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authorKitty Draper2011-03-05 21:39:25 -0500
committerKitty Draper2011-03-05 21:39:25 -0500
commitd40ae99422e118188a7f48055dc340c6aca022aa (patch)
tree83ab93f49fd9e66e43bcd824091ae1dbcaa0c173 /source/changes.txt
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+Snes9x 1.43 (WIP1)
+- Win32: added .avi output feature (blip)
+- Win32: fixed frame timings >100ms, added frame advance (blip)
+- Rewrote Unfreeze, renamed it S9xUnfreezeFromStream,
+ failing to load a freeze file no longer resets emulation (blip)
+- Fixed Unfreeze to restore IPPU.HDMA properly (blip)
+- Rewrote OBC1 code to match the real chip (Overload)
+- More updates the to DSP-1 code, fixes to projection (Overload, Andreas Naive)
+- Unix/X11: Rewrote keyboard setup code (Bisqwit)
+- Added movie recording+rerecording support (blip, Bisqwit)
+- Added -hidemenu CLI switch (funkyass)
+- fixed broken Win32 filters (lantus)
+- Added internal support for emulating the new-style SNES (MKendora)
+- Cleaned up many quirks of the cheat search engine (MKendora, Don Vincenzo)
+- Fix mosaic in hires SNES modes (Tokimeki Memorial) (MKendora, zones)
+- Rewrote Legend's hack, added another game to it (MKendora)
+- Optimized the Open ROM dialog (MKendora)
+- Rewrote the Seta DSP map (The Dumper, MKendora)
+- Began string isolation for the UI, eases translation (funkyass)
+- added -nopatch -nocheat, and -cheat CLI items (MKendora)
+- fixed a UI typo (funkyass)
+- fixed several C core stack ops in emulation mode (MKendora)
+- split emulation mode ops from native mode ops (MKendora)
+- Seta special chip emulation enhancements (Feather, The Dumper, Overload, MKendora)
+- code tweaks to the ST010 (Nach, pagefault)
+- fix some C/asm quirks and HDMA quirks (all my fault) (MKendora)
+- several timing hacks to fix games (lantus)
+- improved checksumming for odd mirrorings (MKendora)
+- Snes9x uses a standard zlib instead of a packaged one (PBortas)
+- Exhaust Heat 2 and regional ports are playable (Feather, The Dumper, Overload, MKendora)
+- Game Doctor dumps that are 24 Mbit are now supported by
+ a force option (MKendora, Nach)
+- SuperFx interleave format is now considered deprecated.
+ Support will be removed in future versions (Team decision)
+- made SuperFx interleave detection a compile option (MKendora)
+- added memory maps for slotted games (MKendora)
+- fixed a typo in the usage messages (MKendora)
+- fixed the bug that had nuked optimizations (The Dumper)
+- restored full speed optimizations in release builds (funkyass)
+- Added non-speed-hack version of color subtraction. (zones)
+- Fixed mouse offset in resized X11 window. (PhaethonH)
+- Fixed a (presumably) long-standing bug: Mode 6's BG is
+ depth 4, not depth 8! (anomie)
+- Unix: unmap all joystick buttons before applying -joymapX (anomie)
+- Win32: added a define to disable pausing when focus is lost, NOPAUSE (funkyass)
+- Win32: Changed the default for Auto-save SRAM to 15 sec (funkyass)
+- Dreamcast: Added SH4 assembler (PBortas, Marcus Comstedt, Per Hedbor)
+
+
+Snes9x 1.42
+- Added 8-bit rendering filters (funkyass)
+- Added Sanity Checks for the Display Dialog (funkyass)
+- New Layout for the Joypad Dialog, (funkyass)
+- Fixed that anoying Joypad dialog bug. Now check to see
+ if the axis exists before asking for the info form it (funkyass)
+- Added full POV support. (funkyass)
+- Fixed sram sizes for SuperFx games (Nach, MKendora)
+- Stopped saving sram for games with no battery (Nach, Mkendora)
+- Killed the gray line and slightly optimized Win32 GL (MKendora)
+- stack wrapping fix in C core (MKendora)
+- removed some dead hacks (Oda Nobunaga and Dezaemon) (MKendora)
+- fixed some DMA and HDMA modes (anomie, MKendora)
+- improved HDMA timing (anomie)
+- cleaned up load and deinterleave code (MKendora)
+- removed old UI DLL (MKendora)
+- new cheat dialogs (MKendora)
+- started Unicode preparation in Win32 UI (MKendora)
+- Implement odd sprite sizes, sprite priority rotation. (anomie)
+- RTO code that hopefully works. MK's #define is
+ "MK_DEBUG_RTO" to try to debug the RTO code. (anomie)
+- SDD1 decompression support for Linux. Also added a new
+ command line option -sdd1-pack. (anomie)
+- Added correct VRAM read logic. #define CORRECT_VRAM_READS
+ if you want it. (anomie)
+- removed the non-VAR_CYCLES path (MKendora)
+- changed access timing map to be address-based. (MKendora, anomie)
+- DSP-1 updates (Overload, Andreas Naive)
+- S-DD1 decompression support (Andreas Naive)
+- optimized S-DD1 code (anomie)
+- S-DD1 can use packs or decompression (MKendora)
+- More work on Exhaust Heat 2 (MKendora, Overload, The Dumper)
+- separated ROM detection from file reading (lantus)
+- fixed a mirroring bug in LoROMs (MKendora)
+- cleaned up some mapping issues (MKendora)
+- ST018 games now boot before locking up (Mkendora, Overload)
+- SA-1 state was not completely reset, crashed Marvelous (zones)
+- Removed sample caching. It caused problems, and was not
+ noticably faster. (MKendora)
+- Fixed interlace without breaking the displays for MK (anomie)
+- Fixed a PPU OpenBus hack (anomie)
+- Moved SPC7110 and S-DD1 regs to speed up the general case
+ of reading the $4xxx registers (MKendora)
+- altered Hi/Lo ROM detection to fix a few misdetects. (MKendora)
+- Implemented RTO flags. With MK's implementation of $213F's
+ interlace bit, we now pass the SNES Test Cart's
+ Electronics Test (anomie)
+- Fix sprite windowing bug (anomie)
+- Way back in 1.40 MK changed the Windows port to default
+ to a plain old joypad instead of the MP5. And then we
+ removed the hacks for games that dislike the MP5. So
+ we need to change the defaults elsewhere too... (anomie)
+- cleaned up the hacks section somewhat (MKendora)
+- removed some interleave hacks (MKendora)
+- fixed a bug in KartContents (MKendora)
+- transparency fix for Jurassic Park (lantus)
+- A hidden Win32 feature (MKendora)
+- Kludged Mark Davis until I get stable APU timing (MKendora)
+- Win32 renders overscan always, fixes some jumpy games (MKendora, lantus)
+- Fixed an FMOD bug (MKendora)
+- cosmetic tweaks (Everyone)
+- Fixed 2 special chip bugs in the C core (zones)
+- Added some sanity fixes to the C core, fixes MLBPA
+ Baseball for C core users (zones)
+- updated zlib source (includes 1.1.4-1 patch) (MKendora)
+- compiler warning fixes (PBortas)
+- Updated the SuperFx asm core (pagefault)
+- Kludged Unix compilation to produce working SuperFx (PBortas)
+ with the asm core.
