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