartridge will find the Satellaview
-when it starts up.
-Note that higan's Satellaview emulation is not very accurate,
-so the control cartridge may not work as it should.
-
-Playing a memory pak on its own doesn't make much sense,
-it's not a standalone cartridge.
-Play a game with a memory pak slot,
-and choose which memory pak you want when higan asks for it.
-
-For more information about the Satellaview service,
-a translation patch for the control cartridge
-and emulators that do a better job of Satellaview emulation,
-see [the BS-X Project](https://bsxproj.superfamicom.org/).
-
-Importing and playing Sufami Turbo games
-----------------------------------------
-
-The [Sufami Turbo][wpst]
-was a special cartridge released
-for the Super Famicom in Japan.
-The Sufami Turbo on its own does nothing,
-but it has two slots in the top
-that accept Sufami Turbo mini-cartridges.
-The game in slot A is the one that actually plays,
-but some games can make use of additional data
-from a game in slot B.
-
-Importing the Sufami Turbo cartridge
-is just like [importing a regular game](#importing-and-playing-regular-games).
-
-Importing a mini-cartridge is like importing a regular game,
-but the name of the memory pak file *must* end in `.st`
-(if it's in a `.zip` file,
-that's OK,
-but the name *inside* the `.zip` file
-must end in `.st`)
-in order for it to be successfully imported.
-Sometimes memory pak filenames end in `(ST).sfc`,
-which will make higan try to import them as
-regular Super Famicom games,
-and fail miserably.
-Rename the file and it should work beautifully.
-
-To play a Sufami Turbo game,
-load the Sufami Turbo cartridge like any other game.
-higan will open another
-[filesystem browser](#the-filesystem-browser)
-to let you pick which previously-imported mini-cartridge
-you want to insert into slot A.
-If you press "Cancel" at this point,
-the Sufami Turbo cartridge will boot without anything in slot A,
-which just displays an image telling you
-to turn off your Super Famicom,
-insert a game into slot A,
-and try again.
-If you chose a cartridge for slot A,
-higan will yet open another
-filesystem browser
-to let you choose a mini-cartridge for slot B.
-If you press "Cancel" at this point,
-the Sufami Turbo cartridge will boot without anything in slot B.
-
-[wpst]: https://en.wikipedia.org/wiki/Sufami_Turbo
-
-Importing and playing Super Game Boy games
-------------------------------------------
-
-The Super Game Boy was a special cartridge
-released for the Super Famicom
-(and all its regional variants around the world)
-that allowed Game Boy games to be played
-via the Super Famicom's controllers and video output.
-The Super Game Boy 2 was released in Japan,
-and had some minor extra features
-beyond the original Super Game Boy,
-but importing and playing games
-works the same way in higan.
-
-The Super Game Boy cartrige includes
-the complete hardware of an original
-(black-and-white)
-Game Boy,
-so it needs a boot ROM:
-
-
-
-
- Cartridge |
- Filename |
- Size (bytes) |
- SHA256 |
-
-
-
-
- SGB |
- sgb.boot.rom |
- 256 |
- 0e4ddff32fc9d1eeaae812a157dd246459b00c9e14f2f61751f661f32361e360 |
-
-
- SGB2 |
- sgb.boot.rom |
- 256 |
- fd243c4fb27008986316ce3df29e9cfbcdc0cd52704970555a8bb76edbec3988 |
-
-
-
-
-Yes,
-the SGB and SGB2 have different firmware,
-but higan expects the same filename for both.
-
-To import the SGB base cartridge,
-you must copy the required firmware file
-into the same directory.
-Then you may import it just like
-[a regular game](#importing-and-playing-regular-games).
-
-To play a Game Boy game in Super Game Boy mode,
-load the Super Game Boy cartridge like any other game.
-higan will open another
-[filesystem browser](#the-filesystem-browser)
-to let you pick which previously-imported Game Boy game
-you want to insert into the Super Game Boy.
-If you press "Cancel" at this point,
-higan will crash, so don't do that.
-
-Note that only games for the original, black-and-white Game Boy
-can be used with the Super Game Boy.
