mirror of https://github.com/bsnes-emu/bsnes.git
29c871ef62
New WIP. Adds Win2k alpha adjust (against black background), some minor code cleanups, LZSS compression / decompression for storing graphics, and puts the program icon onto the about screen, which has been shrunk down a bit again. So, too late mudlord, the answer was LZSS :P I wanted to just go with RLE for simplicity, but the compression ratio sucked. LZSS is the same number of lines of code, yet is three times more efficient with the icon. And something like a controller with much more repetition will probably make an even bigger difference. Meh, the code's easy enough. I wrote it for clarity over speed, and decompression is always lightning fast with LZ anyway. Good job decoding the base64 portion, though. Very useful routine for a library. As for the controller graphics, wow ... I'm really torn. I really love how clean FitzRoy's version looks, yet at the same time King of Chaos' version is so lifelike it's scary. I dislike the "flaws", though. The scratches on the X, the dot on the bottom right, and the off-center buttons ... since it's digital anyway, I'd prefer it to appear perfect, if at all possible. But it's a tough call. I'll have to hold a vote or something :) Thanks a million for helping with the controller graphic, both of you! [No archive available] |
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readme.txt
bsnes Version: 0.028 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 not fully emulated - Multiply / Divide register delays 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 --------------------- 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 ST-011 SETA DSP used only by Quick-move Shogi Match with Nidan Rank-holder Morita ST-018 SETA RISC CPU used only by Quick-move Shogi Match with Nidan Rank-holder Morita 2 Super Gameboy Cartridge passthrough used for playing Gameboy games ------------------------ Unsupported Controllers: ------------------------ Mouse Super Scope Justifier Multitap (4-port and 5-port)