Commit Graph

5 Commits

Author SHA1 Message Date
byuu 7b0e484c18 Update to bsnes v047 release.
The most notable feature for this release is the addition of SuperFX support. This enables an additional eight commercial games, and two unreleased betas, to run with full support. Most notably of these would be Super Mario World 2: Yoshi's Island and Starfox. Though timing is not quite perfect just yet, there should be no known issues with any titles at the time of this release. That means there should only be two official, commercially-released titles that are not compatible with bsnes at this time: Quick-move Shogi Match with Nidan Rank-holder Morita 1 and 2 (using the ST011 and ST018 co-processors, respectively.)
SuperFX support was the work of many people. GIGO was a great help by providing the source code to his SuperFX emulator (for reference; the implementation in bsnes is my own design), _Demo_ was very helpful in getting Starfox to work properly, and Jonas Quinn provided roughly a half-dozen very important bug fixes that affected nearly every SuperFX game. Without them, this release would not be possible. So please do thank them if you appreciate SuperFX support in bsnes.
Please note that SuperFX emulation is very demanding. I hate to have to repeat this, but once again: bsnes is a reference emulator. It exists to better understand the SNES hardware. It is written in such a manner as to be friendly to other developers (both emulator authors and game programmers), and the findings are meant to help improve other emulators. As far as I know, bsnes is the first emulator to fully support all SuperFX caching mechanisms (instruction cache, both pixel caches, ROM and RAM buffering caches, ...); as well as many other obscure features, such as full support for ROM / RAM access toggling between the SNES and SuperFX CPUs, and multiplier overhead timing. By emulating these, I was able to discover what additional components are needed to emulate Dirt Racer and Power Slide, two titles that no emulator has yet been able to run (they aren't very good games, you weren't missing much.) It should be possible to backport these fixes to faster emulators now.
That said, with a Core 2 Duo E8400 @ 3GHz, on average I get ~100fps in Super Mario World 2, ~95fps in Starfox and ~85fps in Doom. Compare this to ~165fps in Zelda 3, a game that does not use the SuperFX chip. My binary releases also target 32-bit x86 architecture. For those capable of building 64-bit binaries, especially Linux users, that should provide an additional ~10% speedup. Be sure to profile the application if you build it yourself.
Lastly on the SuperFX front, note that Starfox 2 is fully playable, but that most images floating around have corrupted headers. I do not attempt to repair bad headers, so these images will not work. Please either use NSRT on the Japanese version, or use Gideon Zhi's English fan translation patch, if you are having trouble running this title.
With that out the way, a few other improvements have been made to this release: xinput1_3.dll is no longer required for the Windows port (though you will need it if you want to use an Xbox 360 controller), the video drivers in ruby now allocate the smallest texture size possible for blitting video, and the code has been updated with preliminary compilation support for Mac OS X. Note that I will not be releasing binaries for this: it is primarily meant for developers and for porting my other libraries to the platform. Richard Bannister maintains a much better OS X port with full EE support and a native Apple GUI that follows their interface guidelines much better than a Qt port ever could. He has also synced the Mac port with this release. You can find a link to that in the bsnes download section.
2009-06-07 11:57:05 +00:00
byuu a9bff19b5b Update to bsnes v037 release.
This release adds support for the SNES mouse, Super Scope and Justifier peripherals. It also simplifies cartridge loading and refines the user interface. Lastly, GZ and ZIP archives can now contain non-ANSI characters (Chinese, Japanese, Russian, ...) This support existed in the last release for all uncompressed files. Together, this means only JMA support on Windows lacks support for loading non-ANSI filenames. This is due to the library itself (really, it's more Windows' fault), and licensing issues prevent me from patching libjma as I did with zlib (bsnes is not GPL compatible.) I'm planning to work with Nach to fix this in a future release.
About the cartridge loading changes ... the emulator now determines what kind of cartridge is being loaded (eg normal, BS-X BIOS, Sufami Turbo cart, etc) by looking inside the file itself. If it detects a cart type that requires more than one ROM image to load, it will present you with the appropriate specialized load menu automatically. Aside from being more intuitive, this method also allows loading of BS-X and Sufami Turbo games from the command-line or via file association.
Changelog:
    - added mouse support to DirectInput and SDL input drivers
    - up to 96 buttons per controller; 8 buttons per mouse (5 per mouse on Linux) can be mapped now
    - added SNES mouse support (does not support speed setting yet)
    - added Super Scope support
    - added Justifier support (supports both Justifiers)
    - input management system almost completely rewritten to support new controllers
    - "Load Special" menu removed, all cart loading merged to "Load Cartridge ..." option
    - replaced "Power Cycle" and "Unload Cartridge" with "Power" -> "On" / "Off"
    - when video exceeds screen size and is scaled down, aspect ratio is now maintained [Ver Greeneyes]
    - zlib modified to support non-ANSI characters
    - cheat code count was limited to 1,024 codes before; it now supports unlimited codes per game
    - added sort by description setting for cheat code list
    - polished listbox control interaction (disable buttons when nothing selected, etc)
    - cleaned up OBC-1 chip emulation (code is functionally identical to v036)
    - added option to toggle fullscreen mode to settings menu
    - added advanced mode options to toggle base unit (none, Satellaview) and system region (Auto-detect, NTSC, PAL)
2008-10-26 19:59:04 +00:00
byuu e2cc164f70 Update to bsnes v034r06 release.
This will probably be the last public WIP, so get it now if you want
it.

    http://byuu.cinnamonpirate.com/temp/bsnes_v034_wip06.zip


I used the same "create a child window inside the output window" trick
for Xv that I used for OpenGL, so Xv will now work even with a
compositor enabled.

