mirror of https://github.com/bsnes-emu/bsnes.git
6 Commits
Author | SHA1 | Message | Date |
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Tim Allen | 10464b8c54 |
Update to v094 release.
byuu says: This release adds support for game libraries, and substantially improves Game Boy and Game Boy Color emulation with cycle-based renderers. Many other changes are also present. It's very important to note that this release now defaults to optimal drivers rather than safe drivers. This is particularly important if you do not have strong OpenGL 3.2 drivers. If performance is bad, go to Settings -> Configuration -> Advanced, change the video driver, and restart higan. In the rare case that you have trouble opening higan, you can edit settings.bml directly and change the setting there. The Windows safe driver is Direct3D, and the Linux safe driver is XShm. Also note that although display emulation shaders are now supported, they have not been included in this release as they are not ready yet. The support has been built-in anyway, so that they can be tested by everyone. Once refined, future releases of higan will come with built-in shaders for each emulated system that simulates the unique display characteristics of each. Changelog (since v093): - sfc: added SA-1 MDR support (fixes SD Gundam G-Next bug) - sfc: remove random/ and config/, merge to system/ with better randomization - gb: improved color emulation palette contrast - gbc: do not sort sprites by X-priority - gbc: allow transparency on BG priority pixels - gbc: VRAM DMA timing and register fixes - gbc: block invalid VRAM DMA transfer source and target addresses - gba: added LCD color emulation (without it, colors are grossly over-saturated) - gba: removed internal frame blending (use shaders to simulate motion blur if desired) - gba: added Game Boy Player support (adds joypad rumble support to supported games) - gba: SOUND_CTL_H is readable - gb/gbc: PPU renderer is now cycle-based (major accuracy improvement) - gb/gbc: OAM DMA runs in parallel with the CPU - gb/gbc: only HRAM can be accessed during OAM DMA - gb/gbc: fixed serialization of games with SRAM - gb/gbc: disallow up+down or left+right at the same time - gb/gbc: added weak hipass filter to remove DC bias - gb/gbc: STAT OAM+Hblank IRQs only trigger during active display - gb/gbc: fixed underflow in window clamping - gb/gbc/gba: audio mixes internally at 2MHz now instead of 4MHz (does not affect accuracy) - gb/gbc/gba: audio volume reduced for consistency with other systems - fc/sfc/gb/gbc/gba: cheat codes are now stored in universal, decrypted format - ethos: replaced file loader with a proper game library - ethos: added display emulation shader support - ethos: added color emulation option to video settings - ethos: program icon upgraded from 48x48 to 512x512 - ethos: settings and tools windows now use tab frames (less wasted screen space) - ethos: default to optimal (video, audio, input) drivers instead of safest drivers - ethos: input mapping system completely rewritten to support hotplugging and unique device mappings - ruby: added fixes for OpenGL 3.2 on AMD graphics cards - ruby: quark shaders now support user settings inside of manifest - ruby: quark shaders can use integral textures (allows display emulation shaders to work with raw colors) - ruby: add joypad rumble support - ruby: XInput (Xbox 360) controllers now support hotplugging - ruby: added Linux udev joypad driver with hotplug support - phoenix: fixed a rare null pointer dereference issue on Windows - port: target -std=c++11 instead of -std=gnu++11 (do not rely on GNU C++ extensions) - port: added out-of-the-box compilation support for BSD/Clang 3.3+ - port: applied a few Debian upstream patches - cheats: updated to mightymo's 2014-01-02 release; decrypted all Game Genie codes |
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Tim Allen | 4e2eb23835 |
Update to v093 release.
byuu says: Changelog: - added Cocoa target: higan can now be compiled for OS X Lion [Cydrak, byuu] - SNES/accuracy profile hires color blending improvements - fixes Marvelous text [AWJ] - fixed a slight bug in SNES/SA-1 VBR support caused by a typo - added support for multi-pass shaders that can load external textures (requires OpenGL 3.2+) - added game library path (used by ananke->Import Game) to Settings->Advanced - system profiles, shaders and cheats database can be stored in "all users" shared folders now (eg /usr/share on Linux) - all configuration files are in BML format now, instead of XML (much easier to read and edit this way) - main window supports drag-and-drop of game folders (but not game files / ZIP archives) - audio buffer clears when entering a modal loop on Windows (prevents audio repetition with DirectSound driver) - a substantial amount of code clean-up (probably the biggest refactoring to date) One highly desired target for this release was to default to the optimal drivers instead of the safest drivers, but because AMD drivers don't seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD has too big a market share. Hopefully with v093 officially released, we can get some public input on what AMD doesn't like. |
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Tim Allen | 032e924495 |
Update to v092 release.
