Byuu opublikował kolejną wersję swojego multiemulatorem maszynek [tsearch=NINTENDO] a przede wszystkim SUPER NINTENDO. Fix poprawia działanie savestate, czyli przechodzący po trochu (czyli ja), mogą znów spać spokojnie;P
bsnes v113.1 2019-12-15
- I've posted a quick hotfix release for an issue that was causing save states to sometimes fail to restore the state correctly. I haven't yet identified why the small change I made in the v112 WIPs caused this issue, but reverting it has of course corrected the issue, so for now,
GunForce: - Battle Fire Engulfed Terror Island (Irem America Corp., Nov, 1992)
In celebration of Max completing his testing of the entire SNES library in both bsnes' fast and accurate PPU rendering modes, and all bugs reported now corrected, today I'm releasing bsnes v114.
Changelog:
- fixed an issue with manually created save states that appeared in v113 (corrected as of v113.1)
- added run-ahead support to the libretro target [realnc]
- macOS: fixed an issue with OpenGL shaders [Sintendo]
- added CPU joypad polling override for Taikyoku Igo - Goliath
- added PPU overrides for Marvelous, Super SWIV, Winter Olympics, and World Cup Striker
- added hotfix for Nichibutsu Arcade Classics (even on real hardware, the attract sequence would sometimes hang)
- fixed region heuristics for the Scandanavian release of Tintin in Tibet
- added a heuristic override for Yuyu no Quiz de Go! Go! (the game's title overwrites the mapping mode identifier)
- properly clear overscan region when overscan is disabled (SNES Electronics Test with PAL video mode)
- updated bsnes to use the latest SNES preservation project database (a few dozen more games added)
- reverted gamepak (folder) firmware naming to use architecture name rather than identifier name
- renamed lr35902.boot.rom to sm83.boot.rom for gamepaks
- fixed typo in the GUI regarding the HD mode 7 +/- hotkeys
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
Sunset Riders (Konami, Inc., 1993)
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
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]
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]
- 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
The Untouchables (1994, Ocean)
- 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
- 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
→ [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.
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