mirror of https://github.com/bsnes-emu/bsnes.git
![]() New WIP. This adds all the aforementioned fixes. I got the speed hit to ~1% with no light gun, and ~7% with. All three light gun modes allow you to go offscreen by 16 pixels in either direction, and Super Scope's offscreen flag is now supported. Mouse still needs the speed bits supported. I also modified the cursor just a bit by adding dots to each side of the circle. Makes it look a lot better. Not sure if I should add a shadow around the cursor or not. It really helps on red screens, but it seems kind of obtrusive to the view everywhere else. Oh, and the cursor works as expected in hires and/or interlace modes now. Also, x_axis, y_axis, button_NN is now mouse.x_axis, mouse.y_axis, mouse.buttonNN. joypadNN.button_NN and joypadNN.axis_NN are now joypadNN.buttonNN and joypadNN.axisNN. So be sure to update the config file again. Hopefully for the last time. I have not added the new input changes just yet, so the mouse button 0 still auto-assigns in the GUI. Use the spacebar or enter to bring up the assignment window for now. That also means that joypad analog axes won't work well for mouse simulation still. Other than what I mentioned above, please let me know if you spot any bugs this time around. Especially regarding the shots not going where you expect them to. I didn't test Yoshi's Safari myself, but it should be fine now. [No archive available] |
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readme.txt
bsnes Version: 0.036 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. ============== Configuration: ============== bsnes has two configuration files: bsnes.cfg, for program settings; and locale.cfg, for localization. For each file, bsnes will start by looking inside the same folder where the bsnes executable is located. If said file is not found, it will then check your user profile folder. On Windows, this is located at "%APPDATA%/.bsnes". On all other operating systems, this is located at "~/.bsnes". If said file is still not found, it will automatically be created in your user profile folder. If you wish to use bsnes in single-user mode, be sure that both files exist inside the same folder as the bsnes executable. If they do not, you can simply create new blank files and bsnes will use them in the future. If you wish to use bsnes in multi-user mode, simply delete these two files from the bsnes executable directory if they exist. If you wish to have multiple configuration profiles for the same user, you will need to make copies of the bsnes executable, and use each one in single-user mode. ==================== Known Limitation(s): ==================== S-CPU - Multiply / divide register delays not implemented - "Glitch" when reading joypad registers during auto polling 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 =============== Known Issue(s): =============== On Windows, attempting to load a ZIP, GZ or JMA compressed archive with non-ANSI characters in the filename will fail. This is because Windows requires UTF-16 encoding, but these libraries only work with UTF-8. Note that loading uncompressed images (SMC, SFC, etc) with non-ANSI characters works properly on all platforms. ===================== 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 ST-011 SETA DSP used by Quick-move Shogi Match with Nidan Rank-holder Morita ST-018 SETA RISC CPU used by Quick-move Shogi Match with Nidan Rank-holder Morita 2 Super Gameboy Cartridge passthrough used for playing Gameboy games ========================== Unsupported Controller(s): ========================== Mouse Super Scope Justifier ============= Contributors: ============= Andreas Naive, anomie, blargg, DMV27, FitzRoy, GIGO, Jonas Quinn, kode54, krom, mudlord, Nach, neviksti, Overload, RedDwarf, Richard Bannister, tetsuo55, TRAC, zones