bsnes is a Super Nintendo (SNES) emulator focused on performance, features, and ease of use.
Go to file
byuu b2331ddb85 Update to bsnes v036r06? release.
New WIP. About 12 hours of non-stop programming ...

I've added full mouse support to nall::input, hiro and
ruby::DirectInput. With that, I added some really hacked-together
support for the mouse, super scope and justifiers. Yes, all there --
now _please_ stop bugging me about this already.

Caveats:
- Mouse support doesn't honor the speed setting.
- Super Scope doesn't currently let you go offscreen, which I should
allow by at least a few pixels to allow the offscreen flag to be set
for any games that might need it.
- Dual Justifier mode is fucked. I don't understand where PIO is
supposed to be raised, and I used a hack to get the "shoot offscreen
to reload" thing to work for the single Justifier mode for now. The
dual one tends to desync when you go offscreen and stuff, not very
pleasant.
- I'm not going to support SS / Justifiers in port 1. Since they can't
latch counters anyway, and no games make use of them, I don't see much
point in cluttering the menu more and confusing new people. Both
multitap and mouse have games that can use port 1, so they stay.
- There's no input config panel to map buttons. You have to edit the
config file directly.
- The mouse delta absolutely sucks. It's just a simple div 5, so
moving the mouse really slowly won't even register, and moving it fast
has only a linear curve. This one's going to be a real pain in the ass
to get right on everyone's system, as the ranges DirectInput gives for
mice tends to vary based on resolution, software and hardware mouse
speed settings.
- Joystick delta range is -32768 to +32767, so div 5 means it'll be
pretty much unplayable with the joystick.
- Input capture window binds mouse clicks now. This needs to be
expanded quite a lot to support selective axis and mouse assignment.
- The software-rendered cursor doesn't work right in hires / interlace
modes.
- To get the PIO latching behavior 100% correct without a dead spot
during DRAM refresh, I'd have to test the cursor coordinates every
single clock cycle. That would be way too damn slow, so I used a huge
hack instead. I just test once per scanline and fake the latch
counters to the cursor position. This is really shitty, and some
timing-sensitive code that was looking for this could easily detect
the emulator because of this, but it's either a ~10-20% speed hit, or
no speed hit at all and hacky SS / Justifier support. Since it seems
to work with all the games anyway, I'll go with the latter for now.
- No Linux support for any of this stuff yet, sorry.

If you want to try it, the config file keysyms are:
"x_axis" - mouse x axis
"y_axis" - ...
"button_00" - "button_07" - mouse buttons; hope you have the side
buttons on your mouse for the Super Scope, otherwise have fun using a
keyboard + mouse at the same time.
"joypad00.axis_00" - "joypad00.axis_03" - joypad axes (only 0,1 work
with DirectInput; 0-3 for SDL.)

Yes, I'll rename the mouse ones to "mouse.foo" in the future.

Aside from all that, not really looking for bug reports at the moment.
Way too preliminary for that.

Oh, and you have to click inside the video output to acquire the
mouse. You'll know as the mouse cursor goes away. You can release the
mouse by pressing escape on the keyboard.

If the mouse is acquired, escape overrides any GUI key assignment to
that button. You can also toggle fullscreen mode and the mouse will
stay acquired.

You can't acquire the mouse unless you have a mouse/SS/justifier
attached to a controller port, and a game loaded.

[No archive available]
2008-10-05 15:08:00 +00:00
src Update to bsnes v036 release. 2008-09-15 05:29:14 +00:00
license.txt Update to bsnes v034 release. 2008-08-11 11:33:54 +00:00
readme.txt Update to bsnes v036 release. 2008-09-15 05:29:14 +00:00

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