[MULTI] Bsnes 108 29/07/19

[3] @ !!! Poniedziałek, 5 Sierpnia 2019 00:58 CET [05-08-2019 00:56 CET]

[MULTI] Bsnes 108 29/07/19

Byuu wrócił do pracy nad swoim multiemulatorem maszynek NINTENDO i oto efekt - pierwsza wersja publiczna tego najwierniejszego udawacza SUPER NINTENDO. Nowy BsNes jest szybszy, nie wymusza konwersji romów (co miało podnieść czystość dumpów a wniosło sporo niepotrzebnych operacji) więc na 100% warto posiadać i używać.

Dodatkowo Byuu wprowadził znany z mutacji Bsnes HD modyfikator grafiki podbijający jakość tekstur w mode 7.

Dla niecierpliwych Byuu udostępnił również autobuilder, dzięki któremu na bieżąco można ściągać testowe wersję tego superEmulatora (jest świetny ale jestem na tyle stary, że w zupełności wystarcza mi Snes9X;))

bsnes v108 2019-07-29

  • This release brings in a 25% speed increase,
  • optional frameskipping during fast forward (allowing an additional 33% max frame rate),
  • official HD mode 7 support,
  • SameBoy integration for 60% faster and more accurate Super Game Boy emulation
  • software filter support (snes_ntsc, HQ2x, Eagle, scanlines, etc),
  • the return of mightymo’s integrated cheat code database,
  • cheat search support, movie recording and playback support,
  • rewind support,
  • cubic audio interpolation,
  • 7-zip decompression support,
  • ExLoROM board mapping support,
  • adaptive sync support for OpenGL and greatly improved macOS support
  • ...and if that’s not enough, there’s also true pixel-perfect ZSNES snow effect emulation … seriously!

Some of the unique features to bsnes include:

  • 100% (known) bug-free compatibility with the entire officially licensed SNES library
  • true Super Game Boy emulation (utilizing SameBoy)
  • HD mode 7 graphics (vastly increased anti-aliasing for affine texture effects)
  • a multi-threaded video graphics renderer
  • built-in databases for games, PCBs, and cheat codes
  • save state manager with screenshot previews and label support
→ NOWSZY [MULTI] Bsnes v113 11/12/19

bsnes v113 2019-12-11

bsnes v113 is the seventh in the new line of bsnes releases. At the time of release, all known issues are once again resolved.

Changelog:

  • corrected PPU OAM address latching with the accurate PPU renderer
  • fixed offset-per-tile regression with the accurate PPU renderer
  • fixed very rare PPU mosaic rendering bug with the accurate PPU renderer
  • corrected a sound stuttering issue when emulating the Super Game Boy 2 [LIJI]
  • Windows: added a workaround for an issue where bsnes was crashing on exit for a very small number of users
  • changed gamepak firmware loading names to use the identifier (dsp1, dsp2, etc) label instead of the architecture (upd7725, etc)
  • do not apply color blending for the first hires pixel with the accurate PPU renderer (fixes green line in Jurassic Park)
  • added scanline override setting for Suguro Quest++ with the fast PPU renderer
  • disabled HD mode 7 supersampling when EXTBG mode is active, as it is not compatible
  • fixed MSU1 and SGB audio when using run-ahead and overclocking modes
  • implemented correct fix for Kishin Douji Zenki - Tenchi Meidou
  • improved CPU IRQ handling to fix Shin Nihon Pro Wrestling Kouhin '95
  • fixed a GUI typo where "Increment" and "Decrement" "State Slot" labels were reversed
  • fixed audio balance setting when lowering it below 50%
  • added BSC-1A7M-10 board and corrected BSC-1AxM-xx masking (fixes RPG Tsukuru 2 and Sound Novel Tsukuru)
  • improved the driver crash detector to not trip if closing the emulator before initialization could complete
  • added a hotfix to prevent a rare crash in Rendering Ranger R2 that can happen even on real hardware
  • made the entire window support drag-and-drop for gamepaks and game ROM files
  • merged the latest release of SameBoy for improved Super Game Boy support [LIJI]
  • macOS: add hotplug support to IOKit joypad driver [Sintendo]
  • macOS: fixed a serious issue with the IOKit joypad driver [kode54]
  • libretro: updated boards database to the latest version [rtretiakov]
  • libretro: merged Super Game Boy support improvement patch [fr500]
  • small improvements to libco and nall libraries
→ NOWSZY [MULTI] Bsnes v112 20/10/19
Sunset Riders (Konami, Inc., 1993)

