mirror of https://github.com/bsnes-emu/bsnes.git
![]() Alright, it's been a full month now since the last private WIP. I have Direct3D, DirectSound and DirectInput all working on the Windows port now; and Xv, GTK+ Video, libao and XInput working on the Linux port, so now's a good time for a beta. Note that countless things are broken, still. - D3D still blurring image, haven't looked at it yet - Cheat code list never populates when loading ROM, probably doesn't save either (I probably removed that code when rewriting cart/ and memory/ a while back) - Windows always appear at 0,0 instead of centered - miu doesn't emit WM_ENTERMENULOOP, meaning audio cycles when going into the menu. I wish there were a way to make it pre-emptive like GTK+ without needing multiple threads ... - Input capture window doesn't actually read anything. I actually can get this working now, I just don't like the hacky way I did it before. - miu doesn't send Key events, so no F11 / esc shortcut keys. - miu/Win is still missing some event messages, so some controls may appear unresponsive. miu/Linux should be complete. - miu/Win may still send duplicate messages in some cases, like that old log audio option bug was doing - miu lacks an on_show event, so the config window can't set focus to the listbox on show just yet Any bugs outside of this that seem serious, please tell me about. Otherwise, I'm working on the rest still :/ [No archive available] |
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readme.txt
bsnes Version 0.026 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. -------------- Shortcut Keys: -------------- Esc - Toggle menubar visibility F11 - Toggle fullscreen mode ------------------ Known Limitations: ------------------ S-CPU - Invalid DMA / HDMA transfers not fully emulated - 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 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 ST-011 SETA DSP used only by Quick-move Shogi Match with Nidan Rank-holder Morita ST-018 SETA RISC CPU used only 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)