bsnes is a Super Nintendo (SNES) emulator focused on performance, features, and ease of use.
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Tim Allen 118a393c4c Update to v083r05 release.
(r04 was not posted to the WIP thread)

byuu says:

NES: passes ppu_sprite_overflow tests 01, 02, 05.
Game Boy: uses DMG BIOS (the one with the slow title scroll) or SGB
BIOS, based upon how you load the game.
Game Boy Color: Everything except the IR port is emulated. I don't have
any plans to allow linking two instances of bsnes. And that's frankly
never going to happen over netplay anyway, due to latency requirements
of the serial/IR ports.
The new DMA stuff is possibly incorrect, my test games don't seem to use
it.
Zelda: DX usually resets or crashes on the intro right before the beach
scene. I'm not sure why. Skip the intro and the game plays fine.

This is the best I can do when the most up-to-date GB/C reference
document is over ten years old and half-assed (pandocs.)
I could really use some help from anyone who understands the system.
Probably the worst part of my emulation at the moment is the interrupt
system.
Lots of things real hardware doesn't allow (DMA outside HRAM, CGB DMA to
invalid addresses, etc) isn't blocked yet.
LCD renderer is still scanline-based, which is just terrible. Doesn't
seem to be any good docs on cycle-level operation. I only know that it's
incredibly pathological and variable.
2011-10-27 11:00:17 +11:00
bsnes Update to v083r05 release. 2011-10-27 11:00:17 +11:00
snesfilter Update to v083 release. 2011-10-14 21:05:25 +11:00
snespurify Update to v082 release. 2011-08-21 01:02:27 +10:00
snesshader Update to v083 release. 2011-10-14 21:05:25 +11:00