-Some games designed for the Game Boy Color
-were backward compatible with the original Game Boy
-and hence the Super Game Boy;
-see [Playing Game Boy Colour games in Game Boy mode][blackcarts]
-for details.
-
-[blackcarts]: #playing-game-boy-color-games-in-game-boy-mode
-
-Importing and playing MSU-1 games
----------------------------------
-
-The MSU-1 is a fictional expansion chip
-invented by higan's author byuu
-for use with Super Famicom games,
-designed to allow streaming data and audio.
-Although the MSU-1 is not specific
-to any particular storage medium,
-it gives the Super Famicom similar capabilities
-to CD-based add-ons
-like the Mega Drive's Mega CD
-and the PC Engine's CD-ROM²,
-such as CD-quality music and full-motion video.
-
-One thing to be aware of
-when importing an MSU-1 game
-is that early firmware versions
-of the [SD2SNES][sd2snes] programmable cartridge
-had a bug that caused MSU-1 music to play too quietly.
-Skipping over [the full details][msu1vol],
-the short version is this:
-
- - If offered the choice between "boosted" or non-boosted audio,
- you want the non-boosted version.
- - If an MSU-1 mod for a commercial game offers
- "emulator" and "hardware" versions of the patch file,
- it means the audio tracks are already boosted.
- - Some
- [third](https://www.zeldix.net/t1265-#18320)
- [parties](https://www.zeldix.net/t1339-#19818)
- have created replacement, non-boosted audio tracks
- for the most popular MSU-1 mods.
- If the mod you want to play has a replacement pack,
- use it with the "hardware" version of the patch.
- - Even without access to non-boosted audio tracks,
- it may be that the existing audio is only slightly boosted,
- so try the "hardware" version first, for best quality.
- - If the audio tracks are heavily boosted,
- the "hardware" patch may sound terrible,
- distorting and clipping,
- in which case try the "emulator" patch.
-
-To import an MSU-1 game:
-
- 1. If you have a single, large file
- with the `.msu1` extension,
- that is a pack for use with [Mercurial Magic][mermag],
- which can automatically set up a game folder
- in the correct format.
- Go read Mercurial Magic's documentation
- instead of these instructions.
- 2. Otherwise,
- import the Super Famicom ROM with icarus,
- [like a regular game](#importing-and-playing-regular-games).
- - If this is a homebrew game with MSU-1 support,
- there will probably be an ordinary ROM
- whose name ends in `.sfc`,
- which is the file you want to import.
- - If this is a commercial game modded for MSU-1 support,
- there will probably be a patch file
- whose name ends in `.ips` or `.bps`.
- Get a copy of the correct version of the commercial game,
- apply the patch with a tool like [Flips][flips],
- then import the patched file.
- - If there's "hardware" and "emulator" versions of the patch,
- see "One thing to be aware of..." above.
- 3. Find the game folder in [the game library](#the-game-library)
- that icarus created when it imported the game.
- 4. Copy the MSU-1 data file into the game folder.
- - This should be named `msu1.rom`
- - If there's no file by that name,
- look for a file with a `.msu` extension
- and rename it to `msu1.rom`.
- - If there's no file ending in `.msu` either,
- create an empty file named `msu1.rom`.
- 5. Copy the audio tracks into the game folder.
- - If you have to choose between two sets of audio files,
- see "One thing to be aware of..." above.
- - These should be named
- `track-1.pcm`,
- `track-2.pcm`,
- ... `track-9.pcm`,
- `track-10.pcm`,
- etc.
- - If there's no files with those names,
- there should be other numbered `.pcm` files
- that you can rename to match what higan expects.
- - If the `.pcm` files have no numbers in the filenames,
- there maybe a `.bml` or `.xml` file that lists
- which number goes with which file.
- - If there's no `.pcm` files at all,
- that's OK,
- this game probably just doesn't use the audio-playback feature.
-
-Once the game folder is set up,
-playing an MSU-1 game is just like
-[a regular game](#importing-and-playing-regular-games).
