mirror of https://github.com/bsnes-emu/bsnes.git
![]() 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] |
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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)