mirror of https://github.com/bsnes-emu/bsnes.git
![]() New WIP. First, the internal ROM header detected was enhanced. Nach was right, so I went ahead and did it the right way ... it'll score all three regions individually now, and then use some heuristics for those annoying games that duplicate the header entirely in multiple places. The hardest games to detect, that I recall, are Double Dragon and Street Fighter Alpha 2, which seem okay. In fact, all ~50 of the games I have seem to be working fine. Please let me know if any games fail to start as of this WIP. Second, finished updating all of src/memory to convert uint -> unsigned. Yeah, I like the former more, but the latter is a built-in type. Did the same to hiro, and converted Event to event_t, looks nicer in code. Part of namespace libhiro, so no worries about other things named event_t. Third, added the frameskip cycling code. It just randomly chooses which of the set of frames to display (random() % (frameskip + 1)). Seems to work as expected, you can see Link blink when hit even with FS=1, but obviously it stutters a bit more. Fourth, I finally added RedDwarf and Nach's latest ALSA code. ALSA will now with at 75% speed and with speed uncapped. It has the same overhead as OpenAL. So, unfortunately, due to OpenAL's issues with completely destroying echo / reverb for some reason, I'm going to have to recommend Linux users set system.audio to "alsa" from now on :/ FreeBSD users should rely on "libao". I'd like to release an update this weekend to address the ToP issue, as well as a missing string in the translate[] hooks and to distribute the new ALSA updates. I'm worried about the header detection changes breaking some other games, though. So if you guys wouldn't mind throwing a bunch of random games at it, I'd appreciate it. It _should_ be fine, though. In theory, the LoROM / HiROM detection is identical to the last release still, but I did restructure it, so you never know ... Oh, and I updated the website with new locales from Hatsuyuki, Itol, khiav and wushu. Thanks, guys! [No archive available] |
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readme.txt
bsnes Version: 0.034 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 Limitations: ================== 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 ===================== 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 Controllers: ======================== 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