-
-[sd2snes]: https://sd2snes.de/
-[flips]: http://www.romhacking.net/utilities/1040/
-[msu1vol]: http://blog.qwertymodo.com/2017/07/the-msu-1-volume-fiasco-explained.html
-[mermag]: https://github.com/hex-usr/Mercurial-Magic/
-
-Importing and playing patched games
------------------------------------
-
-The console emulation community
-has a long and vibrant history of game modding,
-or [ROM hacking][rhdn],
-including fan-translations,
-new levels for existing games,
-and more.
-Since distributing the modified versions of existing games
-would be copyright infringement,
-the changes are typically distributed as "patches",
-a file containing a list of modifications to make,
-that can be automatically applied by a "patcher" tool
-like [Flips][flips].
-
-higan does not support soft-patching,
-so if you want to play a patched game in higan,
-you will need to use a patcher to apply it yourself,
-creating a new, patched copy of the game.
-
-Then you can import and play the patched game just like
-[a regular game](#importing-and-playing-regular-games).
-
-[rhdn]: http://www.romhacking.net/
-
Moving the game library
-----------------------
diff --git a/docs/config/drivers.md b/docs/guides/drivers.md
similarity index 100%
rename from docs/config/drivers.md
rename to docs/guides/drivers.md
diff --git a/docs/guides/import.md b/docs/guides/import.md
new file mode 100644
index 00000000..c555a092
--- /dev/null
+++ b/docs/guides/import.md
@@ -0,0 +1,560 @@
+Before it can load a game,
+higan requires that all the game's data
+be stored correctly in
+[the Game Library](../game-library.md).
+For [regular games](#regular-games)
+this is simple,
+but some games require special treatment,
+especially games that make use of
+unusual hardware.
+
+Regular games
+-------------
+
+icarus supports importing games
+in the most commonly-used formats
+for each supported console,
+and also those same formats inside `.zip` files.
+More advanced compression formats
+like RAR or 7-zip are not supported.
+
+For most games
+that do not use special chips or co-processors,
+importing a game is straight-forward.
+From [the Library menu](#the-library-menu)
+choose "Load ROM File ..."
+to open [a filesystem browser](#the-filesystem-browser),
+choose the game you want to play,
+and it will be imported into the library and loaded.
+
+To play the game again
+select the console the game runs on from
+[the Library menu](#the-library-menu)
+to open another [filesystem browser](#the-filesystem-browser)
+that lists all the previously-imported games for that platform.
+
+Games with co-processor firmware
+--------------------------------
+
+Many games included extra chips inside the game cartridge,
+to provide enhanced capabilities of one kind or another.
+Sometimes,
+those extra chips were separate CPUs
+running their own separate firmware,
+and for those cases
+higan requires a copy of the co-processor firmware
+as well as the actual game.
+Unfortunately,
+like games themselves,
+co-processor firmware cannot legally be distributed,
+so you'll need to obtain
+copies of the relevant firmware data
+yourself.
+
+To import a game that requires co-processor firmware,
+you must copy the required firmware files
+beside the game you want to import.
+For example,
+if you want to import Megaman X2,
+which is stored in the file `mmx2.sfc`,
+the file `cx4.data.rom`
+must be placed in the same folder
+for the import to succeed.
+
+Wikipedia [lists which Super Famicom games use which co-processors][wpec],
+although not all co-processors require separate firmware.
