Update to bsnes v025r01? release.

I'll bet this will surprise you all, I already have a
private WIP for the v0.025 series up :P
 Absolutely no emulation changes, just lots of major code changes I
held off on as I didn't want to break anything last minute.

 - Polymorphism through pointers using compile-time flag is dead. It
took a ~10% speed hit, so it was never feasible to use anyway. This is
also a required step to encapsulating the entire emulator inside a
single class which can support multiple instances. r_cpu-> becomes
cpu. , r_smp-> becomes smp. , etc.
 - Greatly cleaned up interface.h as much as possible for now. Right
now, bsnes takes a lot longer than it should to compile because every
single object includes every last header for all objects. In the
future, I want to move headers so that only objects that need others
include those headers. Will increase compile speed a good bit.
               - Created chip/chip.h to start on the above.
               - Finally renamed chip/c4 to chip/cx4. Class name also
changed from C4 to Cx4.
               - Removed libsort, as it's not used (yet?). Was
needlessly slowing down compile time.
 - Created src/doc. This will be a folder that contains source code
documentation, diagrams, maps, to-do lists, etc. Started things off by
creating a _very_ basic overview of bsnes as a whole.

 Much more radical stuff to come. I don't anticipate making another
public release for quite a long time, so I should be able to go wild
here with restructuring things.







> I just checked out the new bsnes version 0.025, but I could not find
> any option in the config file to change the memory / mem via PRNG
> initialization byte, that we were talking about earlier to help get
> some old pd stuff working...




 Oh, I'm sorry about that. Didn't get a chance to add it this time. I
need to work a PRNG with a consistent seed value into the core first.
Not sure how I want to do that.

 For what it's worth, initializing RAM to 0x00 unfortunately did not
fix Sidmania's graphical issues as I had hoped. Given FitzRoy reports
the glitches occur on real hardware as well, I'm afraid there's not a
whole lot I can do about it. I will pay attention to it when working
on my cycle-based PPU in the future, though.







> On another note your emulator has inspired me to do my first
> translation for the snes "Albert Odyssey", and has been very useful
> for this purpose.




 Neat! Be sure to check out bsnes v0.013 on RHDN for its debugger.
It's the only SNES emulator with VRAM breakpoints, as far as I know.
Also be sure to try out xkas for your cross assembler :D </shameless
self-promotion>







> Oct. 14 also happens to be the 10th anniversary of the first public
> release of ZSNES, interestingly enough.




               o.O
 Holy crap, why didn't I ever hear about this before? That's really,
really interesting ... of course, the difference is that bsnes was
started on 10-14, ZSNES was first released then but obviously started
much sooner. Still cool, though.

 I wonder if anyone knows the exact date zsKnight started on ZSNES, or
Jeremy Koot on SNES9x. It would be really cool to have a history of
the SNES emulation scene. So many emulators most have never even heard
of ... RSRSNES, GrimSNES, TrepSNES, Moonlit Coalition's emulator (that
played one game, heh), Simkin's simulator thing ... heh, I wonder if
anyone here knows the name of the SNES emulator I tried (and failed)
making way before bsnes, back in 2001. Google doesn't even know of it
:)

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