bsnes v112 released
bsnes v112 released2019-12-05 07:00:45
bsnes v112 was released on October 20th, 2019. The full changelog is below.
- 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
(reposting due to the CMS update.)
Permalink • 2 Comments • #releases
Maruyama2019-12-11 02:04:36Hey there, can I make a suggestion?
idk if it's possible, but seeing what you made with mode 7 made me encouraged to at least tell you about my idea.
how about trying to make Super FX games run at a smooth 60fps?
games like star fox, stunt race and starfox 2
i don't know much about programming, but what i had in mind was something like
what if the emulator makes it so the pc/video card renders it outside of the emulator ( with the emulator serving as an interpreter for the files ), like as if it was regular steam game or something instead of abiding to the snes restrictions
or just doing whatever the hd mode 7 does, but with 3d.
and like with the mode 7 hd, it could maybe also be used to render the game in a higher resolution than what the snes limited it too
I think being able to play the game smoothly alone would elevate it to a whole new level since the low frame rate and lag makes it really hard to play at times
so... that's it!
thanks for listening!!
byuu2019-12-12 04:56:31Hi Maruyama, I'd love to have Starfox running at 60fps.
You can overclock the SuperFX chip and make the game run faster, but the game was programmed with it running slowly in mind, and accelerates the controls. So when you speed it up, the game plays too fast. A programmer would have to reverse engineer and rewrite parts of the game engine to allow it to run at 60fps smoothly.
The resolution is a separate issue, and yes if high-level emulation were used, Starfox could be rendered in hardware at higher resolutions, but it's more akin to the HLE performed for N64 games, but only for *one* game at a time. As a result, it's a substantial amount of work for just one game, so it's unlikely to happen. I certainly wouldn't be able to do it, but maybe someone else would be one day. If so, I'll add it to bsnes for sure.
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