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byuu describes the changes since v067: This release officially introduces the accuracy and performance cores, alongside the previously-existing compatibility core. The accuracy core allows the most accurate SNES emulation ever seen, with every last processor running at the lowest possible clock synchronization level. The performance core allows slower computers the chance to finally use bsnes. It is capable of attaining 60fps in standard games even on an entry-level Intel Atom processor, commonly found in netbooks. The accuracy core is absolutely not meant for casual gaming at all. It is meant solely for getting as close to 100% perfection as possible, no matter the cost to speed. It should only be used for testing, development or debugging. The compatibility core is identical to bsnes v067 and earlier, but is now roughly 10% faster. This is the default and recommended core for casual gaming. The performance core contains an entirely new S-CPU core, with range-tested IRQs; and uses blargg's heavily-optimized S-DSP core directly. Although there are very minor accuracy tradeoffs to increase speed, I am confident that the performance core is still more accurate and compatible than any other SNES emulator. The S-CPU, S-SMP, S-DSP, SuperFX and SA-1 processors are all clock-based, just as in the accuracy and compatibility cores; and as always, there are zero game-specific hacks. Its compatibility is still well above 99%, running even the most challenging games flawlessly. If you have held off from using bsnes in the past due to its system requirements, please give the performance core a try. I think you will be impressed. I'm also not finished: I believe performance can be increased even further. I would also strongly suggest Windows Vista and Windows 7 users to take advantage of the new XAudio2 driver by OV2. Not only does it give you a performance boost, it also lowers latency and provides better sound by way of skipping an API emulation layer. Changelog: - Split core into three profiles: accuracy, compatibility and performance - Accuracy core now takes advantage of variable-bitlength integers (eg uint24_t) - Performance core uses a new S-CPU core, written from scratch for speed - Performance core uses blargg's snes_dsp library for S-DSP emulation - Binaries are now compiled using GCC 4.5 - Added a workaround in the SA-1 core for a bug in GCC 4.5+ - The clock-based S-PPU renderer has greatly improved OAM emulation; fixing Winter Gold and Megalomania rendering issues - Corrected pseudo-hires color math in the clock-based S-PPU renderer; fixing Super Buster Bros backgrounds - Fixed a clamping bug in the Cx4 16-bit triangle operation [Jonas Quinn]; fixing Mega Man X2 "gained weapon" star background effect - Updated video renderer to properly handle mixed-resolution screens with interlace enabled; fixing Air Strike Patrol level briefing screen - Added mightymo's 2010-08-19 cheat code pack - Windows port: added XAudio2 output support [OV2] - Source: major code restructuring; virtual base classes for processor - cores removed, build system heavily modified, etc.
55 lines
2.3 KiB
C
Executable file
55 lines
2.3 KiB
C
Executable file
/* inftrees.h -- header to use inftrees.c
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* Copyright (C) 1995-2005 Mark Adler
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* For conditions of distribution and use, see copyright notice in zlib.h
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*/
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/* WARNING: this file should *not* be used by applications. It is
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part of the implementation of the compression library and is
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subject to change. Applications should only use zlib.h.
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*/
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/* Structure for decoding tables. Each entry provides either the
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information needed to do the operation requested by the code that
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indexed that table entry, or it provides a pointer to another
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table that indexes more bits of the code. op indicates whether
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the entry is a pointer to another table, a literal, a length or
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distance, an end-of-block, or an invalid code. For a table
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pointer, the low four bits of op is the number of index bits of
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that table. For a length or distance, the low four bits of op
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is the number of extra bits to get after the code. bits is
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the number of bits in this code or part of the code to drop off
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of the bit buffer. val is the actual byte to output in the case
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of a literal, the base length or distance, or the offset from
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the current table to the next table. Each entry is four bytes. */
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typedef struct {
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unsigned char op; /* operation, extra bits, table bits */
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unsigned char bits; /* bits in this part of the code */
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unsigned short val; /* offset in table or code value */
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} code;
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/* op values as set by inflate_table():
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00000000 - literal
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0000tttt - table link, tttt != 0 is the number of table index bits
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0001eeee - length or distance, eeee is the number of extra bits
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01100000 - end of block
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01000000 - invalid code
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*/
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/* Maximum size of dynamic tree. The maximum found in a long but non-
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exhaustive search was 1444 code structures (852 for length/literals
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and 592 for distances, the latter actually the result of an
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exhaustive search). The true maximum is not known, but the value
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below is more than safe. */
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#define ENOUGH 2048
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#define MAXD 592
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/* Type of code to build for inftable() */
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typedef enum {
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CODES,
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LENS,
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DISTS
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} codetype;
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extern int inflate_table OF((codetype type, unsigned short FAR *lens,
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unsigned codes, code FAR * FAR *table,
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unsigned FAR *bits, unsigned short FAR *work));
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