mirror of https://github.com/bsnes-emu/bsnes.git
![]() 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). [No archive available] |
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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)