+- Kludged VC to deal with optimization weirdness (MKendora)
+- Hacked Robocop vs. Terminator using Daffy Duck hack. Stops
+ flashing. (MKendora)
+- Added some defines to the asm core (MKendora)
+- Added possibility to take screenshots on Unix (PBortas)
+- Initialize the C SuperFx core better (PBortas)
+- Kludge a Japanese golf game until the APU timing is fixed (MKendora)
+
+
+Snes9x 1.41-1
+
+- Oops, in the asm CPU core i was stomping on %eax too
+ early, so register $4210 wasn't getting set properly. (anomie)
+
+
+Snes9x 1.41
+
+- Win32 controllers now stay the same between games (MKendora)
+- Win 32 Open ROM dialog fixes (MKendora)
+- Win32 Display dialog fixes (funkyass)
+- Win32 OpenGL ratio tweaking. (Reduces the gray line) (kode54)
+- Fixed Win32 superscope for those having issues (MKendora)
+- Generic accuracy fix in main SUperscope emulation (MKendora)
+- sprite bug fixed (gah! How'd we miss that) (anomie)
+- SPC saving compatibility fix (Caz and zones)
+- Window clipping update (anomie)
+- Mode 7 clipping fix (TRAC)
+- latching fix (anomie)
+- BS BIOS checksum and mapping fix (MKendora)
+- Working Uniracers hack (dma.cpp) (anomie)
+- HDMA Indirect Address fix for Romancing Saga 2 (anomie)
+- Better savestate hack, does it break anything? (anomie)
+- C4 C core fixes. Mostly Trapezoid (thanks Nach),
+ some s/short/int16/, some indentation. (anomie)
+- Damn, but the indentation in ppu.cpp was screwed up.
+ Killed some dead code too (twas commented forevermore). (anomie)
+- fixed a potential crash in S-DD1 logging (MKendora)
+- Improved accuracy of Hi/LoROM detection (~500 ROM test) (MKendora)
+- Hack for Moryou Senki Madara 2, don't call
+ SelectTileRenderer from DrawOBJS if BGMode is 5 or 6. A
+ real fix requires at least rewriting SelectTileRenderer,
+ or inlining a special version in DrawOBJS. (anomie)
+- DMA traces: add additional address info to reads too. (anomie)
+- Killed the old Borland Joypad dialog (funkyass)
+- Fixed issues with Dezaemon and CT, maybe others (anomie, MKendora)
+- Changed the internal snapshot key from \ to VK_F12 (funkyass)
+ Fixes issues with non-US keyboard layouts.
+- Fixed OAM reset to not occur during forced blank. (anomie)
+- Killed some dead OAM reset code that doesn't need saving. (anomie)
+- Unix/X11: Fixed screen jumping. CT enables overscan mid-
+ frame for only one frame, and we now update the rendered
+ screen height accordingly. Other ports are still broken. (anomie)
+- Unix/X11: Fixed possible TV mode crash. (anomie)
+- Fixed OAM reset timing (beginning of V-Blank rather than
+ end) for R-TYPE 3 (J). (anomie)
+- Unix/X11: Fixed OpenGL target (PBortas)
+- Unix/OSS: Fixed big endian sound (PBortas/ernstp)
+- Tweaked the About Dialog so its read-only and no scroll (funkyass)
+
+
+Snes9x 1.40
+
+- cleaned up a sound skipping code issue. Same as the
+ RTC issue (lantus)
+- re-fixed the invalid BRR header behavior twice (Lord Nightmare, FatlXception, Mkendora)
+- More BS mapping fixes. (The Dumper, MKendora)
+- Fixed Ranma Bun no 1 - Chonai Gekitou Hen (J) and
+ Street Combat (U). Interlace is not supported in the
+ non-Hi-res modes, as far as I can tell. (MKendora)
+- Also fixes Maka Maka (J). Frank Yang's report, and
+ anomie's code both provided clues to this one.
+- Removed special casing on setting 5c77 version to one.
+ This seems to be true for U and J units always. I need
+ it checked out on PAL... (neviksti)
+- Using SNEeSe's values for 5c78 and 5A22. Note we know
+ that the 5c78 version can also be 1 or 2, instead of 3. (TRAC, neviksti)
+- Added turbo buttons. Credit/blame for the design goes
+ to slack, Nave, Gogo, and myself. (MKendora)
+- fixed a bug in turbo (slack, MKendora)
+- Tried merging the behavior of Old $4200 with new $4200 (MKendora)
+- Made $4200's return value match what VSMC Explorer
+ showed on Fancia's SNES (MKendora)
+- Fixed a matrix multiplcation bug in ZSNES state loads (MKendora)
+- Fixed Dezaemon and Ys3 mode 7 (lantus)
+- Fixed H-DMA modes 5-7. Thanks to The Dumper for the
+ extra motivation needed. GunForce and Genocide 2 work. (The Dumper, MKendora)
+- Fixed BG3 Priority. I'm stupid. anomie had fixed it,
+ but lantus fixed it again, because I didn't use it. (anomie, lantus)
+- Added a Star Fox 2 hack, and an interleave skip (The Dumper, lantus, MKendora)
+- Cleared BS setting on load (lantus)
+- Fix for Mode 7 priorities. fixes F-1 Grand Prix (all 3) (anomie)
+- JANJYU GAKUEN 2 needs Multi-tap 5 off. (Frank Yang, MKendora)
+- HONKAKUHA IGO GOSEI: No multi-tap 5, allow mouse (lantus, MKendora)
+- Added a few missed conditional compiles (Nach)
+- disabled multitap 5 by default, added menu to enable (MKendora)
+- special thanks to anomie and lantus. One of them is
+ responsible for a bug fix I forgot already. (anomie, lantus)
+- Removed several Multitap5 disable hacks. (MKendora)
+- Added an SPC dumping upgrade from kode54 (kode54)
+- cleaned up some resource leaks (MKendora)
+- I forgot this since 1.39mk, but SPC700 flag fixes (anomie)
+- Mode 7 interpolation screen flip fix (anomie)
+- Updated SPC7110 code a bit, for compatibility (Daniel, anomie)
+- Changed RTC saving. (Byte exact to old format on Win32)
+ The submitted patch for "safety" doubled the file size,
+ so I had to write it in explicitly little-endian. (MKendora)
+- Removed the old hidden cursor (MKendora)
+- Applied a WAI correction from anomie. (anomie)
+- Added a patch for Pseudo hi-res (anomie)
+- Hacked around Word writes to $7F:FFFF. Thanks to lantus
+ and The Dumper for verification. (MKendora)
+- PPC compile fix? and debugger reversion (anomie)
+- Set defaults differently to improve sound quality. (MKendora)
+- Clear Force load settings after Init (lantus)
+- Made menu reset a soft reset. Fixed BL Sound Test & more (CaitSith2)
+- Fixed word writes to block bounds in asm core. (MKendora)
+- redone version of my bounds fix, only this one WORKS! (TRAC)
+- Thanks to TRAC for the AT&T syntax refresher! (TRAC)
+- Fixed screen saver disable (kode54)
+- Fixed OAM and sprite priority in the asm core (anomie)
+- Proper Interlace fix for mid-frame changes (anomie)
+- Fixed OpenGL to accomodate previous patch (MKendora)
+- Ported the "Settings" dialog to VC (MKendora)
+- Fixed ROM Info bugs (_pentium_five, MKendora)
+- Fixed non-stretched interlacing, but it's s.l.o.w. (anomie)
+- Superscope and Mouse need to be enabled by the menu. (MKendora)
+- Fixed HiROM sram reads in asm and C cores (anomie, MKendora)
+- Added Company 48 to the list. Thanks to _pentium_five_ (StatMat)
+- Set Super Drift Out's S-ram correctly. (Snes9xppSE Team)
+- Fixed NTSC timing. Helps ToP Intro greatly (kode54)
+- Added several entries to the company list, from uCON64 (Nach)
+- Lots more companies (StatMat, Nach)
