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Jezze
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Post subject: bsnes v078
Posted: Apr 30, 2011 - 05:43 PM
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Banned Team Member
Joined: Oct 30, 2004
Posts: 5.751
Status: Offline
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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: bsnes v078 released (2011-04-30)
Finally, a new release. I have been very busy finishing up SNES box, cartridge and PCB scanning plus cataloguing the data, however this release still has some significant improvements.
Most notably would be randomization on startup. This will help match the behavior of real hardware and uninitialized memory + registers. It should help catch homebrew software that forgets to initialize things properly. Of course, I was not able to test the complete library, so it is possible that if I´ve randomized anything that should be constant, that this could cause a regression. You can disable this randomization for netplay or to work around any incompatibilities by editing bsnes.cfg and setting snes.random to false.
The GUI also received some updates. Widget sizes are now computed based on font sizes, giving it a perfectly native look (because it is native.) I´ve also added a hotkey remapping screen to the input settings. Not only can you remap inputs to controllers now, but those who did not know the hotkey bindings can now quickly see which ones exist and what they are mapped to.
Please enjoy.
Changelog:
- memory and most registers are now randomly initialized on power-up
- fixed auto joypad polling issue in Super Star Wars
- fixed .nec and .rtc file extensions (they were missing the dot) [krom]
- PPU/accuracy now clears overscan region on any frame when it is disabled
- PPU/compatibility no longer auto-blends hires pixels (use NTSC filter for this)
- added hotkey remapping dialog to input settings window
- added a few new hotkeys, including quick-reset
- phoenix API now auto-sizes widgets based on font sizes
- file dialog once again remembers previously selected file when possible
- updated mightymo´s cheat code database to April 19th release
Related links:
[ SNES Emus ][ SNES Infos ][ Nintendo Infos ]
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_________________ Test your limits and break through!
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Morku
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Post subject:
Posted: May 02, 2011 - 06:47 PM
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Banned
Joined: Jun 11, 2009
Posts: 149
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MasterPhW
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Post subject:
Posted: May 04, 2011 - 07:51 PM
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News Scout
Joined: Jul 06, 2004
Posts: 1.919
Location: W-Live
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Weil nur noch der Phoenix GUI kompiliert wird, anstelle von QT (wo mehrere Profile in einer build waren). |
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Morku
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Post subject:
Posted: May 04, 2011 - 08:12 PM
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Banned
Joined: Jun 11, 2009
Posts: 149
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Hm? Ja... schon seit Version 074 nicht mehr. Was hat das jetzt mit meiner Frage zu tun, dass es keine kompilierten v078 Versionen (in Phoenix) gibt? Bei byuu kriegt man nur die Accuracy Version für 64Bit. Für mein Laptop ist die aber leider ungeeignet.
Der Uploader bei Mediafire hatte immer Zeitnah aktualisiert, aber nach wie vor nur Version 077 Der scheint wohl auch keine Lust mehr zu haben. |
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MasterPhW
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Post subject:
Posted: May 04, 2011 - 08:29 PM
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News Scout
Joined: Jul 06, 2004
Posts: 1.919
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Ach so, habe deine Links grad nicht ausprobiert, weil ich vom Handy aus poste. Dann kann ich dir leider auch gerade nicht weiterhelfen, sorry. |
_________________ Willst du mehr von, über oder mit mir lesen, besuche mich auf
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Morku
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Post subject:
Posted: May 04, 2011 - 08:41 PM
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Banned
Joined: Jun 11, 2009
Posts: 149
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Achso, trotzdem danke. Vielleicht hab ich mich auch mit "alle 3 Profile in 64Bit" etwas ungeschickt ausgedrückt. Jedenfalls such ich 3 Downloads (bzw. nur noch 2) |
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byuu
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Post subject:
Posted: May 06, 2011 - 11:41 AM
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Emu Author
Joined: Nov 01, 2009
Posts: 24
Status: Offline
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Quote: Irgendwie find ich nirgends ein Download für alle 3 Profile in 64bit.
Sorry about that. It takes me an hour to build, profile, rebuild, package and release each version. It takes too much time to make all six possible variants.