I also added Video::Synchronize support to OpenGL for Windows. My card
seems to force it on regardless of my driver settings, but maybe
you'll have better luck. That driver had the same issue with
allocating 16MB of memory instead of 4MB (that was due to copy and
pasting of code), so that's fixed too.

This version lowers the CPU<>SMP drifting by an order of magnitude.
You shouldn't notice the speed hit. I can't really get any lower
latency with that, though.

I also restricted the latency range to 25 - 175, with the default
being in the center, 100ms. Quite conservative, given the average we
see is 70-80ms. But you won't notice the difference, and this way we
ensure no popping even in exceptional circumstances by default. 25ms
is doable without video sync and with OSS4+cooked mode, but I
seriously doubt any Windows user will get lower without something
crazy going on with the sound card drivers.

Lastly, I've replaced the 2-tap linear resampler with a 4-tap hermite
resampler. You won't be able to tell the difference, but it's quite
pronounced if you use a waveform analyzer on much higher output
frequencies:

Linear:
Image

Hermite:
Image

Hermite is essentially better than cubic (for which cubic spline is an
optimized version of), as it is better at not going too far away from
the points, so you get a bit less clamping in the extreme cases. But
the difference isn't audible to humans anyway. It's still clearly
inferior to band-limited interpolation, as it will still have
noticeable aliasing of things like square waves and such, but it's
orders of magnitude less complex to implement.

Keep in mind that nobody could tell the difference even with linear
interpolation from the last few WIPs.

----------

Aside from that, I'm pretty much ready to release a new version. If
anyone has any show stoppers, _now_ is the time to say something.
Otherwise I'll probably post something tomorrow or Friday.
2008-08-20 20:36:54 +00:00
byuu 805398e5a8 Update to bsnes v029 release.
A new version of bsnes has been released. It contains a few minor emulation fixes, as well as user interface improvements. Behind the scenes, the source has been cleaned up more in preparation for running the CPU and PPU (video processor) separately from each other (eg with no enslavement.) This is required for implementing a clock cycle based PPU renderer.
    - Greatly improved invalid DMA transfer behavior, should be nearly perfect now
    - Major code cleanup -- most importantly, almost all PPU timing-related settings moved back to PPU, from CPU
    - Added option to auto-detect file type by inspecting file headers rather than file extensions
    - Rewrote video filter system to move it out of the emulation core -- HQ2x and Scale2x will work even in hires and interlace modes now, 50% scanline filter added
    - Re-added bsnes window icon
    - Added new controller graphic when assigning joypad keys [FitzRoy]
    - Redundant "Advanced" panel settings which can be configured via the GUI are no longer displayed
    - Improved speed regulation settings
    - XP and Vista themes will now apply to bsnes controls
    - Added "Path Settings" window to allow easy selection of default file directories
    - Tab key now mostly works throughout most of the GUI (needs improvement)
    - Main window will no longer disappear when setting a video multipler which results in a window size larger than the current desktop resolution
    - Added two new advanced options: one to control GUI window opacity, and one to adjust the statusbar text
2008-03-18 06:19:43 +00:00
byuu 926ffd9695 Update to bsnes v028 release.
Changelog:
    - OpenGL (with hardware filter mode support) and SDL video drivers added to Linux port
    - OpenAL (with speed regulation disable support) and OSS audio drivers added to Linux port [Nach]
    - SDL input driver (with joypad support) added to Linux port
    - Emulator pause option added
    - Added option to select behavior of bsnes when idle: allow input, ignore input or pause emulator
    - Added support to remap common GUI actions to key/joypad presses on the "Input Configuration" screen
    - bsnes will now clamp the video output size when it is larger than the screen resolution
    - GUI library has been enhanced, and renamed to hiro
    - Fullscreen mode now always centers video, rather than approximates
    - Fullscreen mode now works correctly on Linux/Openbox
    - Extra layer of abstraction in src/ui has been removed, as GUI lib unifies all ports anyway
    - Video, audio and input drivers unified into standard library, named ruby
    - All custom headers have been merged into a new template library, named nall
    - Makefile rewritten, vastly improved. Allows quick toggling of compiled-in drivers
    - Makefile: all object files now placed in /src/obj, binary placed in /
    - libco greatly enhanced, no longer requires an assembler to build [byuu, blargg, Nach]
    - libco SJLJ driver added; bsnes should now build on any Unix-derivative now (Solaris, OS X, PS3, etc) [Nach]
    - Fixed register $213e.d4 PPU1 open bus behavior [zones]
    - Windows port will not activate screensaver while bsnes is running [Nightcrawler]
    - Visual C++ target no longer requires stdint.h
    - And lots more -- mostly code refactoring related
2008-02-04 16:16:34 +00:00