bsnes is a Super Nintendo (SNES) emulator focused on performance, features, and ease of use.
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byuu a209e6ffbe Update to bsnes v019r23 release.
Ok, this is a very important WIP release. Note that
this file is rather large, please mirror it if you must link to it
elsewhere.







    http://byuu.cinnamonpirate.com/files/bsnes_v019_wip23.zip




               Included are two executables:
               bsnes_adsp.exe - This version uses anomie's S-DSP
emulator, clocked at 32khz
               bsnes_bdsp.exe - This version uses blargg's S-DSP
emulator, clocked at 1.024mhz

 Please note that blargg's code is experimental and in-progress. That
said, I have been unable to find any errors with it so far. I hope I
haven't missed anything blargg wanted me to do before release.
Everyone, please give your thanks to blargg for creating this emulator
and allowing me to use his code :)

 This day marks an important milestone, at least in bsnes, possibly in
the SNES emulation scene: the addition of a subsample-accurate S-DSP
emulator brings us one major step closer to the most faithful SNES
emulation that will ever be possible. Excepting bugs, this now gives
us bus-accurate S-CPU, S-SMP and S-DSP cores. It is not possible (nor
desirable) in software to get more precise than bus-level accesses.
The only core component remaining using an older, less faithful
approach is the S-PPU[1/2], and is not so coincidentally the source of
the only remaining bugs in bsnes. This will very likely be the biggest
leap forward in accuracy that will ever be seen for S-DSP emulation
from this date on.

 The old win32 interface is now completely broken, so I am forced to
distribute using lui. As such, I've fixed the NTSC/PAL mode switches,
and added software video filter selection to the UI. Any configuration
changes that are not in the menu will have to be done via the config
file for the time being. I have also added the log audio data option
back to the misc menu. If you are not able to get 60fps in bsnes, or
would like to analyze the audio output between adsp and bdsp in
another program, you can use this option. Also, I'm aware of the lui-
specific issues, such as audio repeating when entering menus. lui is
still a work in progress.

 Please test all of the games you can, and look for subtle audio
differences and the like. Bugs, improvements, whatever, would be very
useful to know. Please keep in mind that every commercial game ever
released was tested by both FitzRoy and tetsuo55, and there are
currently zero known problems with anomie's S-DSP emulator. Also note
that blargg's emulator will be slower, by nature of being more low-
level. I'll leave the decision on which core to enable by default to
you guys. Eventually, I'll have polymorphism fully functional, and
this will be a runtime-selectable option, and not require two separate
builds. But still, we unfortunately have to pick one to be the default
setting, which I hope does not offend anyone :(

 I'm very appreciative and in debt to both anomie and blargg for their
help with S-DSP emulation. They have both done a very large service to
us all by creating these cores, so I thank both of them again for all
their hard work, and for allowing me to use their work in bsnes.

[No archive available]
2007-03-07 10:27:00 +00:00
src Update to bsnes v019r09 release. 2007-01-31 00:00:24 +00:00
bsnes.exe Update to bsnes v019r09 release. 2007-01-31 00:00:24 +00:00
cart.db Update to bsnes v019r09 release. 2007-01-31 00:00:24 +00:00
license.txt Update to bsnes v018r04 release. 2006-10-20 03:53:34 +00:00
readme.txt Update to bsnes v019 release. 2007-01-01 21:04:34 +00:00

readme.txt

bsnes
Version 0.019
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 (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

Super Gameboy
Cartridge passthrough used for playing Gameboy games


Unsupported controllers
-----------------------
Mouse
Super Scope
Justifier
Multitap (4-port)
Multitap (5-port)