Commit graph

7 commits

Author SHA1 Message Date
byuu
c6c5f4669c Update to bsnes v013 release.
- Greatly improved HDMA timing and accuracy with help from anomie and DMV27 -- fixes bugs in Energy Breaker and Street Fighter Alpha 2
    - Fixed a problem with color add/sub code -- fixes opening battle in Tales of Phantasia and clouds in Energy Breaker
    - Temporarily added DMV27's bugfix for the DSP KON register -- fixes sound in Der Langrisser, but this is not a hardware-accurate fix
    - Disabled VRAM writes outside of vblank -- fixes Hook, but breaks many PD ROMs and fan translations (Roto's BS Zelda hack, Gideon Zhi's Ys 4 translation, etc). I might add an option in the future to toggle this behavior, but for now these games will no longer work. Please keep in mind these games will not run properly on real SNES hardware, either.
    - Improved frameskipping code thanks to a suggestion from Richard Bannister
    - Misc. other code cleanups and improvements (notably in the color table generation code)
    - bsnes is now endian-safe and runs on Mac OS X
    - Added caching support for window clipping tables resulting in a slight speedup. Please let me know if you spot any errors as a result of this change.
2005-10-23 23:32:30 +00:00
byuu
397b9c4505 Update to bsnes v012 release.
Changelog:
    - Added S-DSP emulation
    - Added sound output support via DirectSound -- no sound buffering though, so sound is muted by default
    - Added option to record raw sound output to WAV files
    - Added multiple color adjustment filters to the video output
    - Added mode3/4 direct color support
    - Added mode7 direct color and mosaic support
    - Greatly improved mode7 rendering algorithm thanks to anomie
    - Fixed mode7 screen repitition and EXTBG effects
    - Greatly increased accuracy of NMI and IRQ timing, and emulated many newly discovered hardware quirks involving the two
    - A few speed improvements courtesy of Nach for profiling the code for me
I'm now looking for assistance with sound buffering. Specifically, I need help modifying the DirectSound code to allow the emulator to be ran between 50%-400% normal speed, while keeping the sound output relatively good. If you have experience with this and can help, please get in touch with me (setsunakun0 at hotmail dot com).
2005-10-02 00:38:34 +00:00
byuu
970dcea0ac Update to bsnes v010 release.
bsnes now supports SPC700 emulation (no DSP or sound support, however), and has greatly improved compatibility. It also now contains a keyboard-only joypad configuration tool.
2005-08-03 21:22:42 +00:00
byuu
402c146a53 Update to bsnes v009 release.
- Fixed non-interlaced display modes from not drawing every other frame
    - Changed OAM halve to skip every other scanline in 224-height modes
    - Updated renderer to properly support games that switch resolutions mid-frame
    - Fixed VRAM address remapping modes, fixes DQ3R, FF: MQ
    - Fixed a bug in main color window clipping affecting BGs
    - Added video color curve option, thanks to Overload for the idea + color table
    - Added vblank, FPS counter, and DDraw surface memory options to settings menu
    - Added fullscreen modes 640x480 and 1024x768 to video modes
    - Added option to toggle the menubar on and off by pressing the escape key
    - Mode3 was not rendering sprites
    - Priorities were wrong for modes 2-4, thanks to anomie for info
    - Fixed a serious bug in IRQ interrupts. May not be perfect, but helps many games
2005-06-26 11:07:38 +00:00
byuu
a471c150c9 Update to bsnes v008 release.
moving the window + main color window clipping into the bg/oam/mode7 rendering routines themselves, I was able to greatly simplify the most complicated part of rendering: the final pass where color add/sub effects are applied. As a result, the new PPU core is not only ~35% faster (on graphics intensive screens, even faster on simpler screens), but more accurate as well. Awesome.
In celebration, I´m releasing bsnes v0.008. I can actually run all games I have at >60fps on my Athlon 1.67ghz PC. Probably not something to brag about, though ...
Oh, and I also updated the keyboard polling code to only capture keypresses if the main window has focus. I´ve been meaning to do this for the better part of a year now, but never got around to it.
If, for some reason, you still want to use the old renderer, you can uncomment the first line in src/ppu/bppu/bppu.h and recompile the emulator yourself. Or you can use v0.007a, I´ll leave it up for a bit.
2005-06-21 09:13:40 +00:00
byuu
ea38ea2537 Update to bsnes v007a release.
[No changelog available]
2005-06-13 04:34:10 +00:00
byuu
09b326ae86 Update to bsnes v007 release.
I have done quite a bit, so I´ll try my best to recap most of the fixes since the last release...
    - HDMA was not running during DMA transfers
    - Emulator did not recognize any filetype other than .smc
    - Added configuration file support and imported my vector/string/config libraries into bsnes
    - Added option to use system RAM instead of video RAM for display, this can greatly increase speed on certain video cards
    - Increased speed by ~15% by adding 256x224 renderer (still very buggy when the SNES mixes video modes mid-frame)
    - mvn/mvp opcodes were not setting the DB register
    - Fixed joypad input in many games (Super Mario: All Stars, Dragon Quest III, etc.)
    - Major speedup with frakeskip option
    - Fixed default aspect ratio when emulator is first started
There´s probably a lot more, but that´s all I remember offhand... this release should be a lot closer to the quality of v0.005a, but still needs a bit more polishing.
2005-06-12 08:15:22 +00:00