Willkommen bei AEP Emulation Page - Emulation News

Hauptmenü
· Home / News
· News Kategorien
· News Archiv

· Mein Account
· Suche
· Forum (neu)
· Forum
· Weblinks
· Spiele Reviews
· Übersetzungen
· Impressum
· Datenschutz

Downloads
 


Forum
Mitglieder Online
Keine Mitglieder online.

You are an anonymous user. You can register for free by clicking here
Benutzername
Kennwort
 Logininfo speichern

Infos
· Museum
· Infocenter
· Das AEP Team
· Member Liste
· Top 25 Liste
· Glossar
· FAQ

Review of the moment

Sprache
Sprache auswählen:

DeutschEnglisch

News-Export
Holt Euch unsere News auf Eure Seite:
· RSS Newsfeed How-to
· RSS News-syndication Deutsch
· News-Banner (JPG)

Friends
· Emu-France
· progetto-SNAPS
· EmuBit.pl
· PDRoms


Neues Thema eröffnen   Neue Antwort erstellen  
Vorheriges Thema anzeigen Druckerfreundliche Version Einloggen, um private Nachrichten zu lesen Nächstes Thema anzeigen
Autor Nachricht
step1978Offline
Titel: bsnes v0.051  BeitragVerfasst am: 27.09.2009, 09:49 Uhr
News Scout


Anmeldungsdatum: 25. Jun 2005
Beiträge: 4.562

Wohnort: Berlin
Status: Offline

byuu hat erneut seinen SNES Emulator bsnes für Windows und Linux aktualisiert.


byuu has released a new version of its SNES emulator bsnes for Windows and Linux.

Zitat:
bsnes v0.051 released2009-09-26

Starting with this release, I wish to take bsnes in a new direction. It has always excelled in accuracy, as the only SNES emulator to offer a full 100% compatibility rate with all known commercial software. But over the years, it has also gained an impressive array of features and enhancements not found anywhere else. It is also the only actively developed SNES emulator with rapid, periodic releases. Its only achilles heel is the steep system requirements, which is quickly being overcome by aggressive new optimizations and steadily-increasing hardware speeds.

In an effort to make bsnes even more accessible to everyone, starting with this release, bsnes is now fully open source software, licensed under the terms of the GNU General Public License. I would like to work toward positioning bsnes as a truly general use emulator, and would welcome any help with this.

Specifically, I am looking for an interested Debian maintainer to package bsnes for Linux users; as well as for anyone interested in helping to optimize and improve bsnes as a whole. It also seems that many still do not know about bsnes, I´d appreciate advice and help on spreading the word. Please leave a message on my forum if you are interested.

I would also welcome and support any forks that target specific areas: a speed-oriented version, a tool-assisted speedrun version, netplay bindings, and so on. As part of this targeting, I´ve also released a custom debugger-enabled version, which trades a bit of speed in turn for best-in-class debugging capabilities.

Please check back here over the following few days, I´ll be writing up documentation explaining all of the various unique features of bsnes, as well as detailed compilation instructions for programmers.
Changelog:

* corrected a small bug in HDMA processing; fixes College Football ´97 flickering
* corrected ROMBR and PBR SuperFX register masking; fixes Voxel demo [MooglyGuy]
* DSP-4 driver AI bug fixed [Jonas Quinn]
* added save state support to the S-DD1, S-RTC, DSP-1, DSP-2 and ST-0010 co-processors
* fixed a freeze issue when the S-SMP encounters STOP and SLEEP opcodes
* Cx4 save states no longer need floating-point values, and are thus fully portable now
* added new custom file loading dialog; allows non-modal usage, screenshot previews and ROM info summary, among many other benefits
* added support for IPS soft-patching
* added blargg´s File_Extractor library
* added support for archives compressed using 7-zip, RAR and BZip2; which is in addition to existing support for Gzip, ZIP and JMA
* state manager now properly updates the timestamp column on saves [FitzRoy]
* added OpenGL renderer to OS X port
* fixed system beep issue with keyboard input on OS X port
* fixed menubar visibility issue on OS X port
* fixed a Display handle leak on Linux port [snzzbk]
* X-video driver now releases SHM memory properly upon exit [emon]
* fixed Direct3D rendering issue that was blurring video on some cards [Fes]
* enhanced window positioning code for all platforms
* debugger is now GUI-driven instead of via command-line
* memory hex editor is now fully usable
* added PPU video RAM viewer to debugger
* added S-CPU and S-SMP tracing capabilities to debugger
* Qt version upgraded to 4.5.2, and compiled with optimizations enabled; runs faster but makes the binary slightly larger
* too many code cleanups to list

EDIT: the user manual is now up. Please have a look, perhaps there are features there which you weren´t aware of ;)

[ Discuss ]
The old new thing2009-09-24

One of the things that has always annoyed me was the file open dialog. It´s cluttered with useless items, has no portable way to extend it with custom information, and has no consistency whatsoever across platforms.

