mirror of https://github.com/bsnes-emu/bsnes.git
![]() Ok, the new WIP adds ppu.hack.obj_cache = [true/false], and renames the scanline render pos to ppu.hack.scanline_render_position = [dec]. OBJ cache defaults to off now, as two bugs are better than four. Made SDP a bit more friendly to view now. I may port that style over to my main website, too. Specifically the non fixed width part. [No archive available] |
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src | ||
bsnes_accurate.exe | ||
bsnes_fast.exe | ||
cart.db | ||
license.txt | ||
readme.txt |
readme.txt
bsnes Version 0.018 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 Bugs ---------- Koushien 2 (J): - Severity: critical - Issue: game periodically crashes - Cause: unknown, possibly S-SMP related Mega lo Mania (J): - Severity: minor - Issue: horizontal line flickering during intro - Cause: caching of OAM occurs too early. Not fixable without dot-based PPU core Street Racer (J): - Severity: minor - Issue: track sometimes flickers every several frames - Cause: unknown, possibly timing related Unirally (J), Uniracers (U, E): - Severity: critical - Issue: 2-player mode sprites do not display at the correct positions - Cause: mid-frame OAM writes. Not fixable without dot-based PPU core Known Limitations ----------------- S-CPU - Invalid DMA / HDMA transfers (eg WRAM<>WRAM) not fully emulated - Multiply / Divide register delays not implemented S-SMP - Cycle breakdown of opcodes is theoretical, but mostly correct S-PPU - Uses scanline-based renderer. This is very inaccurate, but very few 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 S-DSP - Runs at 32khz. Hardware S-DSP likely runs at 1.024mhz to perform multiple reads / writes per sample. Sound is still output at 32khz, of course Hardware Bugs - CPUr1 HDMA crashing bug not emulated - CPU<>APU 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 DSP-3 Coprocessor used only by SD Gundam GX DSP-4 Coprocessor used only by Top Gear 3000 ST010 / ST011 / ST018 SETA coprocessors used by very few games BS-X (Broadcast Satellite) Add-on unit sold only in Japan that played specially-made games that were downloaded via satellite BS-X Flashcart Flash cartridge used by BS-X, as well as some standalone games by Asciisoft Bandai Sufami Turbo Special cartloader to play some Bandai games Super Gameboy Cartridge passthrough used for playing Gameboy games Unsupported controllers ----------------------- Mouse Super Scope Justifier Multitap (4-port) Multitap (5-port)