bsnes is a Super Nintendo (SNES) emulator focused on performance, features, and ease of use.
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Tim Allen 689fc49047 Update to v088r15 release.
byuu says:

Changelog:
- default placement of presentation window optimized for 1024x768
  displays or larger (sorry if yours is smaller, move the window
  yourself.)
- Direct3D waits until a previous Vblank ends before waiting for the
  next Vblank to begin (fixes video timing analysis, and ---really---
  fast computers.)
- Window::setVisible(false) clears modality, but also fixed in Browser
  code as well (fixes loading images on Windows hanging)
- Browser won't consume full CPU resources (but timing analysis will,
  I don't want stalls to affect the results.)
- closing settings window while analyzing stops analysis
- you can load the SGB BIOS without a game (why the hell you would want
  to ...)
- escape closes the Browser window (it won't close other dialogs, it has
  to be hooked up per-window)
- just for fun, joypad hat up/down moves in Browser file list, any
  joypad button loads selected game [not very useful, lacks repeat, and
  there aren't GUI load file open buttons]
- Super Scope and Justifier crosshairs render correctly (probably
  doesn't belong in the core, but it's not something I suspect people
  want to do themselves ...)
- you can load GB, SGB, GB, SGB ... without problems (not happy with how
  I did this, but I don't want to add an Interface::setInterface()
  function yet)
- PAL timing works as I want now (if you want 50fps on a 60hz monitor,
  you must not use sync video) [needed to update the DSP frequency when
  toggling video/audio sync]
- not going to save input port selection for now (lot of work), but it
  will properly keep your port setting across cartridge loads at least
  [just goes to controller on emulator restart]
- SFC overscan on and off both work as expected now (off centers image,
  on shows entire image)
- laevateinn compiles properly now
- ethos goes to ~/.config/bsnes now that target-ui is dead [honestly,
  I recommend deleting the old folder and starting over]
- Emulator::Interface callbacks converted to virtual binding structure
  that GUI inherits from (simplifies binding callbacks)
    - this breaks Super Game Boy for a bit, I need to rethink
      system-specific bindings without direct inheritance

Timing analysis works spectacularly well on Windows, too. You won't get
your 100% perfect rate (unless maybe you leave the analysis running
overnight?), but it'll get really freaking close this way.
2012-05-08 09:29:03 +10:00
bsnes Update to v088r15 release. 2012-05-08 09:29:03 +10:00
purify Update to v088 release. 2012-04-24 23:17:52 +10:00
snesfilter Update to v085 release. 2012-01-04 00:10:46 +11:00
snesshader Update to v085 release. 2012-01-04 00:10:46 +11:00
.gitignore Update to v088 release. 2012-04-24 23:17:52 +10:00