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L a t e s t N e w s
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Of rather more interest to readers will be a new version of BSNES. This release officially introduces the accuracy and performance cores, alongside the previously-existing compatibility core. The accuracy core allows the most accurate SNES emulation ever seen, with every last processor running at the lowest possible clock synchronization level. The performance core allows slower computers the chance to finally use BSNES. It is capable of attaining full frame rate on all official Intel Macs.
The accuracy core is absolutely not meant for casual gaming at all. It is meant solely for getting as close to 100% perfection as possible, no matter the cost to speed. It should only be used for testing, development or debugging. The compatibility core is identical to previous releases of BSNES, but is now roughly 10% faster. This is the default and recommended core for casual gaming.
The performance core contains an entirely new S-CPU core, with range-tested IRQs; and uses blargg's heavily-optimized S-DSP core directly. Although there are very minor accuracy tradeoffs to increase speed, I am confident that the performance core is still more accurate and compatible than any other SNES emulator. The S-CPU, S-SMP, S-DSP, SuperFX and SA-1 processors are all clock-based, just as in the accuracy and compatibility cores; and as always, there are zero game-specific hacks. Its compatibility is still well above 99%, running even the most challenging games flawlessly.
A future release will embed all three emulation cores into one binary, but that will involve some code refactoring that would have delayed this update for several weeks. Please note that saved states are not transportable between emulation cores, and in the current release attempting to load a state in the wrong core will give a generic error message.
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Upon further reflection
Thinking about the situation more, I really don't want to eliminate the current bsnes profile in favor of one more accurate core and one faster core. There's really a need for three profiles, and that is just too much to keep separate.
I have re-merged the accurate cores with the fast cores, and have created three compilation profiles: research (more accurate than v067), baseline (the same as v067) and performance (50% faster than v067). The goal is to allow this to be a run-time option in the next release.
Example:
I can't keep this a secret - 2008-08-10
Some pictures. Hint: look at the frame rates.
bsnes v067
bsnes v067.10
bsnes v067.11
bsnes v067.10 on an Atom netbook
asnes announced - 2010-08-09
It's a long story, so I've posted an explanation of the new project in an article, A Fork in the Road.
It will be a while before I make an actual release.
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Version 1.102 highlights: VGM input no longer requires foo_unpack or foo_unpack_unix to decode VGZ files.
Version 1.101 highlights: Amended preferences dialog initialization handler.
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Please forgive my six month absence. After I was defeated by the SNES PPU I lost interest for a while / did other projects / had various life-mess-ups, etc. I'll spare the details (they're boring).
However, JSNES is not dead. I recently got a craving for some Java and decided to revive it.
Main changes in 0.03-alpha:
1. PPU: Many things fixed and features added.
2. Sound.
3. Many minor emulation bug fixes.
Not bumping the version number up much because it's not polished enough yet, but here it is:
jsnes-0.03-alpha.jar (473 kB)
Note: sound is currently a bit basic, limited to 32 kHz mono. It has glitches. I'll fix it another time because I'm sick of it at the moment -- I endured it fuzzing and squeaking most awfully for days -- then I tried commenting out and/or replacing a lot of the code, couldn't fix it, decided to put it all back how it was, and it suddenly worked. I still don't understand what happened. The envelope attack and release timing should be correct but the decay, sustain, and gain times/counters are definitely not. Echo, pitch modulation, and noise mode are missing.
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After an obnoxious amount of effort to shoehorn ZSNES into Xcode, I've managed to compile a Mac OS X version.
OK, so ZSNES has always had support for Mac OS X, but I've added a few changes that make it a "true" Mac OS X app. This is mostly adding configuration data to the ".app" bundle NextSTEP - I mean, Mac OS X - uses.
Sadly it did involve some mucking with the ZSNES code itself - mainly to change the main method (since I'm not using SDL's normal Mac OS X startup) but also due to a few other issues (such as memset/memcpy being too smart for their own good and bombing if they thought they'd overflow the buffer they're writing to).
I also had to add some code to ignore the "-psn_0_x" argument that Mac OS X passes to applications launched from Finder. (What's it for? No clue. And since PSN means "PlayStation Network" to Google, I haven't had any luck finding out.)
Next up there's some additional glue code to intercept the "open document" message Mac OS X sends. Unlike most other OSes, double clicking on a file registered to an application doesn't just invoke the application with the file as an argument - it sends a special message to the application instead. There's some other UI-related code changes (such as making the buttons in the About dialog work under Mac OS X).
In short, this isn't just "./configure && make && make install", there is some actual new stuff here.
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Update:
Changes for version 78
* Fixed an issue where, after failing to load a ROM, the emulator would be paused forever.