+- Fixed Win32 Superscope support (NT kernel only?) (MKendora)
+- Added ZSNES OBC1 code ported from asm to C (sanmaiwashi)
+- Implemented Justifier emulation (neviksti, MKendora)
+- Fixed Rudora no Hihou's clip window bug (anomie)
+- Fixed Flintstones sprite issue (lantus)
+- Fixed sram mappings for Big Sky Troopers and
+ Taikyoku - IGO Goliath. Both map in bank F0 (MKendora)
+- Fixed a possible crash when switching audio settings (MKendora)
+- Added per-pack gfx pack configuration (MKendora)
+- Fixed glitches in DSP-1 games (Flintstones fix) (lantus)
+- Added delay to Superscope latching. Fixes X-Zone. (neviksti, MKendora, zones)
+- Added DSP-2 support (Overload, The Dumper, Lord Nightmare,
+ MKendora, neviksti)
+- Fixed Super Bases Loaded 2 (and J/K ports) DSP-1 seems
+ to ignore the A15 line in LoROM maps (MKendora)
+- Corrected $4200 again (The Dumper)
+- Corrected $2100, $2102, and $2102 read behavior (anomie)
+- Fixed Cancel on the Sound Options dialog. (MKendora)
+- Fixed the sound options dialog (Thanks, Quattro) (MKendora)
+- updated DSP-1 support to match chip better (Overload, neviksti, The Dumper)
+- added a few Ops to the DSP-4 routine (Nothing plays yet) (neviksti, The Dumper, Overload, MKendora)
+- added screenshot support (anomie, sanmaiwashi)
+- stubbed the ST010 chip in Exhaust Heat 2 (Overload, MKendora)
+- hacked around War 2410's lockup (pagefault, _Demo_, MKendora)
+- updated tests for type 1 ROMs (based on reset vector) (MKendora)
+- Emulation mode CPU fix (The Dumper)
+- Open Bus fixes (anomie)
+- Better Expansion port emulation (anomie)
+- More Open Bus fixes (Overload, anomie)
+- HDMA fixes (fix colors only in Full Throttle Racing) (anomie)
+- Migrated DKJM2 onto the Tales map (MKendora)
+- Tried to remove Dragon Knight 4 hack (LoROM sram fix) (MKendora)
+- Fixed ROM Mirroring for LoROMs (<= 32 Mbit) (MKendora, TRAC)
+- blocked wram to wram DMAs (neviksti)
+- fixed HiROM mirroring, too. Thanks TRAC! (MKendora, TRAC)
+- fixed C core RMW and Push ops to write in the correct
+ order, fixes Michael Jordan gfx. (anomie, Overload, MKendora)
+- set RDIO to start as 0xFF, fixes SuperFx games. (anomie, Overload)
+- New connect dialog (funkyass)
+- better conditional compile of FMOD (funkyass)
+- fixed screenshot code when libpng is not used (funkyass)
+- added portability fixes (zones)
+- fixed asm Pushes (anomie)
+- fixed asm LoROM s-ram decode (MKendora)
+- migrated DEZAEMON to standard LoROM map (MKendora)
+- fixed the Madara 2 OpenGL bug (key found in Rudra) (MKendora)
+- fixed asm RMW instructions (MKendora)
+- fixed ADC opcode (The Dumper)
+- added DSP-2 Op09 (The Dumper)
+- updated C4 C code (anomie)
+- updated C4 asm code (Nach)
+- Keep OpenGL in ratio (kode54)
+- Replaced many more Borland dialogs (funkyass, MKendora, Nach)
+- Added CRC32 to displayed ROM Info (Nach, MKendora)
+- Fix cheat support (The Dumper)
+- improved DMA timing (MKendora, Overload, The Dumper)
+- Fixed Mode 7 math, removed Dezaemon, Gaia, Ys 3 hacks (TRAC, MKendora)
+- Mode 7 flip fix (TRAC)
+- Multiple safety and initialization fixes (zones)
+- Platform safety fixes (PBortas)
+- Memmap cleanups (MKendora)
+- More preliminary work on special chips (The Dumper, Overload, MKendora)
+- Added color coding (MKendora)
+- Another HDMA fix (anomie)
+- added another known hack to the hacked games list (Nach)
+- ToP memmap changes (MKendora)
+- Checksum calculation changes (MKendora)
+- Special cased a few games for OAM issues (MKendora)
+- Reverted OAM reset to 1.39 timing (MKendora)
+- Reworked vram wrapping (zones, Mkendora)
+- Fixed $4210 and Super Professional Baseball 2 (Overload, MKendora)
+- Fixed APU RAM init (Overload, MKendora)
+- More support for Exhaust Heat 2 (not playable) (The Dumper, Overload, neviksti)
+- removed some debris from save states (MKendora)
+- fixed? Doom's save state bug (MKendora)
+- simple overdump detection warning (MKendora)
+
+
+1.39mk3b
+
+- Fixed the RTC detection. FINALLY done correctly (lantus, MKendora)
+
+
+1.39mk3a
+
+- neatened up the company table. (MKendora)
+- fixed a mistake in the ROM Info box (MKendora)
+- Added a Calulcated Size field to ROM INfo. (MKendora)
+- Added 3 more companies to the ROM Info table (MKendora)
+- Fixed BS detection (The Dumper)
+- Added a Legend-specific hack to get sound. I remembered
+ it being mentioned in the changelog. (Gary Henderson)
+- Unbroke the Star Ocean special cases (Trigger of Time, MKendora)
+- Company 255 is not Hudson-ZFE detects all Hudson games
+ without it, except a corrupt dump (StatMat, MKendora)
+- fixed a bug in the redone detection for the SPC7110 (CaitSith2)
+- 44Khz sound should be 44.1Kz. Changed, though you'll
+ need to re-set 44.1Khz to make it take effect. Not sure
+ if this affects non-Windows ports. (MKendora)
+- Added 32Khz playback (MKendora)
+- Inproved BS ROM mapping (_Demo_, The Dumper, MKendora)
+
+
+1.39mk3
+
+- Honkaku Syogi Fuunji Ryuou (J) fixed (force no multitap) (Frank Yang)
+ Also Fixed Super Castles (j).
+ Also fixed a bunch more. This dude e-mailed like 100 bugs
+ to my hosts, some already fixed in Snes9x1.39mk2, but
+ about 7 were clearly multi-tap5.
+- also fixed Dekitate High School. Error was in Japanese (Frank Yang, Tomato)
+- fixed 2 memory leaks (Aaron)
+- Dai Kaiju Monogotari 2 works as a 40 Mbit ROM. (MKendora, The Dumper)
+- Fixed the Flashback bug. Lots of info led to this. (neviksti, MKendora)
+ Thanks neviksti, The Dumper, TRAC, and FatlXception
+ for clarifying the behavior.
+- Fixed Sailor Moon Fuwa Fuwa Panic 2 to work with (neviksti, MKendora)
+ previous fix. It's a total hack, but it should sound
+ just like the old Snes9x did. neviksti strikes again!
+- Dirty hack to make 3 games deinterleave properly: (MKendora)
+ Wizardry 4, Mark Davis, and Honkakuha Igo Gosei(FX)
+ all work as well as the deinterleaved counterparts.
+ (The last is a hacked game, and you should get the
+ non-FX version)
+- Fixed Seima Jyuden Beasts and Blades. Another Multitap, (Frank Yang)
+ but for some reason, the hack requires the C cpu core.
+ Thanks to Tomato for taking a stab at the error message,
+ as well. It was too vague to be of use, he said. I
+ just tried it because it worked on other games.
+- Res Arcana fixed. Another Frank Yang report, another J (Frank Yang, MKendora)
+ error, but I can read kana well enough with a table!
+- Removed a Terranigma specific hack. Not sure, but the (anomie)
+ new behavior might have fixed Tin-Tin in Tibet's colors.
+- Dirty hack to work around a dirty hack. Both Yoshi's (MKendora)
+ Island (E) dumps should work now
+- Added the JumboLoROM memory map, Extends LoROM support (The Dumper, neviksti, MKendora)
+ to 48+ Megabits.
+- added an EXTBG fix, since iirc, TRAC is using it as well (anomie)
+ Does it actually fix anything?
