bsnes v066 released - 模擬器
By Margaret
at 2010-08-01T14:00
at 2010-08-01T14:00
Table of Contents
http://byuu.org/
Major features in this release are: serial controller emulation, a brand new
scheduler that supports multiple simultaneous coprocessors, and accuracy
improvements.
The serial controller is something devised by blargg. With the proper voltage
adjustments (5v-9v), it is possible to wire an SNES controller to a serial
port, which can then be used for bidirectional communication between the
SNES, and (usually, but not only) a PC. The support in bsnes was added so
that such programs could be debugged and ran from within an emulator, and not
just on real hardware.
The scheduler rewrite was meant to allow the combination of coprocessors. It
was specifically meant to allow the serial controller thread to run alongside
the SuperFX and SA-1 coprocessor threads, but it also allows fun things like
MSU1 support in SuperFX and SA-1 games, and even creating dev cartridges that
utilize both the SuperFX and SA-1 at the same time. The one thing not yet
allowed is running multiple instances of the exact same coprocessor at the
same time, as this is due to design constraints favoring code inlining.
There are two important accuracy updates. The first is that when PAL video
mode is used without being in overscan mode, black bars are shown. Emulators
have always shown this black bar at the bottom of the screen, but this is
actually incorrect. resxto took pictures from his PAL TV that shows the image
is in fact vertically centered in the screen. bsnes has been updated to
reflect this.
Also interesting is that I have backported some code from the dot-based PPU
renderer. In the game Uniracers, it writes to OAM during Hblank, and expects
the write to go to a specific address. In previous releases, that address was
hard-coded to go to the required memory location. But the way the hardware
really works is that the write goes to the extended attribute address for the
last sprite that the PPU fetched, as the PPU is still asserting the OAM
address bus. Now, due to the precision limitations, I was not able to also
port timing access during the active display period. However, this is
sufficient to at least remove the last global hack from the older,
speed-focused scanline renderer.
--
Major features in this release are: serial controller emulation, a brand new
scheduler that supports multiple simultaneous coprocessors, and accuracy
improvements.
The serial controller is something devised by blargg. With the proper voltage
adjustments (5v-9v), it is possible to wire an SNES controller to a serial
port, which can then be used for bidirectional communication between the
SNES, and (usually, but not only) a PC. The support in bsnes was added so
that such programs could be debugged and ran from within an emulator, and not
just on real hardware.
The scheduler rewrite was meant to allow the combination of coprocessors. It
was specifically meant to allow the serial controller thread to run alongside
the SuperFX and SA-1 coprocessor threads, but it also allows fun things like
MSU1 support in SuperFX and SA-1 games, and even creating dev cartridges that
utilize both the SuperFX and SA-1 at the same time. The one thing not yet
allowed is running multiple instances of the exact same coprocessor at the
same time, as this is due to design constraints favoring code inlining.
There are two important accuracy updates. The first is that when PAL video
mode is used without being in overscan mode, black bars are shown. Emulators
have always shown this black bar at the bottom of the screen, but this is
actually incorrect. resxto took pictures from his PAL TV that shows the image
is in fact vertically centered in the screen. bsnes has been updated to
reflect this.
Also interesting is that I have backported some code from the dot-based PPU
renderer. In the game Uniracers, it writes to OAM during Hblank, and expects
the write to go to a specific address. In previous releases, that address was
hard-coded to go to the required memory location. But the way the hardware
really works is that the write goes to the extended attribute address for the
last sprite that the PPU fetched, as the PPU is still asserting the OAM
address bus. Now, due to the precision limitations, I was not able to also
port timing access during the active display period. However, this is
sufficient to at least remove the last global hack from the older,
speed-focused scanline renderer.
--
Tags:
模擬器
All Comments
By Skylar Davis
at 2010-08-03T22:56
at 2010-08-03T22:56
By Regina
at 2010-08-06T17:17
at 2010-08-06T17:17
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