bsnes is a Super Nintendo (SNES) emulator focused on performance, features, and ease of use.
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byuu 045a0f7e79 Update to bsnes v019r24? release.
New WIP. This one adds a GDI renderer for windows. If
anyone wants to test it, edit bsnes.cfg and set system.video to "gdi".
It will be very slow, obviously. It's just there for the hell of it,
as another fallback I guess. I'd be interested if it didn't work for
someone.
I had to add the code to libui to support pixel buffer images, so now
I can add things like the controller art into the new lui port, and
it'll work on Windows and Linux. The best part is that I can make
these image buffers anywhere, so things like PPU VRAM / OAM / CGRAM
viewers in the debugger will now not only be possible, but trivial, to
add in the future.

 Refined libui a lot more, but I did not merge that into this bsnes
WIP, because it would break the source pretty bad. Still working on
the API, too, so I'll probably hold off a bit longer. After I get the
new libui merged in, I can start working on that configuration
settings window. That window is the only thing holding up a new
official release.

 I'm trying to figure out how the hell you enable WinXP themes now. I
tried making a manifest file, even attaching the manifest to the EXE
directly with the mt tool, but it's still drawing the controls using
the old win32 compatibility mode.







> I can see that he hesitates to add "MAXI" codes and has no multiple
> codes for any game, despite how prevalent I've found them to be.




 You have cartridges where it's the exact same game (eg bit-for-bit
identical ROM dumps), with the only difference being the PCB codes?
Care to cite an example? The last two digits may change for revisions
of the same game, obviously.

 That complicates things, but there's no harm in just picking one in
that case. If the game didn't work with that PCB, it wouldn't have
been released with it, so ...

[No archive available]
2007-04-11 12:51:00 +00:00
src Update to bsnes v019r09 release. 2007-01-31 00:00:24 +00:00
bsnes.exe Update to bsnes v019r09 release. 2007-01-31 00:00:24 +00:00
cart.db Update to bsnes v019r09 release. 2007-01-31 00:00:24 +00:00
license.txt Update to bsnes v018r04 release. 2006-10-20 03:53:34 +00:00
readme.txt Update to bsnes v019 release. 2007-01-01 21:04:34 +00:00

readme.txt

bsnes
Version 0.019
Author: byuu


General
-------
bsnes is a Super Nintendo / Super Famicom emulator that began on
October 14th, 2004.

The latest version can be downloaded from:
http://byuu.org/

Please see license.txt for important licensing information.


Known Limitations
-----------------
S-CPU
- Invalid DMA / HDMA transfers (eg WRAM<>WRAM) not fully emulated
- Multiply / Divide register delays not implemented

S-SMP
- Cycle breakdown of opcodes is theoretical, but mostly correct

S-PPU
- Uses scanline-based renderer. This is very inaccurate, but very
  few games rely on mid-scanline writes to function correctly
- Does not support FirstSprite+Y priority
- OAM / CGRAM accesses during active display not supported correctly
- RTO flags are not calculated on frames that are skipped when frameskipping
  is enabled. This provides a major speedup, however it will cause in issues
  in games that test these flags, eg the SNES Test Program Electronics Test.
  Turning frameskipping off will allow RTO flag calculation on every frame

S-DSP
- Runs at 32khz. Hardware S-DSP likely runs at 1.024mhz to perform
  multiple reads / writes per sample. Sound is still output at 32khz,
  of course

Hardware Bugs
- CPUr1 HDMA crashing bug not emulated
- CPU<>APU communication bus conflicts not emulated


Unsupported Hardware
--------------------
SA-1
Coprocessor used in many popular games, including:
- Dragon Ball Z Hyper Dimension
- Kirby Super Star
- Kirby's Dreamland 3
- Marvelous
- SD Gundam G-NEXT
- Super Mario RPG

Super FX
Coprocessor used in many popular games, including:
- Doom
- Star Fox
- Star Fox 2 (unreleased beta)
- Super Mario World 2: Yoshi's Island

SPC7110
Coprocessor used only by the following games:
- Far East of Eden Zero
- Far East of Eden Zero: Shounen Jump no Shou
- Momotarou Densetsu Happy
- Super Power League 4

DSP-3
Coprocessor used only by SD Gundam GX

DSP-4
Coprocessor used only by Top Gear 3000

ST010 / ST011 / ST018
SETA coprocessors used by very few games

BS-X (Broadcast Satellite)
Add-on unit sold only in Japan that played specially-made games that
were downloaded via satellite

BS-X Flashcart
Flash cartridge used by BS-X, as well as some standalone games by
Asciisoft

Super Gameboy
Cartridge passthrough used for playing Gameboy games


Unsupported controllers
-----------------------
Mouse
Super Scope
Justifier
Multitap (4-port)
Multitap (5-port)