+- Fixed crash in DSP Op06 (The Dumper)
+- Fixed a GUI error on my part (Trigger of Time)
+- Cleaned up some of the SPC7110 detection/size code. (MKendora)
+- Merged in XBox port changes to SPC7110 code (lantus)
+- Added a call to Memory.Deinit when exiting. (lantus, MKendora)
+- Many memory leaks fixed while chatting with lantus (lantus, MKendora)
+- Fixed that stubborn open/close leak (lantus)
+
+
+1.39mk2
+
+- hacked in Shien's Revenge (anomie)
+- fixed Orge Battle's green lines. (CPU source for DMA) (anomie)
+ - Looks interesting, and might apply to other DMA cases?
+- maybe "fixed" DKC's barrels? by treating $2001
+ as unmapped. The game worked before with a hack. (MKendora)
+- optimized SPC7110 slightly by removing extra setup work (MKendora)
+- Fixed DBZ 3 (Korean). S. Korea is, in fact, NTSC. (MKendora)
+- Fixed a hard-coded value in the SPC7110 (MKendora)
+- Added a Win port ROM Info dialog (MKendora)
+ - some companies aren't in the table I used.
+ If you encounter an Unimplemented company,
+ report it the the Snes9x development forum, with
+ the correct company and the number.
+
+
+1.39mk
+- SPC7110 support based on Dark Force's docs. (Dark Force, zsKnight,
+ The Dumper, MKendora)
+ Trust me when I say those guys deserve the credit more
+ than me. From what I'm told, Dark Force is the man
+ behind most of the reverse engineering, but they all
+ did a much harder bunch of work than I did following
+ their specs. It's plain and simple that these three
+ are the masterminds behind all SPC7110 support.
+
+ Dark Force for reverse engineering the chip (Extremely tough work!)
+ zsKnight for the original core, and probably other things
+ The Dumper for dumping the packs and doing hardware tests.
+
+ Also thanks to CaitSith2 for numerous bug reports
+ and a lot of bug fixes.
+
+- Theme Park hack removed, fixed via PPU latching (anomie, MKendora, TRAC)
+- WWF Wrestlemania hack removed (anomie, TRAC)
+- Strike Gunner hack fixed (anomie, MKendora, TRAC)
+- FF:MQ text fixed. May help other sprite issues. (TRAC)
+- Umi Hara Kawa Se timing corrected. (anomie)
+- S-DD1 packs load by the same rules as ZSNES (MKendora)
+- SPC7110 code builds in linux (Lord Nightmare, zinx)
+- Added The Dumper's DSP-1 updates (The Dumper)
+- SPC7110 is correctly displayed on load, RTC also noted. (MKendora)
+- Fixed a potential graphics problem (TRAC)
+ no known games fixed, but who knows?
+- Fixed Ballz3D (pagefault)
+- Re-fixed Ballz3D, via DSP op 0F (The Dumper)
+- included some of anomie's fixes. Many caused me grief,
+ so only Marko's Magic Football is intentionally fixed. (anomie)
+- finished zsnes save support, though I don't know how
+ well it will work with SPC7110 games (MKendora)
+- Added a new soundux.cpp again to fix some noise.
+ (Fixes the GW "fart track") (Lord Nightmare, info from Anti-Res)
+- Added 3 cache modes for SPC7110 games (MKendora)
+- Added new BRR decoder. Requires sample caching
+ and the Anti-Res decoder be disabled. (FatlXception, port by Lord Nightmare)
+- Added CaitSith2's RTC debugger. define RTC_DEBUGGER in
+ project settings to enable it. (CaitSith2)
+- SPC7110 per-game cumulative logging (MKendora)
+- other fixes that I've forgotten (sanma iwashi, TRAC, anomie, ????)
+
+- "I'm not worthy" thanks to the original SPC7110 crew (DF, zsKnight, and the Dumper)
+- Thanks again to the same people, because they deserve it!
+- thanks to The Dumper, Dejap, TRAC, and all the ZSNES crew for technical assistance
+- Thanks to most of the Snes9x mods for testing (no thanks to you, Raptor ;)
+- and thanks to TRAC and #mkendora for letting me vent at you.
+
+1.39
+- Added SDD-1 unknown graphics data logging at the dumper's request. A bit late
+ but might help with Street Fighter 2 Alpha's data dumping. Creates a
+ romname.dat file in the freeze file folder.
+- Implemented 16-bit texture support for OpenGL modes in Windows and Linux.
+ Had to support a new pixel format type to do it - RGB5551 (one bit of alpha)
+ which caused me some major problems - black was no longer always pixel value
+ zero!
+- Removed the Bump map OpenGL mode from the Windows port (didn't look so good
+ anyway and was slow).
+- Added a hidden novelty OpenGL mode (clue: a keyboard shortcut activates it)
+- Reverted back to FMod version 3.20 after reports that version 3.33 broke
+ AD3 support.
+- Implemented a better work-around for the broken select system call in the
+ Linux kernel - the original work-around was long-winded and stopped working
+ when I implemented OpenGL support under Linux.
+- Added the same speed-up hack to the OpenGL code that the Glide code already
+ supported. Basically, if your OpenGL implementation supports 16-bit textures
+ then OpenGL mode should be as fast, or faster than the 3dfx Glide mode.
+- Hopefully fixed Glide support.
+- Reverted back to the original colour blending code. The newer code, although
+ more accurate in most cases, had too many glitches and was slower.
+- Included multiple Japanese games fixes from Iswashi San.
+- Fixed a timing problem caused by a speed up hack that was affecting Top Gear
+ 300. No the game still isn't playable yet, but I noticed the problem while
+ investigating the DSP-4 chip used by the game.
+1.38
+- Added support for Star Ocean and Street Fighter 2 Alpha decompressed graphics
+ packs from dejap. Used a binary chop search rather than a linear search to
+ locate correct decompressed graphics more quickly - should help emulation
+ speed during later stages of the game.
+- Included OpenGL support into the Linux port and speeded up the Windows OpenGL
+ implementation slightly. The real speed up would occur if I could figure out
+ how/if 16-bit textures are supported in OpenGL because at the moment the
+ 16-bit software rendered SNES image must be converted to 24-bit before being
+ uploaded as a texture...
+- Included the latest ZSNES DSP-1 code. Now Pilotwings, SD Racer and Suzuka 8
+ Hours are playable. Aim For The Ace, Super Air Diver 1 & 2 and Syutoko Battle 94
+ are also playable, but with bugs. Thanks to zsKnight, _demo_, et al for all
+ their hard work.
+- Another Daffy Duck: Marvin Missions screen flicker problem worked around -
+ writing to the IRQ enable register shouldn't clear any pending IRQs, but
+ Sieken 3 seems to require this or else the game hangs. Special-cased Daffy
+ Duck for now.
+- An NMI emulation bug was triggering a Panic Bomberman World game bug,
+ crashing it. Basically, if a game enables NMIs after the normal trigger
+ point, the NMI should not trigger if the game has already read the NMI clear
+ register.
+- Panic Bomberman World requires SPC700 memory to be initialised to zero on
+ reset otherwise the game hangs when a tune finishes and another one should
+ start.
+- Added mouse pointer auto-hide to the Windows port. Much better than the turn
+ the mouse pointer into a black dot method I was using before.
+- Included the latest ZSNES Super FX code. Not sure if it fixes actually fixes
+ any games.
+- Added an offset hack for Strike Gunner to get the scrolling ground layer
+ to line up correctly - another offset-per-tile bug hacked around for now.
+- Arrr! Left in some debugging code in the last release that prevented all
+ games that need the slower SPC700 timing from working. Removed it.
+- Hmm. The broken cut-scenes in Deep Space 9 seem to indicate that I haven't
+ got the emulated clock speed of the 65c816 CPU correct yet. And not by a
+ little bit - a 9% too slow error. Hacked special timing for the game for now.
+- Added triple-buffering to Windows port - enabling double-buffering actually
+ enables triple-buffering if you have enough free video RAM, defaulting to
+ double-buffering if you don't.
