bsnes is a Super Nintendo (SNES) emulator focused on performance, features, and ease of use.
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byuu aabf52d678 Update to bsnes v023r01? release.
Alright, I've posted the new WIP.

             Changelog:
             - CGRAM fix for WWF Super Wrestlemania
             - Updated to blargg's snes_ntsc library to version 0.2.2
             - Added ST and ST dual cart loading menu options (*)
             - Redesigned the video mode configuration panel a bit --
let me know what you think (**)

 (*) - You have to set path.bios to an -absolute- path, ./ is
currently broken and I need to fix that. So, set it to eg
"c:/path/to/bsnes/bios" where stbios.bin is inside that folder.
             (**) - The video menu obviously doesn't do anything, it's
just there for design advice / suggestions for now.

 You'll notice the icon is gone. This is because I built this version
with MinGW 4, and I'm not sure how to add the icon to MinGW apps.
You'll also notice it's ~6% faster on Core 2 processors as a result.

 The 16% speedup was only when PGO was enabled. But I can't enable
that, because it causes bsnes to crash randomly. GCC gets too risky
with its optimizations and ends up generating bad code (the GCC manual
states as much, I'm not just trying to blame problems in my app on GCC
here.)

 So, 6% is the best speedup we can do for now. Compare to v0.023
official if you like. You probably won't see the speedup on older
processors like the Pentium IV.

 EDIT: it seems like that MinGW vsnprintf problem is based on DLL
files on the local computer. Probably the MS VisualC runtime files.
The WIP works fine on my home PC (WinXP Pro), but not on my work PC
(Win2k). I'm going to have to stick with Visual C++ builds until I am
able to completely remove all sprintf-style calls from the emulator.

 If you get an error about memory at 0xffffffff which cannot be read,
you know why. Try building with Visual C++ if you have it, or maybe
there's some way to upgrade libc DLLs that the app is binding to.
Whatever DLL has vsnprintf is the one that needs to be updated, if at
all possible.

             Here's what the video config screen looks like at the
moment.

             [image]

 I tried putting the text at the top, that way there won't be any odd
gaps between the text and combo box dropdown, due to different sized
fonts on different platforms.

[No archive available]
2007-09-25 14:20:00 +00:00
src Update to bsnes v023 release. 2007-09-16 19:30:35 +00:00
cart.db Update to bsnes v020 01 release. 2007-06-05 15:50:59 +00:00
license.txt Update to bsnes v022 release. 2007-08-04 19:54:35 +00:00
readme.txt Update to bsnes v023 release. 2007-09-16 19:30:35 +00:00

readme.txt

bsnes
Version 0.023
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.

--------------
Shortcut Keys:
--------------
Esc - Toggle menubar visibility
F11 - Toggle fullscreen

------------------
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

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 and 5-port)