bsnes v112 2019-10-19

I've released bsnes v112. The major new feature in this release is run-ahead support, which allows you to achieve lower input latencies than even real hardware by removing internal game processing delays. There are many other enhancements since v111 as well.

Changelog:

  • improved Super Game Boy audio support
  • fixed two small sprite issues affecting Star Ocean with the accurate PPU
  • added deterministic rewind support; rewind is now 100% safe when enabled
  • added a safer save state serialization method for Tales of Phantasia and Star Ocean
  • fixed detection of ST010 and ST011 HLE when DSP firmware is missing
  • added SHVC-2P3B-01 prototype board mapping for Kunio-kun Tournament Special
  • improved the frame advance functionality to be more responsive
  • added a scanline override for the fast PPU for the Japanese version of NHL '94
  • added new preset buttons to the driver settings to make adaptive sync and dynamic rate control easier to configure
  • by request, I added a pseudo-fullscreen mode to continue displaying the status bar
  • added run-ahead support of up to four frames
  • optimized save state serialization performance [Alcaro, byuu]
  • added serialization to the SDD1 decompressor for the new deterministic save state mode
  • removed the fast PPU tile caching; as it was not helping speed and made serialization more expensive
  • RetroArch: added Super Game Boy support
  • RetroArch: added a core change that removes a frame of input latency
  • Linux: added a fix for a rare crashing issue with SDL joypads
→ NOWSZY [MULTI] Bsnes 111.3 07/10/19

bsnes v111.5 2019-10-05

Update 1: there was a minor issue with the Super Game Boy audio fix when using save states, so I posted v111.1 to address this.

Update 2: and another fix for the accurate PPU renderer, a slight sprite flickering issue in Star Ocean, so v111.2 is up. Hopefully I can get enjoy a slight respite now, I really need it.

Update 3: and one final fix, save state stability improvements when using rewind. It really only affected Tales of Phantasia and Star Ocean, but they're such great games that it was worth the effort. v111.3 is up as a result.

Changelog:

  • fixed audio crackling in Super Game Boy emulation
  • fixed NTSC region detection in Hanguk Pro Yagu
  • fixed boot hnaging issue in Kishin Douji Zenki - Tenchi Meidou
  • fixed slowdown issue in Mega Man X2 & X3
  • added mute hotkey
  • added HD mode 7 adjustment hotkeys
  • added 18 pixel shaders including AANN, CRT-Royale, XBRz, and more
  • added hotfix for The Hurricanes tile glitch during intro (happens on real hardware)
  • added hotfix for Magical Drop which can hang after game over in Tokoton mode (happens on real hardware)
  • added scanline override for NHL '94
  • added fix for enterig folder names into the BrowserDialog filename box
  • shrunk the fast PPU's Pixel struct, which gives a 3% performance boost [Alcaro]
  • allow SRAM sizes of 2 megabits (for SA-1 homebrew developers)
  • improved HDMA timing to fix a slight flickering issue in Full Throttle - All-American Racing
  • fixed an issue with bsnes not remembering the user audio frequency setting across runs
  • many libretro build improvements [rtretiakov, orbea]

 

→ NOWSZY [MULTI] Bsnes 111.2 06/10/19

bsnes v111.5 2019-10-05

Update 1: there was a minor issue with the Super Game Boy audio fix when using save states, so I posted v111.1 to address this.

Update 2: and another fix for the accurate PPU renderer, a slight sprite flickering issue in Star Ocean, so v111.2 is up. Hopefully I can get enjoy a slight respite now, I really need it.

