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Run-ahead bsnes preview2019-10-16 08:54:04
Update: beta version 111.10 is up to address an issue with deterministic states on Windows. If you had bad luck trying run-ahead before, it should work now.
I've posted a new beta build of bsnes, version 111.9, which adds run-ahead emulation.
Run-ahead is a technique to remove internal processing delay frames from games, resulting in the perception of reduced input latency.
You can download the new preview here.
Here is a video explanation and demonstration:
Link #bsnes #snes
bsnes v111 released2019-10-05 06:08:28
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.
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.
In celebration of reaching zero issues and zero pull requests on GitHub, I'm releasing bsnes v111 today.
- 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]
Link #bsnes #snes #emulation #release
Site improvements2019-10-04 02:12:41
I have updated the higan and bsnes pages, especially the latter, with more useful information and a nicer page layout.
I've also been working on improving the design of the site itself: there are new social media quick-links along the site header, and breadcrumb navigation links below the menu bar for quicker site navigation. The main menu has also been condensed to allow faster access to my most important project pages.
Suggestions for further site improvements are most welcome!
Link #bsnes #higan
bsnes CRT emulation2019-09-24 20:58:55
With many thanks to hunterk, the CRT-Royale pixel shader has been ported to bsnes!
Link #bsnes #snes
bsnes HD mode 7 demonstration2019-09-22 17:26:22
I've uploaded a new video, which walks you through the recent HD mode 7 functionality in bsnes, explains the origins of the feature, how it works, and how to use the various settings for it in bsnes. I demonstrate the effect in real-time in multiple games.
Link #bsnes #snes
bsnes v110 released2019-09-20 11:07:19
Today I'm releasing bsnes v110, which provides stability improvements and bug-fixes over v109.
Also, the downloads are now ZIP files, so that third-party software is not required to open them.
- 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
Link #bsnes #snes #emulation #release
bsnes v109 Released2019-09-06 10:31:52
I'm happy to release bsnes v109, with a month's work of non-stop polish on top of the previous release.
- 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
- 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
You can download the new bsnes release here.
Link #bsnes #emulation #snes #release