Compilation instructions are here:
http://byuu.org/bsnes/compilation-guide
It's pretty easy to do so, but I can help if you run into any problems. |
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Jezze
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Post subject:
Posted: May 06, 2011 - 01:01 PM
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Banned Team Member
Joined: Oct 30, 2004
Posts: 5.751
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Hier habe ich alle drei Profile als 64-Bit Build hochgeladen. Leider konnte ich die 32-Bit Version nicht erstellen, da die resource.o falsch kompiliert wurde. Sicherlich habe ich irgendwo ein Compiler-Flag vergessen zu setzen.
I uploaded all three profiles as 64-bit build here. Unfortunately I could not compile the 32-bit version, because the resource.o has been compiled wrong. Surly I'm forgot to set the right compiler flag somewhere.
Quote: [...]/x86_64-w64-mingw32/bin/ld.exe: i386:x86-64 architecture of input file `obj/resource.o' is incompatible with i386 output |
_________________ Test your limits and break through!
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Morku
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Post subject:
Posted: May 07, 2011 - 10:47 PM
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Thanks for your support byuu. It takes also too much time with your new i7? I am really dumb in doing things like that and have no skills. I can download, install, run and use programs ^^ but not create, but I would be happy if I could.
"First, install the latest version of TDM/GCC." Okay... I would say the Bundle Installer? aaand tdm64, because I have a 64bit Windows and want create a 64bit bsnes. I start installation and click on Create. Than I can choose between 32bit and "32bit and 64bit". I chose second, because of the 64bit thing ^^ It will install to: C:\MinGW64
Type of install: TDM-GCC Recommend, C/C++
Than I copied datas like in your tutorial. I changed in "Makefile" Accuracy to Performance and run cc.bat
It made something... for about a minute (so I think it was wrong...) When I start a second time I get this
Where is my bsnes now? ^^
EDIT: Ah, it's in out, right? But my file is different as the file from Jezze
http://img6.imagebanana.com/img/u173b7xf/Unbenannt.png
Why do you need hours, when it is with a Q9550 done in a minute?
How can I compile filters and shader without a bat? Where did you get the cheats.xml? Thanks
EDIT2: My test accuracy version is also different to byuu's version. byuu: 1,24MB
my: 1,98MB
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byuu
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Post subject:
Posted: May 09, 2011 - 06:11 AM
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Emu Author
Joined: Nov 01, 2009
Posts: 24
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> Why do you need hours, when it is with a Q9550 done in a minute?
Building isn't the problem, it's profiling. To profile, you have to build a special version that has profiling hooks. Then run a dozen or two games (one with each special chip, to exercise all code paths) to get the profile information. Then you have to rebuild with the profile info. It's running the two dozen games that takes forever. Nothing to do but sit and watch. I've seen the full intro loop to Chrono Trigger 300+ times now
The reason to profile is because it gives a 10-15% speed boost.
> EDIT2: My test accuracy version is also different to byuu's version. byuu: 1,24MB, my: 1,98MB
That is also because of profiling. It can avoid inlining code that isn't used often. For 32-bit you can use UPX and shrink it to 400KB.
> How can I compile filters and shader without a bat? Where did you get the cheats.xml? Thanks
The shaders do not need to be compiled, just put them in a shaders/ folder with the executable.
For the filters, go to the command line and run "mingw32-make" in the same folder. The filters will go the out/ folder, and you can copy them to a filters/ folder.
The cheats.xml file comes from mightymo. He makes it by hand, and I include his newest release. If you put it with the EXE, it will find cheats for any game you load that it knows about. |
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Morku
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Post subject:
Posted: May 09, 2011 - 12:55 PM
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Banned
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oh, sounds hard and difficult (for me). So my version has a 10-15% more worse performance as yours would have? Is there no enthusiast outside who loves SNES and your emulator to do this steps and make all happy? ^^' |
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mateyo
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Post subject:
Posted: May 09, 2011 - 08:42 PM
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Retromeister
Joined: Jul 16, 2008
Posts: 1.736
Location: Frankfurt am Main
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Dont you have some kind of script for the profiling? |
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