+Once you've figured out which co-processor
+(if any)
+is used by the game you want to import,
+here's the firmware files you'll need:
+
+[wpec]: https://en.wikipedia.org/wiki/List_of_Super_NES_enhancement_chips#List_of_Super_NES_games_that_use_enhancement_chips
+
+
+
+
+ Co-processor |
+ Filename |
+ Size (bytes) |
+ SHA256 |
+
+
+
+
+ CX4 |
+ cx4.data.rom |
+ 3072 |
+ ae8d4d1961b93421ff00b3caa1d0f0ce7783e749772a3369c36b3dbf0d37ef18 |
+
+
+ DSP1/1A See Note 1 |
+ dsp1.data.rom |
+ 2048 |
+ 0b5da6533e55852ee8fc397977ec5576c5b9f1fb2e05656d8f87123a121b076e |
+
+
+ dsp1.program.rom |
+ 6144 |
+ 269584b347a22953a2989494c850a7c1c027f4ca5add517a60e0c7d8833d0fac |
+
+
+ DSP1B See Note 2 |
+ dsp1b.data.rom |
+ 2048 |
+ 8546cbac530830446bb8a277f6b139d4ad64d650bdbac7e4e150e2f095665049 |
+
+
+ dsp1b.program.rom |
+ 6144 |
+ 2eccb54a8f89374911f7e2db48f1b4cde855655e28103f7bda2982a5b418a187 |
+
+
+ DSP2 |
+ dsp2.data.rom |
+ 2048 |
+ 3beef9bffdc1e84c9f99f3301d8bd3e520d2e62909a995320f9faeae8f46ec11 |
+
+
+ dsp2.program.rom |
+ 6144 |
+ 62a2ef8d2d7db638f4ec0fbcebf0e5bf18a75ee95be06e885d9519a10487f0da |
+
+
+ DSP3 |
+ dsp3.data.rom |
+ 2048 |
+ 7fe51796e9c97fee1fa2aab40592b7c78997f67dd00333e69d0f79a12f3cb69f |
+
+
+ dsp3.program.rom |
+ 6144 |
+ aea7b622e7c1de346cb15d16afcbedf92b6798507e179f83ed2a4cff40d0e663 |
+
+
+ DSP4 |
+ dsp4.data.rom |
+ 2048 |
+ ef3ffb4256dd896a60213269b4e2d3bdd120c97e2fd623bddabbf43c2be422af |
+
+
+ dsp4.program.rom |
+ 6144 |
+ 89b1826e6038be3a0ea0f923e85d589ff6f02dc1a1819fb2ec8c0cea5b333dcd |
+
+
+ ST010 |
+ st010.data.rom |
+ 4096 |
+ dc7056a51b53993d7a8ba5bacf9501f785d2fce5e5be748e9ff2737c5938d4a5 |
+
+
+ st010.program.rom |
+ 49152 |
+ 2c1f74bb5f466d81c64c326e71ac054489efe1abc9a5d6f91aac7747f2ddab67 |
+
+
+ ST011 |
+ st011.data.rom |
+ 4096 |
+ b5377d1bebe8adc507a024b6e2b9b8fdf4877e451da84fbad05dff4e4a70311e |
+
+
+ st011.program.rom |
+ 49152 |
+ d90a5cda380e81cb9ba11a9da7539b173c49b31bedc7a3ac9c3c8b3f97e89e14 |
+
+
+ ST018 |
+ st018.data.rom |
+ 32768 |
+ b5377d1bebe8adc507a024b6e2b9b8fdf4877e451da84fbad05dff4e4a70311e |
+
+
+ st018.program.rom |
+ 131072 |
+ d90a5cda380e81cb9ba11a9da7539b173c49b31bedc7a3ac9c3c8b3f97e89e14 |
+
+
+
+
+**Note 1:**
+The DSP1 and DSP1A are physically different,
+but the firmware inside is identical.
+
+**Note 2:**
+The DSP1B is very similar to the DSP1A,
+but has some bugs fixed.
+Note that icarus' heuristics cannot distinguish between
+a game that uses DSP1
+and one that uses DSP1B,
+so if it cannot find your game in its manifest database,
+it will assume it uses DSP1B.
+Many games work just as well with either DSP1 or DSP1B,
+but Pilotwings is a notable exception.
+
+If you try to import a game
+using the "Import ROM Files ..." option
+in [the Library menu](#the-library-menu)
+(or using icarus directly)
+but do not have the required firmware files
+in the correct place,
+a window will appear saying
+"Import completed, but with 1 errors. View log?"
+(or howevery many games were lacking the correct firmware).
+If you press "Yes",
+a new window will appear listing the games that couldn't be imported,
+and at least one firmware file that was missing or incorrect, like this:
+
+> [smk.zip] firmware (dsp1b.program.rom) missing or invalid
+
+If you try to import a game
+using the "Load ROM File ..." option
+in [the Library menu](#the-library-menu)
+but do not have the required firmware files
+in the correct place,
+nothing will happen,
+and higan will just sit there
+with "No cartridge loaded" in
+[the status bar](#the-status-bar).
+
+Once a game with co-processor firmware is imported,
+you can play it just like any [regular game](#importing-and-playing-regular-games).