+- Fixed another crash bug in the interpolated mode 7 code - if no scaling
+ was being used (either up or down) and screen repeat was enabled and the
+ screen was flipped horizontally, the routine would crash Snes9x. Was causing
+ Snes9x to crash during rock monster boss stage of Castlevania 4.
+- Oops. Got the initialisation of the default SNES screen width and height
+ round the wrong way - could cause a X Windows System error message on the
+ UNIX port after loading a ZSNES freeze file.
+- Included the unofficial Windows port emulation fixes for several games including
+ Kentouou World championship and TKO Super Championship.
+- Included Iwashi San's improved Anti Res. sound sample decoding routine and
+ updated the C version to match.
+- Included Anti Res. improved sample decompression code he sent me ages ago,
+ but for some reason I didn't include. Sorry. This version seems good enough
+ to leave enabled all the time.
+1.37
+- Added fix for Captain America's corrupt graphics - a ROM bug causes it to
+ read from what I thought should be an unmapped memory area, but it expects
+ the value returned to be zero.
+- Added code to support games that switch to the hi-res. SNES screen mode part
+ way down the screen while using the 3dfx bi-linear filter mode. The code
+ basically has to back out of the speed up hack it was using when the game
+ switches resolutions.
+- Fixed support for games that have mixed lo-res. (256x224), medium res.
+ (512x224) and hi-res. (512x448) all on the same screen - corrects the display
+ of Majin Tensei 2.
+- Added support for games that use sub-screen addition to the back-drop layer
+ while displaying hi-res. graphics - something I thought the SNES couldn't do
+ but the game Marvelous uses this.
+- Reworked the UNIX/Linux output image handling code: the image doesn't always
+ have to be scaled when hi-res. support is enabled, the PutImage operation
+ only updates the area of the screen it has to, the SNES image is now always
+ centred in the window/full-screen area and if the SNES image changes size
+ between frames, the old screen areas are now correctly cleared.
+- Fixed the corrupt graphics problem during the battle scene of Last Bible 3 -
+ it requires that previously unknown DMA mode 5 should just act the same as
+ DMA mode 1.
+- Fixed a nasty bug when H-IRQs were being reused on the same scanline - a logic
+ bug could cause H-DMA processing for that line to be skipped. Was causing
+ the bridge and the start banners to be the wrong colours in Top Gear 2.
+- Added Kreed's display processing modes to the Linux port, including his new
+ asm version of the Super2xSaI mode and the new software bi-linear filtering
+ mode.
+- Think I might have figured out the odd Mode 7 glitch problems the games
+ Illusion and Gaia and Chase HQ were having. My original fix was to mod the
+ centre X & Y values with 1024, but looks like the true fix is to mod
+ X + horizontal offset and Y + vertical offset with 1024 when screen wrapping
+ is enabled.
+- Disabled H-DMA'ing into V-RAM via registers 2118/2119. The game Hook
+ deliberately does this causing graphic corruption while dialog boxes are
+ displayed. Maybe the real SNES disallowed this and it was left in the game by
+ mistake? Not sure what effect the game was trying to produce because
+ disabling the emulation of this feature doesn't seem to affect the game at
+ all, other than stopping the corruption.
+ + Also fixes graphics junk problem on first screen of Bugs Bunny.
+- Added a 'region-free' timing hack for Power Rangers Fight - without it the
+ NTSC version was displaying badly glitching graphics; I'd already fixed the
+ PAL version.
+- Added true priority-per-pixel mode 7 support (the previous support was just
+ a hack to get the colours correct) - level 2 of Contra 3 used this feature.
+- The Japanese, German, French and Spanish version of Illusion of Gaia needs the
+ slow SPC700 timing.
+- Deleted the Breath of Fire 2 S-RAM hack for the hacker intro version -
+ according to reports it was causing problems for the non-hacked version.
+- Legend, the PAL version, never sets the sound master volume control - Snes9x
+ was defaulting this to off, I guess the real SNES must default it to full
+ volume; changed Snes9x. The NTSC version of Legend does set the master
+ volume level, but sets it to off just after the title screen. Hmm. The -nmv
+ command-line switch allows you to hear sound in this version.
+- Panic Bomber World was tripping an SA-1 emulation bug - the WAI instruction
+ emulation code was setting the 'waiting for interrupt' flag on the wrong CPU
+ causing the main SNES to skip an instruction when the next interrupt occurred.
+- Panic Bomber World, Bomberman 4 and UFO Kamen Yakisoban all need the slower
+ SPC700 timing.
+- Oops! The Super Formation Soccer 95 fix was causing Aero 2 to lock up. This
+ means I have no no idea what value the DMA in progress register should
+ represent. I've hacked it and made it toggle between 0 and $ff on each read
+ which gets both games working, for now...
+- The ROM de-interleaving code always assumed the blocks were rearranged based
+ on a power of two, but Francois found a copy of Soldiers of Fortune where
+ this was not the case. Corrected the code.
+1.36
+- Finally worked out why the menu items weren't being highlighted in several
+ ROMs, including Battletoads, U.N. Squadron and All Japan Pro Wrestling.
+ Two problems: its seems the SNES does halve the colour value result when
+ blending colours when only the fixed colour addition/subtraction is enabled,
+ but doesn't halve the result when sub-screen is being blended and its a clear
+ part of the sub-screen. The second problem was that I had an optimisation
+ that prevented the time consuming colour blending code from being called if
+ the colour being added/subtracted was black - adding zero to a number doesn't
+ affect the result, but not performing the side-effect of halving the result
+ does affect the final value...
+- Super Formation Soccer 95 requires that the DMA enabled register doesn't
+ always return zero, otherwise the game locks up.
+- Thanks to several people reporting a screen flickering problem in the
+ pseudo 3-d section of Jurassic Park 2 I've fixed a nasty problem in H-IRQ
+ handling code which could cause double-triggers or skip IRQs altogether.
+ With this fix I can now remove the special hacks for Ninja Warriors Again,
+ Chuck Rock and F-1 Grand Prix.
+- More games needing the slow SPC700 timing:
+ Zennihon Puroresu 2, Soulblazer and Robotrek.
+- The CPU idle time skipping code was skipping cycles during a software delay
+ loop in Itchy and Scratchy, causing screen flicker.
+- Looks like reading the value of register $2137 shouldn't clear a pending
+ IRQ - was causing screen flicker on Yoshi's Island.
+- Actraiser 1 & 2 both need the slow SPC700 timing.
+- Terranigma reads a sound channel's current sample output value and waits for
+ it to be zero before preceeding. I forgot to always return zero when a
+ channel was silent. This mistake was causing the game to lock up.
+ + Itchy and Scratchy and was causing the music to stop and samples to be cut
+ short in the Mario Early Years series.
+- Added a hack for Secret of the Evermore - at several points in the game, just
+ as the plane is about to land, it reads from unknown registers $4000 and
+ $4001 and, if it doesn't get the value its looking for, the game hangs or
+ displays corrupt graphics.
+- Silva Saga 2 was accidentally triggering a colour blending hack I put in
+ place Kirby Dreamland 3 and Kirby Superstar.
+- The ZSNES freeze-file loading code could leave a file open if the file wasn't
+ a valid ZSNES freeze file.
+- Super Punch-out requires certain DMA registers to be updated after the DMA
+ completes. Snes9x used to do that, but I must have accidentally left the code
+ commented out whilst investigating a different problem in another game.
+1.35
+- Added a recently played game list to the Windows port File menu so you can
+ quickly load up your favourite games.
+- Included IPS patching support based on code from Neill Corlett - just rename
+ the patch file to match your ROM image name but with a .ips extension and
+ copy it into your ROM or freeze-file folder.
+- Added John Weidman's and Darkforce's S-RTC, (Real Time Clock) emulation code.
+ The only game that seems to use it is Dai Kaijyu Monogatari II.
+- Included code from Nose000 for games with 128Kbytes of S-RAM. Now
+ Sound Novel-Tcool, Thoroughbred Breeder 3, RPG-Tcool 2 and Dezaemon are
+ supported.
