mirror of https://github.com/bsnes-emu/bsnes.git
![]() Thank you everyone for the translations! I've also posted a new WIP, with an improved Japanese locale. No changes to the strings that anyone has to worry about with theirs. To strike a compromise, I've removed power cycle from the menu by default, and added a new config file option, "advanced.enable". Set to false initially, but if you set it to true and restart, power cycle will re-appear. I intend to use this option to hide the debugger functionality if and when that gets re-added, as well. Plus we can remove other questionably useful / confusing stuff this way. The key binding for it still shows up (removing it there would be tricky), but it's not bound to anything by default, either. Sound fair? Also, something I've been meaning to do for a while now ... unload/reset/power cycle are now disabled when a cartridge is not loaded. [No archive available] |
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readme.txt
bsnes Version: 0.031 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 - 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)