mirror of https://github.com/bsnes-emu/bsnes.git
![]() New WIP up. I was a little too busy to work on bsnes this weekend, but I got some work done tonight. First, I moved the field / interlace / overscan status functions over to the PPU, where they belong. This led me to kill a lot of extra CPU timing variables, such as vblstart and vnmi_trigger_pos. The latter I had to kill because I can no longer call sCPU::update_interrupts() when the PPU changes the overscan setting. You may be wondering about interlace toggle -- well, it can only take effect at the start of a new frame anyway, and the timing for scanline 0 is the same regardless of interlace setting, so it doesn't really need to call update_interrupts() anyway. With this moved back to the PPU, I was able to clean up the PPU functions a bit, too. Before, I had PPU::scanline_is_hires() and CPU::interlace(), and then a function called PPU::get_scanline_info() that would read the previous two functions and copy them into a struct. What an odd construct, I'm sure it was more complex in the past. Cruft, basically. I just killed that, renamed scanline_is_hires to just hires, and now SNES::Video just queries ppu.hires() and ppu.interlace() directly. Much nicer. I didn't lose any speed here, either. I made up the difference by force inlining the PPU states in the bPPU header file. I ran all my IRQ and NMI tests again, I didn't see any regressions. Testing of games that use interlace and overscan, as well as of IRQ- sensitive games, would be appreciated. While cleaning up the PPU, I had some code that would flush the PPU buffer when disabling interlace. I removed that as it looked rather ugly. Don't really have a clean way of handling that. Not like any game out there toggles interlace every frame anyway. I went through and killed a bunch of config file options that don't actually do anything anymore, such as audio.frequency and video.use_vram. Lastly, I rewrote the advanced panel code finally. All options that can be controlled through the UI have been removed. The list is ~80% smaller now. I also improved a lot of the descriptions. I think it looks a lot better now, at least. I went with a blacklist, rather than whitelist. I figure, better to have extra options if I forget to filter them out; than to have missing options if I forget to add them. Before the next release, I'd like to add back default_height() stuff to get the textboxes and buttons smaller on the Windows port. Maybe revert that back to Tahoma 8. I should also add descriptions to the last few advanced panel options missing them. Other than that -- just regression testing, I suppose. I can't break up the PPU enslavement any more without adversely affecting performance at this point. Hmm, would also be nice to rename vcounter / hclock / hcounter to vcounter / hcounter / hdot. Afraid of missing a reference somewhere and screwing up the timing, heh. I tried to get the icon working again on the Windows port. But using LoadImage or CreateIconIndirect doesn't handle the alpha level of bsnes' icon properly. It ends up as a 1-bit transparency that looks terrible in the titlebar, as well as the taskbar. The only way I can get it to look good is with LoadIcon and grabbing the icon from the resource file. The reason I don't want to do this is because it's not at all portable to GTK+. Sigh. Tested this on Win2k, by the way. Win2k isn't supposed to support the alpha channel in icons at all, but it sure the hell does on the taskbar. I even tried GetIconInfo() on the icon returned from LoadIcon(), and then CreateIconIndirect on that, and it crushes the translucency again. So it isn't a problem with the format of hbmMask and hbmColor in my ICONINFO struct. [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)