+- The Windows port now has an option to make the 'turbo speed' button a toggle
+ button.
+- The optimised fixed colour addition/subtraction code was ignoring the colour
+ window. Thanks to John Weidman for pointing this out.
+- Added mode 7 and hi-res. hack for Dezaemon from Nose000 - the mode 7 hack
+ looks interesting (to me); I wonder if some other games would benefit?
+- Both Tales of Phantasia and Star Ocean need custom sound CPU timing. Hmm.
+ That's 4 ROMs now, there will be more... That means I still haven't
+ discovered all the major SNES timing quirks. :-(
+- Windows port now has an option to save the S-RAM data at any time.
+- Windows port saving SPC dumps now auto-increments the filename.
+- Added work-around for a Super Robot Wars Ex ROM bug - the game was checking
+ the wrong PPU register for end of h-blank. The game must have only worked by
+ chance rather than by design on a real SNES.
+1.34
+- Corrected the colour addition/subtraction and halve the result code not to
+ halve the result when only the fixed colour is used, i.e. the sub-screen is
+ clear. Discovered and fixed this awhile ago, but I accidentally reintroduced
+ the bug when adding some optimisations a few versions back.
+- Finally cleared the last of the offset per tile background mode bugs. There
+ was something odd about the tile at the left-hand edge of the screen that I
+ couldn't figure out - well now I have. Yoshi's Island level 6 boss screen,
+ Mario RPG mine cart screen and Jim Power title screen now all display
+ correctly.
+- Made reading blank areas of the SNES memory map return the middle byte of
+ the address - fixes Home Alone which tries to execute code in an empty part
+ of its memory map but only works because the real SNES seems to return the
+ middle byte of the address - $60 in this case, which corresponds to the
+ ReTurn from Subroutine instruction.
+- Added auto-cycle skipping disable for Earth Worm Jim 2 and several other
+ games that spool sample data using H-DMA as the sample is being played.
+ Improves some sound effects in these games.
+- Fixed joy-pad routines to only report up or left if down or right are also
+ pressed respectively. Works around a game bug in Empire Strikes Back in the
+ asteroid stage where the game crashes if both left and right are pressed -
+ something impossible to do on the original SNES game-pad.
+- Added custom SPC700 timing for Rendering Ranger R2 - the game now works with
+ full sound. No idea why it needs custom SPC700 timing.
+- The ROM type detection was broken for Treasure Hunter G and Test Drive 2 -
+ fixed the code so type 2 ROMs can be LoROM.
+- Adjusted the main CPU cycles per scan-line from 341 to 342 to give an exact
+ match for the timing required for Earth Worm Jim 2. All EWJ2 needs now
+ for perfect sound emulation is a method of synchronising the emulation
+ speed to the host hardware's sound card playback rate, oh, and a fast CPU!
+ The Linux port already has this but seems to be broken because games
+ play at double-speed when this option is enabled.
+- Some SPC700 code in Earth Worm Jim 2 seemed to prove that I had guessed the
+ clock speed of the SPC700 sound CPU incorrectly - out by almost a factor of
+ two, in fact. Changed the relative emulated clock speed of SPC700. Now
+ Chrono Trigger doesn't lock up at certain points anymore, the special SPC700
+ timing for games written by the Human Software company isn't required and
+ you can hear some more of the sound samples in Earth Worm Jim 2, etc.
+- H-IRQ triggering code was broken - if a ROM turned on H-IRQ but later turned
+ it off, Snes9x could continued to generate H-IRQs, crashing some games.
+- Added a generic test for Human Entertainment games - they need special
+ sound CPU timing to work. Gets Taekwon-Do working.
+- Disabled offset-per-tile mode for Theme Park; the world map screen is corrupt
+ with it enabled.
+- Yet more changes to the offset-per-tile backgrounds modes 2 and 4. Added
+ 64 tile wide screen support for Mario RPG's mine cart ride and fixed multiple
+ bugs with the handling of horizontal offset-per-tile used in Chrono Trigger's
+ fade in of the space ship.
+- New feature: Snes9x can now load ZSNES freeze state files! Just copy them
+ into the freeze file folder and Snes9x will load them when you load a freeze
+ file, but only if the corresponding native format Snes9x freeze file doesn't
+ exist.
+- Added memory map hack for Batman - Revenge of the Joker: its ROM header block
+ is in the wrong location and Snes9x incorrectly detected its ROM type.
+- Fixed an off-by-one-pixel clip window 2 bug when the window was set to clip
+ outside the window area; clip window 1 was already correct. Removed the bright
+ line bug at the left edge when the combat screen is appearing in Starfox and
+ the clip problem when text boxes zoom-out in Yoshi's Island.
+- Jim Power's title screen seems to prove that the per-tile offset data on
+ mode 2 isn't ignored for the left most tile as I originally thought.
+ Modified the code.
+- The recent timing changes highlighted another problem with Daffy Duck -
+ changed IRQ enable register to only clear pending IRQs if one has been pending
+ for several microseconds.
+- Speeded up the sprite data register handling slightly.
+- Finally got Aero the AcroBat 2 working, after many hours of investigation,
+ spread over several years - literally! Two problems. The SNES doesn't seem
+ to consider scan-line line zero to be part of the v-blank period even though
+ the line is never drawn and V-IRQs at the start of the scan-line have to be
+ delayed until a few microseconds into the line - Traverse: Starlight & Prairie
+ required this as well, so I removed the original, Traverse specific hack.
+ There's a problem with the in-game music that I'll investigate at a later
+ date.
+ - The in-game music problem just required ENVX emulation to be switched on,
+ off by default on the Linux port, on by default on the Windows port.
+- Fixed the mode 7 corruption problem on the title screen of Chase HQ using the
+ same trick as Illusion of Gaia - i.e. mod the mode 7 centre X & Y values with
+ 1024.
+- Fixed another crash bug in the interpolated mode 7 code - a portion of
+ the code was ignoring the screen flip value and the fact that X render
+ direction reversed if the screen was flipped horizontally. Was causing a
+ crash on the whale boss screen of Kirby Superstar.
+- Mortal Kombat 3 now auto-adjusts emulated cycles per scan-line work-around
+ a speech sample being cut short.
+- Added sample data register reading support to the sound DSP - somehow I
+ seem to have missed implementing this. Not sure if any ROM actually reads
+ the value.
+- Followed Sumire Kinoshita's suggestion and stopped clearing the ENDX flags
+ when the value is read, against my better judgement, and it does actually
+ improve speech samples in several games. Ooops! The Mortal Kombat series,
+ Magical Drop 2 and Metal Combat are the ones I've discovered so far.
+- WWF Arcade now auto-adjusts the cycles per scan-line value to work-around
+ a sound sample repeat problem.
+- Hmm. There's something about offset-per-tile mode I don't understand - WWF
+ Wrestlemania Arcade is getting corrupt graphics; not sure what effect the
+ ROM is trying to produce. Disabled offset-per-tile mode for the game for now.
+- Fixed Street Racer player 1 wobble problem during the soccer game by auto-
+ adjusting the cycles per scan-line value slightly.
+- Made Power Rangers Fight auto-adjust emulated cycles per scan-line to work
+ around a slight timing problem that causes an NMI to corrupt register
+ values that an IRQ handler is trying to update. Without it the scrolling
+ back-drop and fighter graphics are corrupt.
+- Illusion of Gaia seems to need the mode 7 centre X & Y values to be mod 1024
+ if the screen repeat flag is set. Fixes the island fly-over bug right at
+ the end of the intro but breaks a few other games. Hmm. Made it auto-switch
+ on for this game only.
+- Added memory map support for Radical Dreamers. Thanks to satellite hut master
+ for the information.
+- Made updates to the top bit of the sprite write address register be ignored
+ unless the low byte had been written to first. A ROM coding bug in
+ James Pond II requires this, otherwise it writes a junk byte value into the
+ main character's X position and Robocod wobbles around all over the place.