Changelog:

  • fixed audio crackling in Super Game Boy emulation
  • fixed NTSC region detection in Hanguk Pro Yagu
  • fixed boot hnaging issue in Kishin Douji Zenki - Tenchi Meidou
  • fixed slowdown issue in Mega Man X2 & X3
  • added mute hotkey
  • added HD mode 7 adjustment hotkeys
  • added 18 pixel shaders including AANN, CRT-Royale, XBRz, and more
  • added hotfix for The Hurricanes tile glitch during intro (happens on real hardware)
  • added hotfix for Magical Drop which can hang after game over in Tokoton mode (happens on real hardware)
  • added scanline override for NHL '94
  • added fix for enterig folder names into the BrowserDialog filename box
  • shrunk the fast PPU's Pixel struct, which gives a 3% performance boost [Alcaro]
  • allow SRAM sizes of 2 megabits (for SA-1 homebrew developers)
  • improved HDMA timing to fix a slight flickering issue in Full Throttle - All-American Racing
  • fixed an issue with bsnes not remembering the user audio frequency setting across runs
  • many libretro build improvements [rtretiakov, orbea]

 

→ NOWSZY [MULTI] Bsnes 110 19/09/19

bsnes v110 2019-09-20

  • improved ExLoROM support (fixes Fire Emblem: Thracia 776 fan translation)
  • several improvements to the libretro target, including macOS and Android platform support
  • fixed an issue where the Alt key wasn't activating the menu on the Windows port
  • removed 2160p HD mode 7 setting, due to Direct3D 9.0 texture size limits of 2048x2048
  • reverted fresh configuration files to using the safer hardware drivers
  • disabled the ASIO driver due to lack of support
  • fixed a crashing issue when idling with the snow effect enabled
  • added IOKit joypad support for macOS [Sintendo]
  • added fast PPU render cycle position override for Firepower 2000's title screen
  • ported higan's accurate PPU renderer back to bsnes to add sprite caching for Wolfenstein 3D
→ NOWSZY [MULTI] Bsnes 109 06/09/19
The Untouchables (1994, Ocean)

bsnes v109 2019-07-29

  • greatly improved macOS support, fixing all obvious bugs and adding fullscreen support
  • added libretro target [Themaister, rtretiakov]
  • much smarter automatic HD mode 7 perspective correction support [DerKoun]
  • added CPU and SA-1 overclocking support
  • added fast forward speed limiting
  • added a new "hotfixes" option to fix critical (deadlocking) bugs that also occur on real hardware (eg for Dirt Racer)
  • added options to emulate bugs in ZSNES and older Snes9X releases to increase compatibility:    
    • "No VRAM blocking" for older fan translations
    • "Echo shadow RAM" for older Super Mario World ROM hacks
    • "CPU fast math" for older homebrew
    • "Entropy: none" technically counts as     well, for demoscene software made for SNES copiers
  • added dialog for IPS patching to choose whether they were made for headered or unheadered ROMs
  • lowered volume during fast forwarding and rewinding to reduce audio distortion
  • added option to mute sound during fast forwarding and rewinding
  • added an option to deinterlace all SNES games by rendering at 480p (almost no speed hit; highly recommended)
  • added multi-monitor support to Windows, Linux, and BSD
  • improved pause and frame advance support
  • improved mosaic emulation for the fast PPU
  • added entropy (randomness) settings; default to no randomness for movie recording (guarantees consistent playback)
  • improved MLT_REQ Super Game Boy emulation; fixes Killer Instinct to default to player 1 instead of player 2 [endrift]
  • added option to disable video dimming during pausing (useful for screenshots with window decorations)
  • redesigned the settings and tools windows to use lists instead of tabs
  • redesigned the input and hotkey settings windows to be easier to use and with clearer naming + icons
  • added option to make hotkeys combinatorial (eg Ctrl+F) instead of separate (eg F11 or Gamepad L-shoulder)
  • restructured the settings menu to be more intuitive
  • fixed path selection dialog from sometimes appearing offscreen
  • added wildcard search support to the file loading window
  • fixed the --fullscreen command-line option
  • redesigned the thread scheduler to allow enhanced compatibility with SA-1 and SuperFX overclocking
  • fixed the pseudo-hires blur emulation support with the accuracy PPU
  • removed template integer classes from the fast PPU to make the code more portable
  • removed icarus from bsnes and merged the heuristics directly into bsnes itself
  • ~5% speedup by optimizing CPU memory accesses and the PPU counters
  • fixed an out-of-bounds memory access in the DSP core [Sour]
  • enhanced the snow effect with depth-of-field and alpha blending support
  • double-clicking a cheat finder result will now add the new cheat code directly
  • added "[HLE]" indicator to the title bar when coprocessor HLE is being used
  • simplified game titles with multi-carts (eg omit "Super Game Boy +" in SGB mode)
  • the emulator now pauses on Windows when navigating the menus
  • added SNES support for decoding Game Genie and Pro Action Replay codes
  • added Game Boy support for decoding Game Genie and Game Shark codes
  • added many more tooltips to explain GUI functionality
  • minor speedups to SuperFX and Cx4 emulation (via object locality)
  • simplified the mode 7 rendering code for the accurate PPU
  • suppress Alt+F4 while in fullscreen mode
  • fixed every reported regression caused by the speed optimizations I've been adding recently
→ [MULTI] Bsnes Beta 107.3 ze wsparciem HD

