bsnes is a Super Nintendo (SNES) emulator focused on performance, features, and ease of use.
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byuu 0af5703c47 Update to bsnes v036r13? release.
New WIP finally adds non-ANSI filename support for GZ and ZIP
archives. That plus the existing support for uncompressed filenames
means it works with everything now but JMA archives. Compression
support was enabled with this WIP for testing.

I used Nach's suggestion with gzdOpen() for GZ, but I had to modify
ioapi.c for ZIP support, as there was no unzOpen() that took a file
descriptor. No big deal, it was only a four-line change and it works
great.

I noticed that the Windows hiro port wasn't sending the -1 position
for when no items in a listbox were selected. That turned out to an
absolutely major pain in the ass to support, thanks to the way Windows
works. Say you switch from item #3 to no item, it will send "item 3
lost focus", but nothing for the fact that no item has focus. Easy
enough, but then if you switch from item #3 to item #4, it sends "item
3 lost focus", followed by "item 4 gained focus." Since you can't tell
after the first message if a second message will occur, you don't know
whether or not to send a "no items selected" message; and if you try
and wait and there is no message, you won't get a chance to send it
again.

Took a lot of evil state tricks, but I got it working. That'll make
the input config, cheat editor and advanced panel buttons gray out
when nothing in the list is selected. Please let me know if you spot
any oddities with that.

That ate up nearly all of my time ... with only an hour left, I fixed
the input mapping once a cart was loaded; but I didn't have time to
fix the Windows joypad axis mapping bug, which should be the only bug
left at this point.

> Your website got foobared somehow, I can't navigate to places.


I knew what it was before even looking, based on your description.
Derrick's host turned off PHP register globals. Apparently we can't
have nice things because a few dumb fucks can't remember to initialize
variables. Whatever, it's fixed now.

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2008-10-17 14:02:00 +00:00
src Update to bsnes v036 release. 2008-09-15 05:29:14 +00:00
license.txt Update to bsnes v034 release. 2008-08-11 11:33:54 +00:00
readme.txt Update to bsnes v036 release. 2008-09-15 05:29:14 +00:00

readme.txt

bsnes
Version: 0.036
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.

==============
Configuration:
==============

bsnes has two configuration files: bsnes.cfg, for program settings; and
locale.cfg, for localization.

For each file, bsnes will start by looking inside the same folder where the
bsnes executable is located. If said file is not found, it will then check your
user profile folder. On Windows, this is located at "%APPDATA%/.bsnes". On all
other operating systems, this is located at "~/.bsnes". If said file is still
not found, it will automatically be created in your user profile folder.

If you wish to use bsnes in single-user mode, be sure that both files exist
inside the same folder as the bsnes executable. If they do not, you can simply
create new blank files and bsnes will use them in the future.

If you wish to use bsnes in multi-user mode, simply delete these two files from
the bsnes executable directory if they exist.

If you wish to have multiple configuration profiles for the same user, you will
need to make copies of the bsnes executable, and use each one in single-user
mode.

====================
Known Limitation(s):
====================

S-CPU
- Multiply / divide register delays not implemented
- "Glitch" when reading joypad registers during auto polling not implemented

S-PPU
- Uses scanline-based renderer. This is very inaccurate, but few (if any)
  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

Hardware Bugs
- S-CPU.r1 HDMA crashing bug not emulated
- S-CPU<>S-SMP communication bus conflicts not emulated

===============
Known Issue(s):
===============

On Windows, attempting to load a ZIP, GZ or JMA compressed archive with
non-ANSI characters in the filename will fail. This is because Windows
requires UTF-16 encoding, but these libraries only work with UTF-8.
Note that loading uncompressed images (SMC, SFC, etc) with non-ANSI characters
works properly on all platforms.

=====================
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

ST-011
SETA DSP used by Quick-move Shogi Match with Nidan Rank-holder Morita

ST-018
SETA RISC CPU used by Quick-move Shogi Match with Nidan Rank-holder Morita 2

Super Gameboy
Cartridge passthrough used for playing Gameboy games

==========================
Unsupported Controller(s):
==========================

Mouse
Super Scope
Justifier

=============
Contributors:
=============

Andreas Naive, anomie, blargg, DMV27, FitzRoy, GIGO, Jonas Quinn, kode54, krom,
mudlord, Nach, neviksti, Overload, RedDwarf, Richard Bannister, tetsuo55, TRAC,
zones