+- Reverted back to pre 1.31 way of initialising unknown register values -
+ Rock and Roll Racing was reading a junk register value and using the value
+ to set up DMA, which in turn was causing corruption on the player select
+ screen.
+- Added Star Ocean memory map - thanks zsKnight! The original ROM I was testing
+ was corrupt, no wonder I couldn't figure out the memory map myself! The game
+ still isn't playable, though, due to missing S-DD1 graphics decompression
+ (+ encryption?) emulation.
+- Started to dump some compressed data values from Street Fighter 2 Alpha in
+ the hope that one day someone will be able to crack the S-DD1's compression
+ algorithm.
+1.33a
+- C4 emulation wasn't being automatically enabled for Rockman X2 / X3 - the
+ Japanese versions of Megaman X2 / X3.
+- Fixed the Super FX plot table pointer that I accidentally broke while saving
+ 1Mb of workspace RAM - it was stopping all Super FX games from working.
+1.33
+- Noticed another problem with the CPU_SHUTDOWN code - Chrono Trigger locked
+ up during the intro but only when using the asm code CPU core. Found the
+ algorithm difference between the code and made the CPU match what the C
+ version was doing. Still not sure why it caused a problem in the first place.
+- Changed colour subtraction code to use Lindsey Dubb's newer version he sent
+ me some time ago but I 'forgot' to include. I say forgot, but I really put
+ off including it because, although it improves most games that use the
+ effect, it does result in one or two slight visual glitches.
+- Hacked in zsKnight's C4 emulation asm code - now both Megaman X2 and X3 are
+ playable. Still got to complete the reverse engineering of the i386 asm code
+ to C so other, non-Intel ports can have C4 emulation.
+- Shuffled the keyboard mapping a bit on the Linux port so now Tab key acts as
+ an emulation speed turbo button, `, # and ~ act as superscope turbo and
+ / acts as the superscope pause button.
+- Fixed asm CPU_SHUTDOWN code that I accidentally broke while trying to
+ optimise it! Thanks to all the people who noticed Snes9x's frame skipping
+ had changed between releases. Frames rates should be improved again for more
+ than 50% of games.
+- Re-enabled in-lining of the C SNES memory access routines, improves frame
+ rate by one or two on slower machines.
+- Optimised the asm 65c816 addressing mode emulation code a little.
+- Included some code changes making life easier for the Mac porter, John Stiles.
+- Added memory map support for Sufami Turbo using information supplied by
+ Nose0000. No idea if it works because I don't have the ROM.
+- Spent a few minutes trying to figure out the Star Ocean memory map so at
+ least the sound effects could be heard. But gave up after a couple of hours
+ due to laziness. If anyone knows the memory map details, let me know please!
+1.32a
+- The delay loading of the OpenGL DLLs on the Windows port was causing the
+ OpenGL initialisation code to fail. Reverted back to normal DDL loading but
+ with the side effect that Windows 95 users must visit the Microsoft web site
+ and download the OpenGL add-on before Snes9x will work for them.
+- Corrected the OpenGL bump-map display option - my attempt to get the
+ bi-linear OpenGL display option to work with Voodoo card's limited texture
+ size had broken the bump-map mode.
+1.32
+- Changed the Windows port to delay load the two OpenGL DLLs, so now they're
+ only loaded if you switch to OpenGL mode. The original version of Windows 95
+ didn't include the OpenGL DDLs, so Snes9x wouldn't even start on that
+ platform; now it should.
+- Added yet another sound buffer option to the Windows port - this time the
+ block size of sound data to mix. Some DirectSound sound card drivers only
+ report the play position moving in steps rather than continuous amounts and
+ Snes9x's default mix block size turned out to be smaller than this step
+ value on several cards.
+ Snes9x couldn't work out out where the true play position was accurately
+ enough resulting in broken, noisy sound output.
+- Modified the Windows frame timer code to use semaphores rather than events -
+ they should make Snes9x more reliable at not missing frame sync pulses when
+ Windows is busy doing background tasks.
+- Added SA-1 shutdown code - basically, Snes9x now stops emulating SA-1 CPU
+ instructions when the SA-1 enters an idle loop waiting for the main SNES
+ CPU to give it something to do. All SA-1 run much faster and smoother now.
+- Added multi-axis joystick/game controller support to the Windows port and
+ tweaked the dead-zone threshold position a little.
+- It looks like the SNES PPU was designed to support 128K of V-RAM but only
+ 64K was fitted; Snes9x wasn't wrapping all V-RAM address to stay within the
+ 64K limit causing a corrupt title screen on ReX Ronan - there will be others.
+- Added amend functionality to the Windows Cheat Entry dialog and added extra
+ text boxes for direct address and cheat value input rather than only being
+ able to type in a Game Genie or Pro-Action Reply code.
+- BS Suttehakkun2 was crashing just before start of play - the ROM was
+ performing a junk DMA that was corrupting RAM, crashing the game when it
+ went searching for a particular value.
+- F-1 Grand Prix requires IRQ triggering when IRQ scan-line register set to
+ current scan line, but Chuck Rock objects. Hmm. Chuck Rock seems to indicate
+ the CPU emulation is running too fast, but I can't see where the mistake is.
+ Special-cased Chuck Rock for now.
+- Optimised SNES DMA handling slightly - copying data to SNES V-RAM is now
+ significantly faster.
+- Windows Cheat search dialog was ignoring data type parameter in various
+ places which was causing problems when larger numbers were being searched
+ for.
+- Forced unknown PPU register reads to always return 0 - a coding bug in
+ Equinox shows that this is required. An earlier fix didn't work.
+- Puya Puya 2 & remix were objecting to an NMI being triggered when enabling
+ NMIs after scan-line 226, but Ys 5 seems to require this. Hmm. Added a hack
+ to support both games.
+1.31
+- Snes9x DirectSound code modified - the mixing block size is now always 10ms
+ for Windows 95/98/2000 and 20ms for NT 4.x, now there should be no need to
+ enable Sync Sound when a large sound buffer is required (helps emulation
+ speed). The maximum sound buffer length values have been updated to reflect
+ the smaller mixing block size.
+- Changed the DirectSound code back to use an offset from the play position
+ as the place to write new sample data into the sound buffer - on NT 4.x the
+ write position seems to vary randomly rather than being a fixed distance
+ in front of the play position as documented. Now I know why I used the play
+ position originally!
+- Changed the DirectSound code to fill the sound buffer at the write position
+ supplied by DirectSound, rather than just before the current play position -
+ should help reduce latency.
+- Added an auto-detect method for interleaved mode 2 Super FX ROM images -
+ well, not really auto-detect: if the game crashes and its a Super FX game,
+ Snes9x assumes its in interleaved mode 2, de-mangles the ROM image and tries
+ to run the game again.
+- Had to update the Snes9x Windows registry version number as the additional
+ diagonal settings make old registry settings incompatible.
+- Added diagonal keyboard controls to the Windows port, as requested by
+ several users.
+- Changed PPU code to return zero when reading non-existent registers - the
+ game Equinox relies on this due to an original game coding bug.
+- Included FMOD sound driver support to Windows port - people experiencing
+ broken sound or delayed sound, etc, might want to give it a try.
+- Tales of Phantasia - un-interleaved format ROM memory map changes to match
+ odd ZSNES format, now the hacked ROM works.
+- Changed NMI again. Made reading or writing to PPU register 0x4210
+ clear NMI pending flag again, without this Super Tennis does not work.
+- Changed NMI timing back to be the same as several versions ago and just
+ special cased Cacoma Knight instead - although kept the code to prevent
+ the re-triggering of an NNI more than once in the same frame.
+1.30
+- Forgot to force GUI surface to be displayed when some dialogs where popped
+ up - problem only happened on full-screen mode with triple or double
+ buffering enabled, or when using 3dfx mode. It appeared as if Snes9x had
+ locked up, but pressing Esc would pop down the hidden dialog.