* Added a toggle to joypad configuration to allow or disallow direct use of modifier keys.
* Changed the option to disable screensaver so that it uses XResetScreenSaver and xdg-screensaver due to XTestFakeKeyEvent being removed in the latest X.org release.
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Hi, here's a little something I was working on tonight and will continue to work on:
For the unenlightened, it is a plugin that uses blargg's Game_Music_Emu. With his patches that make the SNES APU emulation in line with BSNES. So, the SNES APU code uses a cycle accurate core.
Version 1.0:
* fixed sample buffer issue. Thanks to hcs.
* Updated VGM emulator to one from MAME
* lots of other things....
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Well I got some free time again: this time it's support for XAudio2. I've also cleaned up the DirectSound code a bit and added SoundSync support to the FMOD modes. SoundSync might now behave a bit differently, but it should still work (and no longer cause multithreading issues).
I tried to add FMOD Ex support, but I've been unable to produce glitch-free sound - the class is included in the source, if someone wants to take a look be my guest.
Smaller changes: VSync support for D3D and a new config setting (EmulateFullscreen) which causes fullscreen mode to simply create a window spanning the whole monitor (I didn't like the DWM switching off and on).
On my system XAudio2 works extremely well, even with only 1 buffer and 10ms mix interval.
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What's new
- Fixed several freeze or instability bugs which are caused by
some changes between beta4 and beta5.
Ver 0.230 beta5 freeze in many titles, and it is fixed.
- Some minor bugs are fixed.
- Improved emulation accuracy.
- Added support for SPC7110 emulation.
The format of RTC file(.rtc) which includes time data of SPC7110/S-RTC
is compatible with bsnes.
SPC7110 emulation code is provided by byuu(bsnes author).
I thank him for his support and everything.
* Language files for beta6 is compatible with beta5, so you can use
same language files for beta5 in beta6.
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Okay, at long last, I think I finally completed all the SPC7110 programming and tweaking (famous last words). If you find any issues, let me know, and I'll try to fix it (sigh).
Changes:
_Demo_ and I optimized the code even more, to the extent that we don't think there's anything else significant we can do.
Fixed a bug with save states/rewind that Deathlike found.
Removed the gfx packs stuff from the GUI and config file.
Added to the config file an option to turn off the graphics cache.
The cache isn't used if there's not enough free memory, but you can play SPC7110 games anyway.
Cleanup.
Post results of speeds with the cache on and off (changing the setting requires ZSNES to be restarted). I'd appreciate if people with sub 1 GHz machines can post some FPS and CPU info with and without cache.
Todo:
Post source changes for people who want them.
Coordinate with some translation teams to get the 4 SPC7110 games translated. If you need a special build of ZSNES for something, or some info which I can provide, let me know.
Party?
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[...] At any rate, Audio Overload has been updated to version 2.0. The major new feature in this release is support for the recently developed Sega Dreamcast .DSF format. This feature was coded largely by R. Belmont who has been doing the lions share of work on Audio Overload for the last few releases. Please leave your feedback on this release on the forum
--
Audio Overload emulates the sound hardware of vintage consoles and computers, allowing you to listen to completely authentic renditions of classic video game tunes. Audio Overload does not play music from arcade games; for that you should use M1.
Features
* Playback support for thirty three different music formats.
* Transparent decompression of 7ZIP, GZIP, LHA, RAR, and ZIP archives.
* Optional volume level normalization.
* Export-to-WAV functionality.
Compatibility
The current release of Audio Overload supports music in the following file formats:
* AHX - Commodore Amiga
* AY - Amstrad CPC/Spectrum ZX/Atari ST
* COP - Sam Coupe
* DSF - Sega Dreamcast
* GBS - Nintendo Gameboy
* GSF - Nintendo Gameboy Advance
* GYM - Sega Megadrive/Genesis
* HES - PC Engine
* HVL - Commodore Amiga
* IMF - PC-compatibles, various Apogee games
* KSS - MSX
* MDX - Sharp X68000
* MOD - Commodore Amiga
* NSF - Nintendo NES
* NSFE - Nintendo NES (enhanced tags)
* ORC - TRS-80 Orchestra-90
* PSF - Sony PlayStation
* PSF2 - Sony PlayStation II
* QSF - Capcom QSound
* RAW - PC-compatibles with an AdLib
* ROL - PC-compatibles, AdLib Visual Composer
* S3M - PC-compatibles with a GUS or SoundBlaster
* S98 - NEC PC-98
* SAP - Atari XL/XE
* SCI - PC-compatibles, various Sierra games
* SNDH - Atari ST
* SPC - Super Nintendo
* SPU - Sony Playstation
* SSF - Sega Saturn
* VGM - Sega Master System/Game Gear
* VTX - Spectrum Vortex Tracker
* WSR - Bandai WonderSwan/Wonderswan Color
* YM - Amstrad CPC/Spectrum ZX/Atari ST
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These will only work if you have the right libraries installed.
