mirror of https://github.com/bsnes-emu/bsnes.git
710d92cbdd
When making a save state, all the system components are "fast forwarded" to a
safe state that can be serialised. If delayedSync (called "Coprocessor Fast
Sync" in the UI) is enabled, this works perfectly. If it is disabled, the
accurate coprocessor synching interferes with the save-state creation, leading
to the game crashing or (worse) the emulator freezing.
Star Fox is a good test case - repeatedly saving state and loading it will very
quickly cause the game to run super-slowly, hang, or crash.
Ideally, somebody should dig into exactly what coprocessor syncing is doing
that breaks the assumptions of the state-saving code, but given how complex
the whole thing is, and given that it doesn't affect hardware emulation
accuracy (real hardware can't save states at all), it's easiest to just force-
enable delayedSync while a save-state is in progress.
Fix from the jgemu bsnes fork:
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.assets | ||
.github/workflows | ||
bsnes | ||
docs | ||
extras | ||
hiro | ||
libco | ||
nall | ||
ruby | ||
shaders | ||
sourcery | ||
.cirrus.yml | ||
.gitattributes | ||
.gitignore | ||
CREDITS.md | ||
GPLv3.txt | ||
LICENSE.txt | ||
README.md | ||
mkdocs.yml | ||
update-subtrees.sh |
README.md
bsnes
bsnes is a multi-platform Super Nintendo (Super Famicom) emulator, originally developed by Near, which focuses on performance, features, and ease of use.
Unique Features
- True Super Game Boy emulation (using the SameBoy core by Lior Halphon)
- HD mode 7 graphics with optional supersampling (by DerKoun)
- Low-level emulation of all SNES coprocessors (DSP-n, ST-01n, Cx4)
- Multi-threaded PPU graphics renderer
- Speed mode settings which retain smooth audio output (50%, 75%, 100%, 150%, 200%)
- Built-in games database with thousands of game entries
- Built-in cheat code database for hundreds of popular games (by mightymo)
- Built-in save state manager with screenshot previews and naming capabilities
- Customizable per-byte game mappings to support any cartridges, including prototype games
- 7-zip decompression support
- Extensive Satellaview emulation, including BS Memory flash write and wear-leveling emulation
- Optional higan game folder support (standard game ROM files are also fully supported!)
- Advanced mapping system allowing multiple bindings to every emulated input
Standard Features
- MSU1 support
- BPS and IPS soft-patching support
- Save states with undo and redo support (for reverting accidental saves and loads)
- OpenGL multi-pass pixel shaders
- Several built-in software filters, including HQ2x (by MaxSt) and snes_ntsc (by blargg)
- Adaptive sync and dynamic rate control for perfect audio/video synchronization
- Just-in-time input polling for minimal input latency
- Run-ahead support for removing internal game engine input latency
- Support for Direct3D exclusive mode video
- Support for WASAPI exclusive mode audio
- Periodic auto-saving of game saves
- Auto-saving of states when unloading games, and auto-resuming of states when reloading games
- Sprite limit disable support
- Cubic audio interpolation support
- Optional high-level emulation of most SNES coprocessors
- Optional emulation of flaws in older emulators for compatibility with older unofficial software
- CPU, SA1, and SuperFX overclocking support
- Frame advance support
- Screenshot support
- Cheat code search support
- Movie recording and playback support
- Rewind support
- HiDPI support
- Multi-monitor support
- Turbo support for controller inputs