(SNES) bsnes v0.046 - 模擬器

Hedy avatar
By Hedy
at 2009-05-11T13:13

Table of Contents

2009.05.09

Unfortunately, I was not able to include any actual Super Game
Boy support in this release. I was however able to back-port
all other changes since v045, as well as add a lot of new stuff.
Though there are few visible changes from the last release,
internally much has changed. I'm releasing this mostly as a point
release whilst everything should be stable.

I've decided to support the Super Game Boy via external DLL (or
SO for Linux users.) There are many reasons for this. Most notably
is that the largest special chip in bsnes right now weighs in at
~30kb of code. Emulating an entire Game Boy, not including the SGB
enhancements, would require an additional ~800kb of code, or nearly
half the size of the entire SNES emulation core. Add to that
potential issues with licensing, conflicts with the build process
/ namespace, a significant increase to build time, and a lack of
flexibility over which Game Boy emulator to use, and it's pretty
clear that this is something best left external. At least until we
have a fully trimmed, fully working SGB emulator available.

The way this will work is bsnes will look for SuperGameBoy.(dll,so),
and if present, it will call out to pre-defined functions. Users
will need the SGB BIOS loaded, at which point they can select a Game
Boy cartridge, and bsnes will use the DLL for actual emulation.
Sadly I don't have a working DLL ready for this release, and even if
I did, there's no sound bridge yet for the Game Boy audio.

Other than that, much of the core has been updated in an attempt to
make the core more library-like. It still has a few major
limitations: it requires libco (which is not portable) and nall
(which is quite large), and only one instance can be instantiated
as all of the base objects are pre-defined and inter-linked. Not
that I can imagine any practical use for multiple simultaneous SNES
emulators anyway ...

Changelog:

- Save RAM is now automatically saved once per minute
- Added delay to Super Scope / Justifier latching to fix X-Zone
- Fixed an edge case in CPU<>PPU counter history
- S-CPU can now run up to one full scanline ahead of S-PPU
before syncing
- Added interface for Super Game Boy support (no emulation yet)
- Fixed a bug with path selection not adding trailing slash
- All S-SMP opcodes re-written to use new pre-processor
- Entire core encapsulated into SNES namespace
- Core accepts files via memory only; zlib and libjma moved
outside of core
- Major Makefile restructuring: it's now possible to build with
just "make" alone
- Linux: libxtst / inputproto is no longer required for compilation
- Lots of additional code cleanup
______________________________________________________________________________

下載:http://byuu.org/download.php?file=bsnes_v046.exe

官方:http://byuu.org/

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All Comments

PS2 女神異聞錄4美版(Persona 4)

Madame avatar
By Madame
at 2009-05-11T00:55
※ 引述《UlyssesLin (女子露肩便是德:p)》之銘言: ※ 引述《ericantion (遊客)》之銘言: → ericantion:情理 應該是慢出的在命名前就要先避免 何況是同公司的 05/11 00:49 這點我前面也提過。 那是因為台灣根本搞錯了女神異聞錄的定義。 [女神異聞錄]現在 ...

Makaron這個模擬器...

Lauren avatar
By Lauren
at 2009-05-11T00:45
※ 引述《konj (龍山寺控機)》之銘言: : 因為看到教學 可以對應Naomi的大型機台遊戲 : 而且似乎運行的情況比nullDC好 : 所以想找來用用看 : 沒想到原作者的網頁雖然還有在更新 : 不過放Makaron的空間都死掉了 : (附上原作者網頁http://dknute.livejournal. ...

PS2 女神異聞錄4美版(Persona 4)

Cara avatar
By Cara
at 2009-05-11T00:36
※ 引述《ericantion (遊客)》之銘言: → ericantion:可是你用官方邏輯去挑戰最原po的非官方說法了啊 05/11 00:25 → ericantion:如果ds版叫惡魔生存者 那最原po的說法就還ok 05/11 00:26 → ericantion:就好像最終幻想 和 太空戰士 的議 ...

杏仁

Frederica avatar
By Frederica
at 2009-05-10T23:56
※ 引述《ICHITAKASETO (瀨戶一貴)》之銘言: : 請問古早的麻將遊戲 : 好像叫做杏仁推倒胡 : 正式的英語名字是什麼呢 : 謝謝 我之前有寫過一款脫衣麻將,一款叫「麻將杏紅」。 http://album.blog.yam.com/show.php?a=UlyssesLinandamp;f=4 ...

杏仁

Freda avatar
By Freda
at 2009-05-10T22:57
請問古早的麻將遊戲 好像叫做杏仁推倒胡 正式的英語名字是什麼呢 謝謝 - ...