Since these are from Debian Unstable you probably don't, but what the heck.
Makes use of:
SDL, OpenGL, curses, libao
Possibly others.[...]
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A plug-in for Winamp that plays music files (.SPC) from Super NES games.
Changes to 3.3.4
- Fixed bad strings getting written to the XID6 tag
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End of the line
As many of you have probably noticed by now, I no longer update this site. I have had a few "revival" plans for this site, but as i am no longer actively involved in the emulation scene these have all fell through.
I will keep this site up for archival purposes for as long as the ads support the yearly costs, but unless a developer specifically requests a WIP to be made/posted it'll no longer be updated. I will however try to keep the latest official versions mirrored here.
I would like to thank everybody who has helped make this site what it was.
First and most of all Kaede, who pushed me to make the site in the first place and has been a dear friend ever since
eSoul: for giving me my first mirror so people didn't have to endure the horror of my 26.4kbps dialup connection
All of the various hosts i have had over the years, without you guys this site would have died long ago
The entire ZSNES team for allowing me to join their developer community, and putting up with my pointless babble all these years
And of course everybody else who i have forgotten that has helped/encouraged me over the years!
Farewell,
ipher
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New version time.
Highlights:
* Transparency wasn't quite up to snuff. Colour glitches and the 1-3 range was backwards.
* Savestate callbacks. Lua can even save data into a savestate to retrieve it at load time.
* snes9x.wait() allowing you do skip emulation, either to allow the OS a chance to interface with snes9x or just kill time.
Lowlights:
* GUI transparency requests - selective transparency - remains impossible without using the gd library to do the work for you. The reason is the gui drawing is saved to an off-screen buffer and then copied to the screen later. Per-pixel transparency isn't stored.
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I'm pleased to announce the 73rd release of ZSNES - ZSNES v1.51.
This release is mostly a bunch of bug fixes for things new and altered in v1.51.
On the emulation side of things, we now finally have 224 lines displayed correctly, and some minor timing fixes. Major emulation core changes won't be until a future release.
I would like to thank all those who reported bugs and sent in patches for v1.50, we've fixed roughly 3 dozen problems that cropped up with v1.50, including issues with loading older save states and various save state saving/loading problems, so this release should now be quite stable.
For SDL users who had sound issues before, we've made some fixes to that, as well as added support for libao sound output. Run configure with --enable-libao to get the new sound options compiled in. See zsnes --help for a list of drivers you can use. Feel free to play with each one and see which works best for you, there should be something to make everyone happy. Note however that certain older Linux versions have a bug in their threading which would cause all libao drivers to not output sound. If you're having such an issue, install a new Kernel.
Also requested many times in the past was separate input for each game. I'm pleased to announce that with our new PSR language, adding this greatly desired feature was a cinch, so enjoy!
Lastly, people who have enjoyed the movie features with v1.50 should be happy to see that we've expanded them even more. For those of you dumping to raw or AVI, you're now able to specify a logo file to use in the config file. You're now also able to dump past the end of a ZMV.
And saving the best for last, there is now a custom multipass lossy dump option with decent default settings so you can dump really tiny good quality AVIs of your runs (and tweak dumping settings to your heart's content in zmovie.cfg).
To those packaging releases for your distro, please see the notes for v1.50. Also make sure you review the configure options to provide the best build for your users. And please please include the documentation, located in docs/readme.txt and docs/readme.htm.
-ZSNES Team
Changes:
v1.51 - January 25, 2007
All Ports:
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- Rejoice for finally having 224 lines and them being shown properly in all
cases. [pagefault]
- IRQ and timing fixes (fixes Chrono Trigger issues, Super Mario World, and
others). [pagefault]
- Fixed bug with certain commandline parameters permanently overwriting
config file settings. [Nach]
- Fixed bug with loading new ZMVs of a different version. [Nach]
- Loading ZMV with ROM mismatch prints a message. [Nach]
- Movie menu now has tabs and only shows proper options when available.
[Deathlike, Nach, grinvader]
- Slight improvement to the Custom Res functionality. [Deathlike, Nach]
- Keep4_3Ratio option now only shows when necessary. [Deathlike]
- PNG files now use extended height in extended height mode. [Nach]
- Pausing, rewinding, and fast fowarding are disabled during movie dumping.
