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MasterPhWOffline
Post subject: bsnes v087  PostPosted: Mar 06, 2012 - 10:01 PM
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byuu hat eine neue Version seines SNES Emulators bsnes veröffentlicht.


byuu has released a new version of his SNES emulator bsnes.

Quote:
This release adds ST018 emulation. As this was the final unsupported SNES coprocessor, this means that bsnes v087 is the first SNES emulator to be able to claim 100% known compatibility with all officially released games. And it does this with absolutely no hacks.

Again, I really have to stress the word known. No emulator is perfect. No emulator ever really can be perfect for a system of this complexity. The concept doesn´t even really exist, since every SNES behaves subtly different. What I mean by this, is that every single game ever officially sold has been tested, and zero bugs (of any severity level) are currently known.

It is of course extremely likely that bugs will be found in this release, as well as in future releases. But this will always be a problem for every emulator ever made: there is no way to test every possible codepath of every single game to guarantee perfection. I will, of course, continue to do my best to fix newfound bugs so long as I´m around.

I´d really like to thank Cydrak and LostTemplar for their assistance in emulating the ST018. I could not have done it without their help.

The ST018 ROM, like the other coprocessor ROMs, is copyrighted. This means I am unable to distribute the image.

Changelog:
  • emulated the 21.47MHz ST018 (ARMv3) coprocessor used by Hayazashi Nidan Morita Shougi 2
  • fixed PPU TM/TS edge case; fixes bottom scanline of text boxes in Moryo Senki Madara 2
  • fixed saving and loading of Super Game Boy save RAM
  • NEC uPD7725,96050 ROMs now stored in little-endian format for consistency
  • cartridge folder concept has been reworked to use fixed file names
  • added emulation of serial USART interface (replaces asynchronous UART support previously)


Related links:
[ SNES Emus ][ SNES Infos ][ Nintendo Infos ]

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krysmopompasOffline
Post subject:   PostPosted: Mar 07, 2012 - 12:49 AM
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Highscores in 10/2014

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Gratulation an byuu!

Version 1.0 (bzw. 100) wäre angemessen Smile.

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creaothceannOffline
Post subject:   PostPosted: Mar 07, 2012 - 03:32 AM
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Joined: Jun 23, 2005
Posts: 195



Highscores in 10/2014

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King Of Chaos wrote:
http://www.mediafire.com/?oxj2mjgxibga7ub

Get it while it's hot. All you have to do is extract the files in the dsp folder into the folder with your other ROMs. If you already have the older special chip ROMs, you'll need to redownload them again for v087 and above!


byuu wrote:
> can I place these chips in a different directory from the my *.sfc files, as I like to keep them separate?

That is not supported anymore, no.

The preferred method:

(dir) Hayazashi Nidan Morita Shougi 2 (JP).sfc\
(file) Hayazashi Nidan Morita Shougi 2 (JP).sfc\program.rom
(file) Hayazashi Nidan Morita Shougi 2 (JP).sfc\program.ram
(file) Hayazashi Nidan Morita Shougi 2 (JP).sfc\st018.rom


byuu wrote:
> What are your plans now that you've reached this point, byuu?

Far East of Eden Zero translation
Satellaview improvements (base unit, BS-X town cart, flash cartridges)
Cleaning house on the codebase (get all processor cores consistently designed, etc)
Maybe support some of the more esoteric controllers (only so much I can do here)
PPU timing improvements (it's cycle-based, but the numbers aren't perfect, so this can help stave off future bugs)
 
 
 
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pr3stonOffline
Post subject:   PostPosted: Mar 07, 2012 - 01:17 PM
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Oh man, was würde ich dafür geben, wenn er sich mal das N64 vorknöpfen würde. Sad
 
 
 
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Predator82Offline
Post subject:   PostPosted: Mar 07, 2012 - 02:10 PM
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Sag ihm das Very Happy

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pr3stonOffline
Post subject:   PostPosted: Mar 07, 2012 - 02:34 PM
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Er hat doch schonmal durchblicken lassen, dass er dadrauf keinen Bock hat. Dann wohl schon eher GBA. Confused
 
 
 
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Predator82Offline
Post subject:   PostPosted: Mar 07, 2012 - 02:38 PM
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Naja, wie du oben sagtest ... Smile

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creaothceannOffline
Post subject:   PostPosted: Mar 07, 2012 - 05:27 PM
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Bzw. Wonderswan.
 
 
 
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JezzeOffline
Post subject:   PostPosted: Mar 11, 2012 - 08:07 PM
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Ich habe wieder Builds mit Zip-Support compiliert.

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Predator82Offline
Post subject:   PostPosted: Mar 11, 2012 - 08:14 PM
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Danke

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Solid_Python
Post subject:   PostPosted: Mar 11, 2012 - 08:16 PM
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Highscores in 10/2014

@Jezze
Hast du auch eine kurze Anleitung wie man das macht? Wenns einfach ist, würde ich eventuell mal selbst daran frickeln.

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JezzeOffline
Post subject:   PostPosted: Mar 11, 2012 - 08:26 PM
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Was meinst du mit "machen" bzw. was genau willst du machen?

Eine Anleitung wie man bsnes compiliert findet sich auf der Homepage von byuu.

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Solid_Python
Post subject:   PostPosted: Mar 11, 2012 - 08:31 PM
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Highscores in 10/2014

Standardmäßig wird Zip ja nicht unterstützt. Und ich meinte jetzt was du da alles veränderst um die Zip Unterstützung zu erhalten. Kompilieren kann ich ja.

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JezzeOffline
Post subject:   PostPosted: Mar 11, 2012 - 08:42 PM
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Meine Änderungen am Source habe ich auch hoch geladen. Im Grund sind die Änderungen sehr gering, da die phoenix API seit bsnes 0.82 eine Klasse bereitstellt, mit der Zip-Archive gelesen werden können.

Davor habe ich Minizip als Librarie verwendet.

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Retro-NerdOffline
Post subject:   PostPosted: Mar 11, 2012 - 10:25 PM
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Dazu hätte ich auch nochmal eine Frage. Per Gamebase Frontend werden die Zip Archive nicht geladen. Als du noch die Minizip Librarie für den Zip Support genutzt hast lief das noch. Woran kann es liegen? Ohne Gamebase geht es natürlich auch mit aktuellen bnes Versionen.

In den neueren Gamebase Versionen kann man das runnable file im Zip auswählen. Normalerweise sollte das aber auch so funktionieren, wenn man Zip bei den unterstützen Dateitypen angibt. Mit der alten v0.75 mit offiziellen Zip support geht das jedenfalls.
 
 
 
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