+
+Satellaview games
+-----------------
+
+The [Satellaview][wpbsx]
+was a satellite modem peripheral
+released for the Super Famicom in Japan.
+As well as the actual modem
+(designed to sit underneath the Super Famicom),
+it also included a cartridge
+with software to control the modem,
+browse online services,
+and download games and data.
+This control cartridge was called
+*BS-X Sore wa Namae o Nusumareta Machi no Monogatari*,
+which translates as
+*BS-X The Story of The Town Whose Name Was Stolen*.
+
+[wpbsx]: https://en.wikipedia.org/wiki/Satellaview
+
+The control cartridge had a slot that accepted
+rewritable "memory paks",
+so that people could store the games and data they downloaded.
+A small number of games that did not use the Satellaview modem
+also had a memory pak slot,
+so the game's publishers could
+publish extra content for the game
+via the Satellaview service
+after the game's release.
+For the benefit of people who didn't own a Satellaview
+some read-only memory paks
+were sold in retail stores
+containing extra content for specific games.
+
+Importing a game that has a slot for a memory pak
+is just like [importing a regular game](#importing-and-playing-regular-games).
+
+Importing a memory pak is like importing a regular game,
+but the name of the memory pak file *must* end in `.bs`
+(if it's in a `.zip` file,
+that's OK,
+but the name *inside* the `.zip` file
+must end in `.bs`)
+in order for it to be successfully imported.
+Sometimes memory pak filenames end in `(BSROM).sfc`,
+which will make higan try to import them as
+regular Super Famicom games,
+and fail miserably.
+Rename the file and it should work beautifully.
+
+Playing a game that has a slot for a memory pak
+is just like playing a regular game,
+but after you have selected which game you want to play
+higan will open another
+[filesystem browser](#the-filesystem-browser)
+to let you pick which previously-imported memory pak
+you want to insert into the game.
+If you press "Cancel" at this point,
+the game will load without any cartridge in its memory pak slot.
+
+If you load the control cartridge into higan,
+make sure the emulated Satellaview
+is connected to the emulated Super Famicom's expansion port
+by going to the "Super Famicom" menu,
+selecting the "Expansion Port" sub-menu,
+and choosing "Satellaview".
+If the expansion port was previously
+configured with a different option,
+power-cycle the Super Famicom
+(also in the "Super Famicom" menu)
+to make sure the control cartridge will find the Satellaview
+when it starts up.
+Note that higan's Satellaview emulation is not very accurate,
+so the control cartridge may not work as it should.
+
+Playing a memory pak on its own doesn't make much sense,
+it's not a standalone cartridge.
+Play a game with a memory pak slot,
+and choose which memory pak you want when higan asks for it.
+
+For more information about the Satellaview service,
+a translation patch for the control cartridge
+and emulators that do a better job of Satellaview emulation,
+see [the BS-X Project](https://bsxproj.superfamicom.org/).
+
+Sufami Turbo games
+------------------
+
+The [Sufami Turbo][wpst]
+was a special cartridge released
+for the Super Famicom in Japan.
+The Sufami Turbo on its own does nothing,
+but it has two slots in the top
+that accept Sufami Turbo mini-cartridges.
+The game in slot A is the one that actually plays,
+but some games can make use of additional data
+from a game in slot B.
+
+Importing the Sufami Turbo cartridge
+is just like [importing a regular game](#importing-and-playing-regular-games).
+
+Importing a mini-cartridge is like importing a regular game,
+but the name of the memory pak file *must* end in `.st`
+(if it's in a `.zip` file,
+that's OK,
+but the name *inside* the `.zip` file
+must end in `.st`)
+in order for it to be successfully imported.
+Sometimes memory pak filenames end in `(ST).sfc`,
+which will make higan try to import them as
+regular Super Famicom games,
+and fail miserably.
+Rename the file and it should work beautifully.
+
+To play a Sufami Turbo game,
+load the Sufami Turbo cartridge like any other game.
+higan will open another
+[filesystem browser](#the-filesystem-browser)
+to let you pick which previously-imported mini-cartridge
+you want to insert into slot A.
