mirror of https://github.com/bsnes-emu/bsnes.git
Update to v099 release.
byuu says: Time for a new release. There are a few important emulation improvements and a few new features; but for the most part, this release focuses on major code refactoring, the details of which I will mostly spare you. The major change is that, as of v099, the SNES balanced and performance cores have been removed from higan. Basically, in addition to my five other emulation cores, these were too much of a burden to maintain. And they've come along as far as I was able to develop them. If you need to use these cores, please use these two from the v098 release. I'm very well aware that ~80% of the people using higan for SNES emulation were using the two removed profiles. But they simply had to go. Hopefully in the future, we can compensate for their loss by increasing the performance of the accuracy core. Changelog (since v098): SFC: balanced profile removed SFC: performance profile removed SFC: expansion port devices can now be changed during gameplay (atlhough you shouldn't) SFC: fixed bug in SharpRTC leap year calculations SFC: emulated new research findings for the S-DD1 coprocessor SFC: fixed CPU emulation-mode wrapping bug with pei, [dp], [dp]+y instructions [AWJ] SFC: fixed Super Game Boy bug that caused the bottom tile-row to flicker in games GB: added MBC1M (multi-cart) mapper; icarus can't detect these so manual manifests are needed for now GB: corrected return value when HuC3 unmapped RAM is read; fixes Robopon [endrift] GB: improved STAT IRQ emulation; fixes Altered Space, etc [endrift, gekkio] GB: partial emulation of DMG STAT write IRQ bug; fixes Legend of Zerd, Road Rash, etc nall: execute() fix, for some Linux platforms that had trouble detecting icarus nall: new BitField class; which allows for simplifying flag/register emulation in various cores ruby: added Windows WASAPI audio driver (experimental) ruby: remove attempts to call glSwapIntervalEXT (fixes crashing on some Linux systems) ui: timing settings panel removed video: restored saturation, gamma, luminance settings video: added new post-emulation sprite system; light gun cursors are now higher-resolution audio: new resampler (6th-order Butterworth biquad IIR); quite a bit faster than the old one audio: added optional basic reverb filter (for fun) higan: refresh video outside cooperative threads (workaround for shoddy code in AMD graphics drivers) higan: individual emulation cores no longer have unique names higan: really substantial code refactoring; 43% reduction in binary size Off the bat, here are the known bugs: hiro/Windows: focus stealing bug on startup. Needs to be fixed in hiro, not with a cheap hack to tomoko. higan/SFC: some of the coprocessors are saving some volatile memory to disk. Completely harmless, but still needs to be fixed. ruby/WASAPI: some sound cards have a lot of issues with the current driver (eg FitzRoy's). We need to find a clean way to fix this before it can be made the default driver. Which would be a huge win because the latency improvements are substantial, and in exclusive mode, WASAPI allows G-sync to work very well. [From the v099 WIP thread, here's the changelog since v098r19: - GB: don't force mode 1 during force-blank; fixes v098r16 regression with many Game Boy games - GB: only perform the STAT write IRQ bug during vblank, not hblank (still not hardware accurate, though) -Ed.]
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@ -9,7 +9,7 @@ using namespace nall;
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namespace Emulator {
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static const string Name = "higan";
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static const string Version = "098.19";
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static const string Version = "099";
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static const string Author = "byuu";
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static const string License = "GPLv3";
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static const string Website = "http://byuu.org/";
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@ -8,7 +8,7 @@
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namespace Famicom {
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namespace Info {
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static const uint SerializerVersion = 2;
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static const uint SerializerVersion = 3;
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}
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}
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@ -8,7 +8,7 @@
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namespace GameBoy {
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namespace Info {
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static const uint SerializerVersion = 4;
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static const uint SerializerVersion = 5;
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}
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}
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@ -140,8 +140,9 @@ auto PPU::mmio_write(uint16 addr, uint8 data) -> void {
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status.interrupt_vblank = data & 0x10;
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status.interrupt_hblank = data & 0x08;
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//hardware bug: writes to STAT on DMG,SGB during blanking triggers STAT IRQ
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if(!system.cgb() && status.mode < 2) {
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//hardware bug: writes to STAT on DMG,SGB during vblank triggers STAT IRQ
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//note: this behavior isn't entirely correct; more research is needed ...
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if(!system.cgb() && status.mode == 1) {
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cpu.raise(CPU::Interrupt::Stat);
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}
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@ -50,7 +50,6 @@ auto PPU::main() -> void {
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}
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auto PPU::mode(uint mode) -> void {
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if(!enabled()) mode = 1; //force blank
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status.mode = mode;
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}
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@ -8,7 +8,7 @@
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namespace GameBoyAdvance {
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namespace Info {
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static const uint SerializerVersion = 3;
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static const uint SerializerVersion = 4;
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}
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}
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@ -8,7 +8,7 @@
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namespace WonderSwan {
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namespace Info {
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static const uint SerializerVersion = 1;
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static const uint SerializerVersion = 2;
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}
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}
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