[Nach, SamB]
- You can now force a movie dump length shorter or longer than the actual ZMV
length. [Nach, Deathlike]
- Fixes for MEncoder check; added LAME check. [Nach]
- Custom dumping with multiple passes implemented. [Nach]
- Fixed some bad memory reads in command-line parser. Thanks grinvader. [Nach]
- Now there's an option to switch to replay mode while recording movies when
loading a state and vice versa. [Nach, Deathlike]
- Fixed a bunch of bugs with certain save selection techniques not working
right. [Deathlike]
- Fixed gui font overwrite problem after fixing a cheat. The dots should be
gone now. [Jonas Quinn]
- You can now select the level of HQ filtering where applicable. [Deathlike]
- Many tweaks made to reduce GUI mem usage on all ports. [Deathlike]
- ZSNES now properly adheres to the command-line when Auto State Save/Load is
used. [Deathlike]
- Quick exit key now adheres to Auto State Save/Load. [Deathlike]
- Inc/Dec Gamma toggles actually DO something. Gamma level is now definable in
the config file. [Deathlike]
- Fixed bugs with playing back ZMVs of 2+ players at once. [Nach]
- Fix crash if you rewind farther than the game start in Kirby Super Star,
Secret of Mana and some other games. [Jonas Quinn]
- Fix crashing if using rewind in a movie before rewind slot is filled. Thanks
BoltR. [Nach]
- Readded the smoke effect. [Jonas Quinn]
- Fixed the Winter Gold crash (but not the freeze). [Jonas Quinn]
- Fixed crash in Super Demo World and possibly certain other large games.
[Jonas Quinn]
- Fixed loading many old ZSTs. [Jonas Quinn]
- Fixed some bugs with movies which load from power on with SRAM. [Nach]
- Fixed some issues with DSP-4 movies. [Nach]
- Added ability to have game-specific input. Main input is now stored in
zinput.cfg. [Nach, Deathlike]
- Added option in Config->Options for Screenshot format. [Deathlike]
- Fix crash on creation of ZMV if save path does not exist. Thanks Maximus.
[Nach]
- Logo support for AVI dumping. Set the logo file in zmovie.cfg; it can be
gzip'd if you want. [Nach]
- Pick state menu (default - F3) now has wraparound. Praise Pac-Man!
[Deathlike]
- Config file cleanup for more understandability. [Deathlike]
- New Don't Save SRAM option. [Deathlike]
- More GUI cleanup and tweaking, also reorganization. [Deathlike]
- Removed the horrible-sounding Mono Surround Sound code. [Deathlike]
- Source cleanup. [Deathlike, Phil^, Nach, grinvader]
- Parsegen now allows one to define inside a PSR file to have it reject arrays
from older config files. [Nach]
- Our assembly syntax shortener now is case-insensitive with new
case-insensitive string class. [Nach]
- Archopt has updated flags, added GCC 4.2's -march=native support. [Nach]
- Parsegen now has atoui() which should fix reading very large values. [Nach]
- Ported more assembly to C. [Jonas Quinn]
- Misc. bug fixes. [Deathlike, Jonas Quinn, SamB, Nach, grinvader]
DOS Port:
----------
- Fixed snapshots key from attempting to take a PNG when it cannot.
[Deathlike]
- Removed old DOS debugger at last. [SamB]
- Clock box option now does something in 8-bit modes. [Deathlike]
Win Port:
----------
- Updated and improved NTSC filter. [Blargg, pagefault, Deathlike]
- Added 1600x1200 S Full to Windows port for consistency. Fixed details of
1600x1200 S Win. [Deathlike]
- Fixed crash with HQ4x in windowed mode with Hi-Res Mode 7 on. [Deathlike]
SDL Port:
----------
- Fixed broken option on Mac OS X; load menu shouldn't crash anymore. Thanks
phf. [Nach]
- Made WIP launch message berate users for not using --enable-release if it
was an official release. [Nach]
- Added option to define configuration directory. [Aerdan]
- Mac OS X config directory now defaults to Library/Application Support/ZSNES.
[Nach]
- Symlink support for matching ROM name to files. [Nach]
- Updated and improved NTSC filter. [Blargg, pagefault, Deathlike]
- More accurate NTSC ratio. [pagefault]
- You can now use libao for sound, compile with --enable-libao, also see
zsnes --help for a list of drivers to use. [Nach, Bisqwit, grinvader]
- Unit testing done; off by one errors in audio sample output fixed. Thanks
hakonrk and grinvader. [Nach]
- Now supports ~ (home directory) in various places, most notably ROM loading.
[Nach]
- Fixed some filtering and video refreshing issues. [Deathlike]
- Fixed Bilinear Filtering on startup. [Deathlike]
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