mirror of https://github.com/bsnes-emu/bsnes.git
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 :) [No archive available]
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