bsnes v089 released - 模擬器

By Tristan Cohan
at 2012-05-12T11:57
at 2012-05-12T11:57
Table of Contents
http://byuu.org/
This release is going to be unique from previous releases. I am only
recommending that developers use this version. As such, only the source
archive has been posted. I strongly recommend against Linux package
maintainers updating to this build. Casual users should wait for the next
release.
This release introduces a brand new user interface. It looks and functions
exactly like the previous release, but it is built entirely on a declarative
model: the GUI does not know about any individual systems that it supports.
It pulls all of this information from a vector of emulated system objects
instead. With the same amount of functionality, the new GUI is 66% smaller
than the old GUI, code-wise.
In fact, it actually does more. You can now easily add (and remove) entire
systems from bsnes with only three lines of code. Input mapping is now more
advanced and allows multiple bindings per input.
But there is one critical thing it no longer does: the new GUI does not load
individual ROM files. It requires the cartridge-folder concept that is still
in development. It further requires a manifest to describe the PCB
functionality. The code to handle both modes is cumbersome, and I did not
wish to write it again.
Right now, the problem is that we don't have user-friendly tools to make
using cartridge folders easy. As such, this is why I've chosen not to release
binaries this time. It's my hope that in the interim between v089 and v090,
we can bring in developers willing to make the process completely transparent.
And now is a perfect stopping point. Tom has just finished the English script
translation for Far East of Eden Zero, so my efforts need to focus on
reprogramming this game. This will require my absense from emulator
programming for a while. Hopefully during that time, appropriate tools can be
made for the next release. My hope is for v090 to be as easy to use as the
old Qt releases were, with direct loading of compressed archives and headered
images.
That said, this release also fixes some reported emulation bugs. Mini Yonku
Shining Scorpion was broken for a bit due to incorrect SA-1 register
initialization. Air Strike Patrol surprises us with a second mid-scanline
raster effect, which disproved an older theory of mine on the BG scroll
registers, and is now emulated correctly as well. There is also a world of
internal code restructuring. All processor instruction sets are separated
from the functionality built on top of them (for instance, the ST018 and GBA
can share core ARM instructions.) Now that libsnes has been superceded by
libretro, I've moved to a complete emulator abstraction in C++ that works
with all of my emulators. And last but not least, there's a new cheats.xml
from mightymo bundled in this release as well.
--
This release is going to be unique from previous releases. I am only
recommending that developers use this version. As such, only the source
archive has been posted. I strongly recommend against Linux package
maintainers updating to this build. Casual users should wait for the next
release.
This release introduces a brand new user interface. It looks and functions
exactly like the previous release, but it is built entirely on a declarative
model: the GUI does not know about any individual systems that it supports.
It pulls all of this information from a vector of emulated system objects
instead. With the same amount of functionality, the new GUI is 66% smaller
than the old GUI, code-wise.
In fact, it actually does more. You can now easily add (and remove) entire
systems from bsnes with only three lines of code. Input mapping is now more
advanced and allows multiple bindings per input.
But there is one critical thing it no longer does: the new GUI does not load
individual ROM files. It requires the cartridge-folder concept that is still
in development. It further requires a manifest to describe the PCB
functionality. The code to handle both modes is cumbersome, and I did not
wish to write it again.
Right now, the problem is that we don't have user-friendly tools to make
using cartridge folders easy. As such, this is why I've chosen not to release
binaries this time. It's my hope that in the interim between v089 and v090,
we can bring in developers willing to make the process completely transparent.
And now is a perfect stopping point. Tom has just finished the English script
translation for Far East of Eden Zero, so my efforts need to focus on
reprogramming this game. This will require my absense from emulator
programming for a while. Hopefully during that time, appropriate tools can be
made for the next release. My hope is for v090 to be as easy to use as the
old Qt releases were, with direct loading of compressed archives and headered
images.
That said, this release also fixes some reported emulation bugs. Mini Yonku
Shining Scorpion was broken for a bit due to incorrect SA-1 register
initialization. Air Strike Patrol surprises us with a second mid-scanline
raster effect, which disproved an older theory of mine on the BG scroll
registers, and is now emulated correctly as well. There is also a world of
internal code restructuring. All processor instruction sets are separated
from the functionality built on top of them (for instance, the ST018 and GBA
can share core ARM instructions.) Now that libsnes has been superceded by
libretro, I've moved to a complete emulator abstraction in C++ that works
with all of my emulators. And last but not least, there's a new cheats.xml
from mightymo bundled in this release as well.
--
Tags:
模擬器
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