byuu says:
- bsnes: reset all thread clocks on power cycle
- bsnes: use uint64 instead of uint128 for scheduler clocks
- bsnes: use float instead of double for audio resampling
- bsnes: begin work of integrating SameBoy (incomplete; needs
additional features)
byuu says:
- converted (u)int(8,16,32,64) from Natural/Integer<T> to
(u)int(8,16,32,64)_t types
- SFC: mostly rewritten WDC65816 CPU core
- removed 487KiB of code! (unused CPU cores from other higan cores)
byuu says:
- bsnes: allow video filtering even when the emulator is paused
- bsnes: improve overscan masking, especially with HD mode 7
- bsnes: improve snow support, especially with HD mode 7
- bsnes: replace real-time cheat code replace with per-frame replace
(ala Pro Action Replay, Snes9X)
- bsnes: treat the latter step() half of CPU::read() calls as idle
cycles
- bsnes: templatize step() where possible (not always practical)
- bsnes: removed Natural<T> templates from key portions of the fast
PPU renderer
- bsnes: dethreaded peripherals (controllers and expansion port
devices)
- bsnes: above optimizations result in a ~20-25% speedup over v107.4
with no accuracy loss
Note that light guns aren't going to work for now, I'll have to fix them
before we can release v108.
byuu says:
- bsnes: added video filters from bsnes v082
- bsnes: added ZSNES snow effect option when games paused or unloaded
(no, I'm not joking)
- bsnes: added 7-zip support (LZMA 19.00 SDK)
[Recent higan WIPs have also mentioned bsnes changes, although the higan code
no longer includes the bsnes code. These changes include:
- higan, bsnes: added EXLOROM, EXLOROM-RAM, EXHIROM mappings
- higan, bsnes: focus the viewport after leaving fullscreen exclusive
mode
- bsnes: re-added mightymo's cheat code database
- bsnes: improved make install rules for the game and cheat code
databases
- bsnes: delayed construction of hiro::Window objects to properly show
bsnes window icons
- Ed.]
byuu says:
Changes: HD mode 7 supersampling support, HD mode 7 mosaic disable option,
various HD mode 7 bugfixes, default waveOut audio latency to 128 instead of 512,
removed 512x240 hires mode 7 mode.
There's also a small experiment, making this release a beta release as well:
for a large speedup, when in EXTBG mode, I'm bypassing rendering BG1 for a
performance boost. EXTBG is only used as a priority layer, and is overwritten by
BG2 except in one extremely pathological case.
byuu says:
Added DerKoun's HD mode 7 (up to 2160p), ~100fps boost for fast forwarding,
configurable latency settings for waveOut (please configure this yourself),
filename case insensitivity, and a few other things.
byuu says:
Don't let the point release fool you, there are many significant changes in this
release. I will be keeping bsnes releases using a point system until the new
higan release is ready.
Changelog:
- GUI: added high DPI support
- GUI: fixed the state manager image preview
- Windows: added a new waveOut driver with support for dynamic rate control
- Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso]
- Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering
- Windows: fixed XInput controller support on Windows 10
- SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4
coprocessors
- SFC: fixed a slight rendering glitch in the intro to Megalomania
If the coprocessor firmware is missing, bsnes will fallback on HLE where it is
supported, which is everything other than SD Gundam GX and the two Hayazashi
Nidan Morita Shougi games.
The Windows dynamic rate control works best with Direct3D in fullscreen
exclusive mode. I recommend the waveOut driver over the XAudio 2.1 driver, as it
is not possible to target a single XAudio2 version on all Windows OS releases.
The waveOut driver should work everywhere out of the box.
Note that with DRC, the synchronization source is your monitor, so you will
want to be running at 60hz (NTSC) or 50hz (PAL). If you have an adaptive sync
monitor, you should instead use the WASAPI (exclusive) or ASIO audio driver.