The worst offender is OS X. Apple forces you to see all files, and uses the file filter to disable non-matching items. That is, you´ll see your Save RAM files and everything else. Qt offers QFileSystemModel::setNameFilterDisables() to control this behavior, but a lot of good that does considering it is impossible to access QFileSystemModel from a QFileDialog widget. Also annoying is that files and folders are mixed together using a case-insensitive name sort. Meaning folder "RPGs" shows up below file "Battle Blaze.sfc". And my last pet peeve, the enter key doesn´t activate items, you have to click the open button.

Linux tends to offend a bit as well. The QGtkStyle theme uses GTK+´s file open dialog, which is also a travesty. You can force the Clearlooks theme for a fairly decent dialog, with the one major caveat that type-searching is case-sensitive, unlike every other platform. I abhor having to hold the shift key to reach folders starting with capital letters. Really, how often are you going to have "Star Ocean.sfc" and "star ocean.sfc" as different files, anyway?

And even Windows is getting in on the act of screwing things up. Starting with Windows 7, it remembers the folder startup path and completely ignores user settings. This makes the "Games" path option pretty much worthless on this one OS.

I also wanted to do something new, and ran into a bug the Qt team seems uninterested in fixing. QFileDialog::directoryEntered() isn´t sent upon entering a folder with the enter key, clicking open, or by using the back/forward buttons. It only gets sent when using the up button or double-clicking folders. Making it pretty much useless.

Worse yet is that the Qt team won´t even acknowledge that style sheets go completely insane if you try and subclass any widget. But enough about Qt bugs for now ...

Given all the above, I´ve decided it would be easier to simply create my own file and folder selection dialog. This gives quite a few advantages:

* non-modal dialog
* works around Qt bugs
* supports the "open folders" concept
* allows proper sorting and filtering on OS X
* allows the enter key to select items on OS X
* allows case-insensitive searching on Linux
* bypasses broken default folder path on Windows 7
* avoids useless clutter and file management controls
* increases consistency between platforms
* supports custom widgets for application-specific extended information
* provides an option to bypass UPS patching
* and the big one: allows gamepad navigation of the directory structure

The last one should be welcome news to any media center / front-end folks out there.

I should explain the "open folders" concept. The idea is, instead of having all your files mixed into one big folder; or having to create a dozen directories for each type of file; instead we create one folder for each game. The folder contains the ROM, save RAM, screenshots, UPS patches, cheat codes, etc — all in one place. The file load dialog is extended to optionally display screenshots of loaded games, and to load the directories as if they were files. Similar to how OS X .app ´files´ work.

So, what does it all look like? Here´s a few screenshots for various platforms.

* Windows 2000
* Windows XP
* OS X Leopard
* Ubuntu Linux

As annoying as the Qt bugs are, and god knows there are plenty of them, the nice thing is the sheer power of this toolkit. If you don´t mind spending 30% of your time working around the bugs, you can do just about anything. Things I´d never dreamed about trying using the raw Win32 or GTK+ APIs. For a free toolkit, it really does destroy the competition.
DSP-1 donation update2009-09-24

We´ve raised $223 total. All of the money and the DSP-1B cartridge from Lord Nightmare has been sent to Dr. Decapitator. There´s absolutely no ETA on when the work will be done, nor is there a guarantee it will even be successful, but I´ll definitely post something when I hear back. Thanks to the following people for their generous donations:

* $50 from anonymous (´VI´)
* $50 from panzeroceania
* $20 from dfreer
* $53 from dfreer
* $50 from anonymous (´SD´)

DSP-1 update2009-09-11

Including people who have offered donations, we now have enough money for the DSP-1B decapping. No further donations should be necessary. I´ll post a final list of donators here with a status update in a few days. Thanks to everyone for their generous help! Now let´s all cross our fingers and hope this works!
DSP-1 emulation2009-09-11

I´m seeking donations to raise ~$200 to have the DSP-1B decapped and its program ROM dumped.

