bsnes v0.047 - 模擬器
By Linda
at 2009-06-07T17:32
at 2009-06-07T17:32
Table of Contents
http://byuu.org/
The most notable feature for this release is the addition of SuperFX support.
This enables an additional eight commercial games, and two unreleased betas,
to run with full support. Most notably of these would be Super Mario World 2:
Yoshi's Island and Starfox. Though timing is not quite perfect just yet,
there should be no known issues with any titles at the time of this release.
That means there should only be two official, commercially-released titles
that are not compatible with bsnes at this time: Quick-move Shogi Match with
Nidan Rank-holder Morita 1 and 2 (using the ST011 and ST018 co-processors,
respectively.)
SuperFX support was the work of many people. GIGO was a great help by
providing the source code to his SuperFX emulator (for reference; the
implementation in bsnes is my own design), _Demo_ was very helpful in getting
Starfox to work properly, and Jonas Quinn provided roughly a half-dozen very
important bug fixes that affected nearly every SuperFX game. Without them,
this release would not be possible. So please do thank them if you appreciate
SuperFX support in bsnes.
Please note that SuperFX emulation is very demanding. I hate to have to
repeat this, but once again: bsnes is a reference emulator. It exists to
better understand the SNES hardware. It is written in such a manner as to be
friendly to other developers (both emulator authors and game programmers),
and the findings are meant to help improve other emulators. As far as I know,
bsnes is the first emulator to fully support all SuperFX caching mechanisms
(instruction cache, both pixel caches, ROM and RAM buffering caches, ...); as
well as many other obscure features, such as full support for ROM / RAM
access toggling between the SNES and SuperFX CPUs, and multiplier overhead
timing. By emulating these, I was able to discover what additional components
are needed to emulate Dirt Racer and Power Slide, two titles that no emulator
has yet been able to run (they aren't very good games, you weren't missing
much.) It should be possible to backport these fixes to faster emulators now.
That said, with a Core 2 Duo E8400 @ 3GHz, on average I get ~100fps in Super
Mario World 2, ~95fps in Starfox and ~85fps in Doom. Compare this to ~165fps
in Zelda 3, a game that does not use the SuperFX chip. My binary releases
also target 32-bit x86 architecture. For those capable of building 64-bit
binaries, especially Linux users, that should provide an additional ~10%
speedup. Be sure to profile the application if you build it yourself.
Lastly on the SuperFX front, note that Starfox 2 is fully playable, but that
most images floating around have corrupted headers. I do not attempt to
repair bad headers, so these images will not work. Please either use NSRT on
the Japanese version, or use Gideon Zhi's English fan translation patch, if
you are having trouble running this title.
With that out the way, a few other improvements have been made to this
release: xinput1_3.dll is no longer required for the Windows port (though you
will need it if you want to use an Xbox 360 controller), the video drivers in
ruby now allocate the smallest texture size possible for blitting video, and
the code has been updated with preliminary compilation support for Mac OS X.
Note that I will not be releasing binaries for this: it is primarily meant
for developers and for porting my other libraries to the platform. Richard
Bannister maintains a much better OS X port with full EE support and a native
Apple GUI that follows their interface guidelines much better than a Qt port
ever could. He has also synced the Mac port with this release. You can find a
link to that in the bsnes download section
--
小紅傘...>"<
--
The most notable feature for this release is the addition of SuperFX support.
This enables an additional eight commercial games, and two unreleased betas,
to run with full support. Most notably of these would be Super Mario World 2:
Yoshi's Island and Starfox. Though timing is not quite perfect just yet,
there should be no known issues with any titles at the time of this release.
That means there should only be two official, commercially-released titles
that are not compatible with bsnes at this time: Quick-move Shogi Match with
Nidan Rank-holder Morita 1 and 2 (using the ST011 and ST018 co-processors,
respectively.)
SuperFX support was the work of many people. GIGO was a great help by
providing the source code to his SuperFX emulator (for reference; the
implementation in bsnes is my own design), _Demo_ was very helpful in getting
Starfox to work properly, and Jonas Quinn provided roughly a half-dozen very
important bug fixes that affected nearly every SuperFX game. Without them,
this release would not be possible. So please do thank them if you appreciate
SuperFX support in bsnes.
Please note that SuperFX emulation is very demanding. I hate to have to
repeat this, but once again: bsnes is a reference emulator. It exists to
better understand the SNES hardware. It is written in such a manner as to be
friendly to other developers (both emulator authors and game programmers),
and the findings are meant to help improve other emulators. As far as I know,
bsnes is the first emulator to fully support all SuperFX caching mechanisms
(instruction cache, both pixel caches, ROM and RAM buffering caches, ...); as
well as many other obscure features, such as full support for ROM / RAM
access toggling between the SNES and SuperFX CPUs, and multiplier overhead
timing. By emulating these, I was able to discover what additional components
are needed to emulate Dirt Racer and Power Slide, two titles that no emulator
has yet been able to run (they aren't very good games, you weren't missing
much.) It should be possible to backport these fixes to faster emulators now.
That said, with a Core 2 Duo E8400 @ 3GHz, on average I get ~100fps in Super
Mario World 2, ~95fps in Starfox and ~85fps in Doom. Compare this to ~165fps
in Zelda 3, a game that does not use the SuperFX chip. My binary releases
also target 32-bit x86 architecture. For those capable of building 64-bit
binaries, especially Linux users, that should provide an additional ~10%
speedup. Be sure to profile the application if you build it yourself.
Lastly on the SuperFX front, note that Starfox 2 is fully playable, but that
most images floating around have corrupted headers. I do not attempt to
repair bad headers, so these images will not work. Please either use NSRT on
the Japanese version, or use Gideon Zhi's English fan translation patch, if
you are having trouble running this title.
With that out the way, a few other improvements have been made to this
release: xinput1_3.dll is no longer required for the Windows port (though you
will need it if you want to use an Xbox 360 controller), the video drivers in
ruby now allocate the smallest texture size possible for blitting video, and
the code has been updated with preliminary compilation support for Mac OS X.
Note that I will not be releasing binaries for this: it is primarily meant
for developers and for porting my other libraries to the platform. Richard
Bannister maintains a much better OS X port with full EE support and a native
Apple GUI that follows their interface guidelines much better than a Qt port
ever could. He has also synced the Mac port with this release. You can find a
link to that in the bsnes download section
--
小紅傘...>"<
--
Tags:
模擬器
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