Bsnes 107.3 Beta

  • HD mode 7 supersampling support
  • HD mode 7 mosaic disable option
  • Various HD mode 7 bugfixes
  • Default waveOut audio latency to 128 instead of 512
  • Removed 512×240 hires mode 7 mode.

This is considered a beta release. If you’d rather wait for something stable, please wait for v108 in the future.

 

→ [MULTI] Bsnes 107.1 ze wsparciem HD
  • This is a mod of bsnes 107.1 by byuu (high-level emulation for co-processors came right on time for this).
  • It performs Mode 7 transformations (incl. HDMA) at up to 4 times the horizontal and vertical resolution.
  • Optionally, for games with pseudo 3D perspectives, some limitations of the integer math used by the SNES can be avoided by more aggressive averaging.
  • This can be disabled in Settings/Emulator/Experimental, where you can also change the scale or disable this feature.
  • For best performance try different output modes in Settings/Driver/Video. (For me Direct3D performs best.)
  • If you find games that either look great or do not work correctly please let me know here.
  • I'd much appreciate if you could provide me with safe states for these situations (assuming that is legal, I'm not sure there), ideally slightly before the scene.
  • I'd especially like ones for the various Mode 7 use in Super Castlevania IV, especially the rotating tube background.
→ [MULTI] Bsnes 107.1

bsnes v107.1 2019-04-09

  • GUI: added high DPI support
  • GUI: fixed the state manager image preview
  • Windows: added a new waveOut driver with support for dynamic rate control
  • Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso]
  • Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering
  • Windows: fixed XInput controller support on Windows 10
  • SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4 coprocessors
  • SFC: fixed a slight rendering glitch in the intro to Megalomania

If the coprocessor firmware is missing, bsnes will fallback on HLE where it is supported, which is everything other than SD Gundam GX and the two Hayazashi Nidan Morita Shougi games.

The Windows dynamic rate control works best with Direct3D in fullscreen exclusive mode. I recommend the waveOut driver over the XAudio 2.1 driver, as it is not possible to target a single XAudio2 version on all Windows OS releases. The waveOut driver should work everywhere out of the box.

Note that with DRC, the synchronization source is your monitor, so you will want to be running at 60hz (NTSC) or 50hz (PAL). If you have an adaptive sync monitor, you should instead use the WASAPI (exclusive) or ASIO audio driver.

Tagi: Nintendo, Super Nintendo, Nes, Snes, Bsnes, Multi

wstecz05/08/2019 00:58
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