+If you press "Cancel" at this point,
+the Sufami Turbo cartridge will boot without anything in slot A,
+which just displays an image telling you
+to turn off your Super Famicom,
+insert a game into slot A,
+and try again.
+If you chose a cartridge for slot A,
+higan will yet open another
+filesystem browser
+to let you choose a mini-cartridge for slot B.
+If you press "Cancel" at this point,
+the Sufami Turbo cartridge will boot without anything in slot B.
+
+[wpst]: https://en.wikipedia.org/wiki/Sufami_Turbo
+
+Super Game Boy games
+--------------------
+
+The Super Game Boy was a special cartridge
+released for the Super Famicom
+(and all its regional variants around the world)
+that allowed Game Boy games to be played
+via the Super Famicom's controllers and video output.
+The Super Game Boy 2 was released in Japan,
+and had some minor extra features
+beyond the original Super Game Boy,
+but importing and playing games
+works the same way in higan.
+
+The Super Game Boy cartrige includes
+the complete hardware of an original
+(black-and-white)
+Game Boy,
+so it needs a boot ROM:
+
+
+
+
+ Cartridge |
+ Filename |
+ Size (bytes) |
+ SHA256 |
+
+
+
+
+ SGB |
+ sgb.boot.rom |
+ 256 |
+ 0e4ddff32fc9d1eeaae812a157dd246459b00c9e14f2f61751f661f32361e360 |
+
+
+ SGB2 |
+ sgb.boot.rom |
+ 256 |
+ fd243c4fb27008986316ce3df29e9cfbcdc0cd52704970555a8bb76edbec3988 |
+
+
+
+
+Yes,
+the SGB and SGB2 have different firmware,
+but higan expects the same filename for both.
+
+To import the SGB base cartridge,
+you must copy the required firmware file
+into the same directory.
+Then you may import it just like
+[a regular game](#importing-and-playing-regular-games).
+
+To play a Game Boy game in Super Game Boy mode,
+load the Super Game Boy cartridge like any other game.
+higan will open another
+[filesystem browser](#the-filesystem-browser)
+to let you pick which previously-imported Game Boy game
+you want to insert into the Super Game Boy.
+If you press "Cancel" at this point,
+higan will crash, so don't do that.
+
+Note that only games for the original, black-and-white Game Boy
+can be used with the Super Game Boy.
+Some games designed for the Game Boy Color
+were backward compatible with the original Game Boy
+and hence the Super Game Boy;
+see [Playing Game Boy Colour games in Game Boy mode][blackcarts]
+for details.
+
+[blackcarts]: #playing-game-boy-color-games-in-game-boy-mode
+
+MSU-1 games
+-----------
+
+The MSU-1 is a fictional expansion chip
+invented by higan's author byuu
+for use with Super Famicom games,
+designed to allow streaming data and audio.
+Although the MSU-1 is not specific
+to any particular storage medium,
+it gives the Super Famicom similar capabilities
+to CD-based add-ons
+like the Mega Drive's Mega CD
+and the PC Engine's CD-ROM²,
+such as CD-quality music and full-motion video.
+
+One thing to be aware of
+when importing an MSU-1 game
+is that early firmware versions
+of the [SD2SNES][sd2snes] programmable cartridge
+had a bug that caused MSU-1 music to play too quietly.
+Skipping over [the full details][msu1vol],
+the short version is this:
+
+ - If offered the choice between "boosted" or non-boosted audio,
+ you want the non-boosted version.
+ - If an MSU-1 mod for a commercial game offers
+ "emulator" and "hardware" versions of the patch file,
+ it means the audio tracks are already boosted.
+ - Some
+ [third](https://www.zeldix.net/t1265-#18320)
+ [parties](https://www.zeldix.net/t1339-#19818)
+ have created replacement, non-boosted audio tracks
+ for the most popular MSU-1 mods.
+ If the mod you want to play has a replacement pack,
+ use it with the "hardware" version of the patch.
+ - Even without access to non-boosted audio tracks,
+ it may be that the existing audio is only slightly boosted,
+ so try the "hardware" version first, for best quality.
+ - If the audio tracks are heavily boosted,
+ the "hardware" patch may sound terrible,
+ distorting and clipping,
+ in which case try the "emulator" patch.