In the release thread, byuu says: The first official release of higan has been posted. higan is the new name for bsnes, and it continues with the latter's version numbering. Note that as of now, bsnes still exists. It's a module distributed inside of higan. bsnes is now specific to my SNES emulator. Due to last minute changes to the emulator interface, and missing support in ananke, I wasn't able to include Cydrak's Nintendo DS emulator dasShiny in this build, but I hope to do so in the next release. http://code.google.com/p/higan/downloads/list For both new and experienced users, please read the higan user guide first: http://byuu.org/higan/user-guide In the v091 WIP thread, byuu says: r15->r16: - BS-X MaskROM handling (partial ... need to split bsx/flash away from sfc/chip, restructure code - it requires tagging the base cart markup for now, but it needs to parse the slotted cart markup) - phoenixflags / phoenixlink += -m32 - nall/sort stability - if(input.poll(scancode[activeScancode]) == false) return; - MSU1 / USART need to use interface->path(1) - MSU1 needs to use Markup::Document, not XML::Document - case-insensitive folder listings - remove nall/emulation/system.hpp files (move to ananke) - remove rom/ram id= checks with indexing X have cores ask for manifest.bml (skipped for v092's release, too big a change) - rename compatibility profile to balanced (so people don't assume it has better compatibility than accuracy) |
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Tim Allen | 7f404e6edb |
Update to v091 release.
byuu says: A few issues crept up in the last release, this should take care of them. First, it seems that the 32-bit runtime on 64-bit versions of Windows have 64-bit time functions; whereas true 32-bit Windows does not. This was causing a DLL error when attempting to load bsnes v090. Second, when there were more than 2,000 files in the same folder on Windows, it was lagging the file browser. With OV2's help, I've fixed that and it'll now load the list instantly. Lastly, I've included the missing video shaders this time. |
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Tim Allen | 6b4104867f |
Update to v075 release.
byuu says: This release brings improved Super Game Boy emulation, the final SHA256 hashes for the DSP-(1,1B,2,3,4) and ST-(0010,0011) coprocessors, user interface improvements, and major internal code restructuring. Changelog (since v074): - completely rewrote memory sub-system to support 1-byte granularity in XML mapping - removed Memory inheritance and MMIO class completely, any address can be mapped to any function now - SuperFX: removed SuperFXBus : Bus, now implemented manually - SA-1: removed SA1Bus : Bus, now implemented manually - entire bus mapping is now static, happens once on cartridge load - as a result, read/write handlers now handle MMC mapping; slower average case, far faster worst case - namespace memory is no more, RAM arrays are stored inside the chips they are owned by now - GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening scrolling - GameBoy: added serial emulation (cannot connect to another GB yet), fixes Shin Megami Tensei - Devichil - GameBoy: improved LCD STAT emulation, fixes Sagaia - ui: added fullscreen support (F11 key), video settings allows for three scale settings - ui: fixed brightness, contrast, gamma, audio volume, input frequency values on program startup - ui: since Qt is dead, config file becomes bsnes.cfg once again - Super Game Boy: you can now load the BIOS without a game inserted to see a pretty white box - ui-gameboy: can be built without SNES components now - libsnes: now a UI target, compile with 'make ui=ui-libsnes' - libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search, etc) - source: removed launcher/, as the Qt port is now gone - source: Makefile restructuring to better support new ui targets - source: lots of other internal code cleanup work |
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Tim Allen | 6ea4bc031f |
Update to v073 release.
byuu says: This release marks a major step forward, offering full low-level emulation of all four DSP coprocessors based on the NEC uPD77C25 processor core. Many people were responsible for this milestone: Dr. Decapitator for the actual decapping and extraction; Lord Nightmare for the cartridges and some special analysis tools; myself, Jonas Quinn and Cydrak for the uPD77C25 emulation; and all of the donors who raised the necessary $1,000 for the necessary hardware and equipment needed to pull this all off. To say thanks to the donors, I am releasing the uPD77C25 emulation core to the public domain, so that everyone can benefit from it. All four DSP emulations will be improved by this by way of having realistic timing; the DSP-4 will benefit further as the high-level emulation was incomplete and somewhat buggy; and the DSP-3 will benefit the most as the high-levle emulation there was not complete enough to be playable. As a result, most notably, this means bsnes v073 is the first emulator to fully be able to play SD Gundam GX (J)! As bsnes' primary goal is accuracy, the LLE DSP support renders the old HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source code, and replaced it with the uPD77C25 core, which comprises a mere 20KB of source code. As this LLE module supports save states, this also means that for the first time, DSP-3 and DSP-4 games have save state support. On the other hand, this also means that to run any DSP game, you will need the appropriate program ROM. As these are copyrighted, I cannot distribute them nor tell you where to get them. All I can do is provide you with the necessary filenames and hashes. Changelog (since v072 release): * added NEC uPD77C25 emulation core * added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4 coprocessors * removed high-level emulation of the DSP-n coprocessors * added blargg's libco::ppc.c module, which is far more portable, even running on the PS3 * added software filter support via binary plugins * added debugger (currently Linux-only); but it is as yet unstable * added pause shortcut * updated mightymo's cheat code database |