mirror of https://github.com/bsnes-emu/bsnes.git
![]() New WIP. Adds some more HDMA timing improvements, DMA bus hold simulation, and hopefully proper detection for ST011, which should mean that every unsupported game will now notify you of that fact. Also, I finally got around to writing that status bar message queue system I mentioned a long time ago. Should make Deathlike happy. It'll tell you whenever any UI event occurs (load, unload, reset, power cycle, UPS patch applied, unsupported chip detected, config file / locale file load, etc.) Obviously if you turn off the status bar, you won't see them. Not a problem for me personally: if you want to see status messages, leave it on. With that, I removed the annoyingly bland message window, and muted the terminal message printing, putting it all inside the statusbar instead. I also got rid of some now-unused config variables, misc.status_text (it was kind of overkill to let that be customizable) and cpu.hdma_enable (it's always enabled now.) Opinions on the new status bar system welcome. I've also set the SNES to report itself as 2/1/3, rather than 1/1/1. Since I don't emulate things like the HDMA conflict crash, I figured I may as well set it to the CPU revision that doesn't have it. > Probably the best it's ever been, but Street Racer's track does > still flicker on "Head to Head" mode. With the above changes, I was able to eliminate the flicker in-game in all modes, as well as get rid of it ~80+% of the time on the title screen. Only once every ~5 restarts will you see it for _maybe_ one frame. That's really the best I can do, I'm afraid. It's so subtle I doubt anyone will even notice it now. Like Winter Olympics and Adventures of Dr Franken, I'm not going to consider it an active bug (yes, how convenient), but I'll watch the game closely with future timing changes. Hopefully it'll go away entirely with more refinements in the future. [No archive available] |
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readme.txt
bsnes Version: 0.033 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 Limitations: ================== S-CPU - 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 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 Controllers: ======================== Mouse Super Scope Justifier Multitap (4-port and 5-port)