bsnes is a Super Nintendo (SNES) emulator focused on performance, features, and ease of use.
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byuu b01f18c34c Update to bsnes v019r01? release.
First screenshots of libui in bsnes:

             [image] [image]

 Same exact codebase. The current WIP is obviously missing any
semblance of a GUI, other than the menubar and a ROM file loader.

 Lots of issues on both ports, of course. I'm aware of the audio
repeating issue on the Windows port and already know how to fix it
(had the same problem with the old Windows UI). Linux of course simply
has no audio or input.

 I'm planning on moving the framerate counter to display inside the
image, rather than on the titlebar this time. That of course won't
happen anytime soon. I don't expect to be adding fullscreen support
back in anytime soon, either.

 Once this port gets stable enough, I intend to remove the "ui/win"
and "ui/sdl" ports completely. After that, I'm going to have to start
seriously rewriting a lot of internal stuff.

 I'm also planning to go with a simpler user interface this time
around. bsnes v0.019 had too many options and features. I think I may
scale back this time and make things a lot simpler. Move a lot of the
control settings back into the menubar, rather than in the custom
options panel (which will most likely still exist).

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2007-01-15 04:25:00 +00:00
src Update to bsnes v019 release. 2007-01-01 21:04:34 +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)