mirror of https://github.com/bsnes-emu/bsnes.git
109 lines
3.4 KiB
Plaintext
109 lines
3.4 KiB
Plaintext
bsnes
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Version: 0.037a
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Author: byuu
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========
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General:
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========
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bsnes is a Super Nintendo / Super Famicom emulator that began on
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October 14th, 2004.
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The latest version can be downloaded from:
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http://byuu.org/
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Please see license.txt for important licensing information.
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==============
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Configuration:
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==============
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bsnes has two configuration files: bsnes.cfg, for program settings; and
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locale.cfg, for localization.
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For each file, bsnes will start by looking inside the same folder where the
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bsnes executable is located. If said file is not found, it will then check your
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user profile folder. On Windows, this is located at "%APPDATA%/.bsnes". On all
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other operating systems, this is located at "~/.bsnes". If said file is still
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not found, it will automatically be created in your user profile folder.
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If you wish to use bsnes in single-user mode, be sure that both files exist
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inside the same folder as the bsnes executable. If they do not, you can simply
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create new blank files and bsnes will use them in the future.
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If you wish to use bsnes in multi-user mode, simply delete these two files from
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the bsnes executable directory if they exist.
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If you wish to have multiple configuration profiles for the same user, you will
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need to make copies of the bsnes executable, and use each one in single-user
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mode.
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====================
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Known Limitation(s):
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====================
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S-CPU
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- Multiply / divide register delays not implemented
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- "Glitch" when reading joypad registers during auto polling not implemented
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S-PPU
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- Uses scanline-based renderer. This is very inaccurate, but few (if any)
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games rely on mid-scanline writes to function correctly
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- Does not support FirstSprite+Y priority
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- OAM / CGRAM accesses during active display not supported correctly
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- RTO flags are not calculated on frames that are skipped when frameskipping
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is enabled. This provides a major speedup, however it will cause in issues
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in games that test these flags, eg the SNES Test Program Electronics Test.
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Turning frameskipping off will allow RTO flag calculation on every frame
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Hardware Bugs
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- S-CPU.r1 HDMA crashing bug not emulated
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- S-CPU<>S-SMP communication bus conflicts not emulated
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===============
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Known Issue(s):
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===============
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On Windows, attempting to load a ZIP, GZ or JMA compressed archive with
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non-ANSI characters in the filename will fail. This is because Windows
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requires UTF-16 encoding, but these libraries only work with UTF-8.
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Note that loading uncompressed images (SMC, SFC, etc) with non-ANSI characters
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works properly on all platforms.
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=====================
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Unsupported Hardware:
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=====================
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SA-1
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Coprocessor used in many popular games, including:
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- Dragon Ball Z Hyper Dimension
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- Kirby Super Star
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- Kirby's Dreamland 3
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- Marvelous
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- SD Gundam G-NEXT
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- Super Mario RPG
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Super FX
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Coprocessor used in many popular games, including:
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- Doom
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- Star Fox
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- Star Fox 2 (unreleased beta)
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- Super Mario World 2: Yoshi's Island
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ST-011
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SETA DSP used by Quick-move Shogi Match with Nidan Rank-holder Morita
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ST-018
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SETA RISC CPU used by Quick-move Shogi Match with Nidan Rank-holder Morita 2
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Super Gameboy
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Cartridge passthrough used for playing Gameboy games
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=============
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Contributors:
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=============
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Andreas Naive, anomie, blargg, DMV27, FitzRoy, GIGO, Jonas Quinn, kode54, krom,
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Matthew Callis, mudlord, Nach, neviksti, Overload, RedDwarf, Richard Bannister,
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tetsuo55, TRAC, zones
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