Recently, the MESS team and I were discussing the possibility of low-level emulation of the DSP-n coprocessors. Essentially, our current method of emulating this chip is a high-level simulation of the functions of the chip. We observe the command-byte written, and execute a function that simulates its effects. Overall it´s very similar to high-level emulation as seen in N64 emulators for its microcode. The plus side is that we have the resultant computations bit-perfect at this point, but the down side is that we have no timing simulation: all operations complete instantaneously. This causes issues with some titles such as Suzaku 8 Hours and Pilotwings.

In order to emulate the processor correctly, we need the program ROM data, which is not dumpable by ordinary means. The Guru runs a decapping service that may be able to assist. If we manage to obtain the PROM, then we can attempt to write an emulator for the NEC uPD77C25 processor. And assuming that is successful, then we should be able to dump the DSP-2, DSP-3 and DSP-4 next. That will allow bit-perfect and timing-perfect emulation for Dungeon Master, SD Gundam GX and Top Gear 3000, none of which have bit-perfect simulations at this time. In fact, SD Gundam GX is not even fully playable at this point. The best part is absolutely no new work will be required: all four DSP revisions use the same processor core, it would simply be a matter of substituting the program ROMs. This would be a major benefit and simplification for SNES emulators, while being far more accurate as well.

The bad news is that I can´t possibly guarantee decapping the chip will recover the program ROM, nor can I guarantee that we will be able to emulate the processor once we have it. But we won´t know unless we try. And if it works, then we will reduce the list of unplayable games from three to two, leaving only the two Shougi games remaining.

Lord Nightmare has already purchased the necessary cartridge with the DSP-1B chip, and will be mailing that out shortly. I´ll be in charge of pooling donations and subsequently working on the NEC processor emulator.

If you´re interested in donating anything, please contact me at setsunakun0 at hotmail. Do not send PayPal payments there! I have no active account set up there and the money would be lost. Alternatively, you may contact me on the forum via the link below. Either way, I´ll provide you with a working PayPal address. This will be 100% transparent, and all donations received will be listed in the thread below. Please specify if you want your name associated with the donation or not.

[ Discuss ]
Debugger2009-09-08

Added a video RAM viewer, which can display graphics in 2bpp, 4bpp, 8bpp and Mode7 formats. Hooked in auto refresh for both the VRAM viewer and memory editor, added read/write breakpoints to S-PPU VRAM, OAM and CGRAM accesses, and cleaned a few things up.

Here´s a screenshot of how it´s coming along.
Refinements2009-09-07

v051 is coming along very nicely. Jonas Quinn fixed a bug that caused the AI in Top Gear 3000 to be far too easy. I removed the need for floating point values in Cx4 save states. I added save state support for the S-DD1, S-RTC, DSP-1, DSP-2 and ST010 coprocessors. I fixed an issue where the timestamp wasn´t being updated when saving to an existing slot in the state manager window. I rewrote the main window to use a QWidget instead of QMainWindow to work around a menu visibility bug in Qt/Cocoa for OS X. I cleaned up the path selection window, cutting the code size for it to one third of its older size. I fixed a very rare edge case where DMA was triggering during HDMA, which fixes flickering issues in College Football ´97 (thanks to FitzRoy for reporting), and another bug in SuperFX emulation where I wasn´t masking PBR and ROMBR properly which fixes the Voxel demo (thanks to MooglyGuy for pointing out the problem). And lastly, I´ve converted the debugger back from a hybrid console/GUI driven one into a fully GUI driven one. I just can´t stand typing in strings to control it, so because of this you´ll need at least 1024x600 to see it all.


Related links:
[ SNES Emus ][ SNES Infos ][ Nintendo Infos ]
 
 
 
 Benutzer-Profile anzeigen  
Antworten mit Zitat Nach oben
creaothceannOffline
Titel: bsnes v0.051  BeitragVerfasst am: 27.09.2009, 20:19 Uhr
Emu Author


Anmeldungsdatum: 23. Jun 2005
Beiträge: 199


Status: Offline
Gleich 7 News auf einmal! Shocked
 
 
 
 Benutzer-Profile anzeigen Website dieses Benutzers besuchen  
Antworten mit Zitat Nach oben
Beiträge vom vorherigen Thema anzeigen:     
Gehe zu:  
Alle Zeiten sind GMT + 1 Stunde
Neues Thema eröffnen   Neue Antwort erstellen  
Vorheriges Thema anzeigen Druckerfreundliche Version Einloggen, um private Nachrichten zu lesen Nächstes Thema anzeigen
PNphpBB2 © 
AEP Emulation Page 1998 - 2024