+
+To import an MSU-1 game:
+
+ 1. If you have a single, large file
+ with the `.msu1` extension,
+ that is a pack for use with [Mercurial Magic][mermag],
+ which can automatically set up a game folder
+ in the correct format.
+ Go read Mercurial Magic's documentation
+ instead of these instructions.
+ 2. Otherwise,
+ import the Super Famicom ROM with icarus,
+ [like a regular game](#importing-and-playing-regular-games).
+ - If this is a homebrew game with MSU-1 support,
+ there will probably be an ordinary ROM
+ whose name ends in `.sfc`,
+ which is the file you want to import.
+ - If this is a commercial game modded for MSU-1 support,
+ there will probably be a patch file
+ whose name ends in `.ips` or `.bps`.
+ Get a copy of the correct version of the commercial game,
+ apply the patch with a tool like [Flips][flips],
+ then import the patched file.
+ - If there's "hardware" and "emulator" versions of the patch,
+ see "One thing to be aware of..." above.
+ 3. Find the game folder in [the game library](#the-game-library)
+ that icarus created when it imported the game.
+ 4. Copy the MSU-1 data file into the game folder.
+ - This should be named `msu1.rom`
+ - If there's no file by that name,
+ look for a file with a `.msu` extension
+ and rename it to `msu1.rom`.
+ - If there's no file ending in `.msu` either,
+ create an empty file named `msu1.rom`.
+ 5. Copy the audio tracks into the game folder.
+ - If you have to choose between two sets of audio files,
+ see "One thing to be aware of..." above.
+ - These should be named
+ `track-1.pcm`,
+ `track-2.pcm`,
+ ... `track-9.pcm`,
+ `track-10.pcm`,
+ etc.
+ - If there's no files with those names,
+ there should be other numbered `.pcm` files
+ that you can rename to match what higan expects.
+ - If the `.pcm` files have no numbers in the filenames,
+ there maybe a `.bml` or `.xml` file that lists
+ which number goes with which file.
+ - If there's no `.pcm` files at all,
+ that's OK,
+ this game probably just doesn't use the audio-playback feature.
+
+Once the game folder is set up,
+playing an MSU-1 game is just like
+[a regular game](#importing-and-playing-regular-games).
+
+[sd2snes]: https://sd2snes.de/
+[flips]: http://www.romhacking.net/utilities/1040/
+[msu1vol]: http://blog.qwertymodo.com/2017/07/the-msu-1-volume-fiasco-explained.html
+[mermag]: https://github.com/hex-usr/Mercurial-Magic/
+
+Patched games
+-------------
+
+The console emulation community
+has a long and vibrant history of game modding,
+or [ROM hacking][rhdn],
+including fan-translations,
+new levels for existing games,
+and more.
+Since distributing the modified versions of existing games
+would be copyright infringement,
+the changes are typically distributed as "patches",
+a file containing a list of modifications to make,
+that can be automatically applied by a "patcher" tool
+like [Flips][flips].
+
+higan does not support soft-patching,
+so if you want to play a patched game in higan,
+you will need to use a patcher to apply it yourself,
+creating a new, patched copy of the game.
+
+Then you can import and play the patched game just like
+[a regular game](#importing-and-playing-regular-games).
+
+[rhdn]: http://www.romhacking.net/
+
diff --git a/docs/config/shaders.md b/docs/guides/shaders.md
similarity index 100%
rename from docs/config/shaders.md
rename to docs/guides/shaders.md
diff --git a/mkdocs.yml b/mkdocs.yml
index 88869ff8..341c5c81 100644
--- a/mkdocs.yml
+++ b/mkdocs.yml
@@ -20,9 +20,10 @@ pages:
- higan's command line: interface/higan-cli.md
- icarus: interface/icarus.md
- Common: interface/common.md
- - Configuration Guide:
- - Custom shaders: config/shaders.md
- - Choosing drivers: config/drivers.md
+ - Guides:
+ - Importing and playing games: guides/import.md
+ - Using custom shaders: guides/shaders.md
+ - Choosing drivers: guides/drivers.md
- Concepts:
- The Game Library: game-library.md
- Save States: save-states.md