+- Added a couple of options to the Settings dialog. Now its possible to
+ disable S-RAM auto-save which was causing Snes9x to write to the hard disk
+ every 30 seconds on some games, causing the occasional skipped frame.
+- Fixed Reset option which was accidentally broken when Netplay support was
+ added.
+- Added support for Dirt Racer - it leaves the Super FX chip running all the
+ time, so the default CPU emulation method never allocated any time to other
+ CPUs and the emulation seemed to lock up.
+- NMI timing changed again. Now an NMI can only be triggered once per
+ frame and enabling an NMI after the normal trigger scan line triggers
+ an NMI immediately. This fixes display glitches in Ys 5, Stargate and
+ Daffy Duck.
+- Fixed the WAI instruction to only 'wake up' once an actual NMI has
+ triggered, rather than just waking up when it should have triggered.
+ This fixes Battletoads, broken since version 1.29(ish).
+- Changed NMI again. Made reading or writing to PPU register 0x4210 not
+ clear NMI pending flag. Seems to allow all the NMI timing sensitive ROMs
+ I had on my list to now work without any special hacks. Illusion of
+ Gaia now works again.
+- Another NMI fix - cleared the CPU pending NMI flag at start of frame;
+ Battletoads intro was crashing without this. A long DMA was stopping the
+ SNES CPU so it couldn't and shouldn't respond to the NMI signal from the PPU.
+- Fixed Netplay problem when game didn't have any S-RAM and Sync Using Reset
+ was being used. An error dialog was displayed and the client would disconnect
+ from the server.
+1.30b#1
+- The Windows auto-frame skip code was broken - badly. It didn't re-sync a
+ timer value with timer events being generated, causing Snes9x to deliberately
+ stop and wait for an event when it didn't need to, slowing down the overall
+ emulation speed and increasing the number of frames skipped.
+- Improved the Windows cheat search dialog - its now possible to compare
+ against a value and more comparison functions are available.
+- Finally worked out why Voodoo 3 support was so buggy in Snes9x - the Voodoo 3
+ card generates a WM_DISPLAYCHANGE message when switching to Voodoo mode (the
+ Voodoo 1 and 2 cards don't); Snes9x thought that some other application had
+ changed the screen depth or resolution and tried to adjust its window to
+ match - triggering another WM_DISPLAYCHANGE message. No idea how the code
+ worked at all; it must have been only by chance and very dependant on the
+ driver version you were using!
+- Implemented Netplay on the Windows port - but its buggy as hell. I seem to
+ be having major Windows multi-threading problems. Comments I've seen seem to
+ suggest that Windows 95/98 don't implement true multi-threading; hmm...
+- Not happy with the current Netplay, so I scrapped it and tried again;
+ the protocol is much improved and not using select to control game timing
+ seems to have removed lots of the threading-type problems I was having.
+- Attempted to switch to just using Borland's C++ Builder to build the Windows
+ port - and failed, again. Although C++ Builder can build Snes9x from sources,
+ it can't then link in the asm CPU cores. I had hoped Borland might have
+ fixed this with their latest release - they haven't.
+- Several attempts to get Anti Resonance's super-fast sound CPU and sound DSP
+ code working in Snes9x, but all failed. Part of the problem was his code was
+ written using TASM and the object files it generated would only work under
+ Windows - but all my SNES debugging code was in the Linux port. Anti' fixed
+ that, and I then had some success getting his code working, but its just too
+ unstable at the moment for a main-stream release.
+- Included an option to use Anti Resonance's alternate sample decoding routine;
+ it can approximate the wind and noise sound effects heard in several Square
+ Soft games.
+- Thanks to Lindsey Dubb for the mode 7 bi-linear filtering code - it
+ generates a nice smooth image when a game scales the screen using the SNES'
+ mode 7, but you'll a fast machine if you don't want the frame rate to drop.
+- Thanks again to Lindsey Dubb, he improved the colour addition/subtraction
+ subtraction routines - they are just a little slower but now mostly perform
+ full 15-bit precision addition and subtraction rather than the previous
+ 13-bits of precision. Many more colour shades can be seen - look at the
+ improved shading on the Mario Kart or F-Zero track for example.
+- Added a reverse stereo option, for people with sound cards that swap the two
+ channels.
+- Added a sound config dialog to the Windows port - now you can access extra
+ sound options that have always been there, but just no GUI interface to
+ access them.
+- Fixed the 32-bit windowed support on the Windows port.
+- Adjusted the NMI timing by a few microseconds to get Metal Warriors working
+ again.
+- Added a few more sound playback rate choices. Most modern sound cards allow
+ any value to be used from a large range, rather than just a select few, may
+ be I ought to add text field so you could just type a value in?
+- Used Factory Setup 4 to build a new installer package for the Windows port -
+ just shipping a zip file was confusing novice users and many (mostly AOL
+ users) seemed to have an odd program mapped to .zip files, further confusing
+ the issue.
+1.29
+- Disabled the SPC700 noise feature simulation used by Chrono Trigger and
+ Final Fantasy 3 until I work out why its being triggered by sound effects
+ that don't use it.
+- Rewrote/reorganised the DirectX and 3D/fx handling code, now both are never
+ enabled at the same time in Snes9X. It might fix the crashing problems some
+ Window port users are seeing. Changing between DirectX and Voodoo 3D/fx
+ modes now requires Snes9X to be restarted.
+- Tracked down and fixed the Chrono Trigger black screen problem on the Windows
+ port: a rogue asm instruction was left in by mistake after some code edits -
+ it was only by chance that the code worked on the Linux port.
+- Added some SNES debug options to the Windows port, but disabled by default,
+ on the shipped version.
+- Clicking on the column headings in the OpenROM dialog in the Windows port
+ now sorts by that column; plus added some slight screen update optimisations.
+- Added an optimisation to graphics rendering: don't add or subtract
+ sub-screen from background layers, or clear the sub-screen, if SNES fixed
+ colour is black and no background layers are enabled on sub-screen, even if
+ ROM tries to enable translucency effects for every background layer.
+ Discovered Sonic was doing this, there will be others.
+- Forgot to enable auto S-RAM save on Windows port, oops!
+1.28
+- Warning dialog added to the Windows port - if a ROM is loaded from a
+ read-only directory, e.g. a CD, and the freeze file folder is set to be the
+ same as the ROM image folder, then a warning is displayed when the game first
+ starts.
+- The Windows port now supports 5 joy-pads - Snes9x always did support 5 but
+ the Windows port lacked the GUI option to enable and configure it.
+- Added an about dialog to the Windows port.
+- The Windows port now has a simple settings dialog, only one option so far -
+ changing the freeze file and S-RAM save directory; much better than having to
+ use regedit at least.
+- Added a new cheat search dialog, you can use it to find where games are
+ storing life counters, health levels, etc. and then add cheats that stop the
+ values from changing.
+- Added a cheat code entry dialog to the Windows port; now Game Genie,
+ Pro-Action Replay and Gold Finger codes can be graphically entered and
+ edited.
+- Added a master cheat codes on/off toggle, available from the Cheats menu
+ on the Windows port.
+- Extended the number of cheats per game from 10 to 75.
+- Changed cheat code to reapply cheat every emulated frame so if RAM is being
+ patched the cheat value is continuously applied.
+- Wrote some new cheat search code, the code won't be useful until I get around
+ to writing a cheat search dialog.
+- Added automatic cheat code loading and saving using the same file format as
+ ZSNES.
+- Rewrote large parts of the Snes9x cheat handling code ready for adding
+ cheat dialogs to the Windows port.
+1.27
+- Added a flag to only enable SPC700 noise 'feature' when Chrono Trigger or
+ Final Fantasy 3 are loaded - the conditions that I thought were necessary to
+ trigger the feature where sometimes being met by other games.
+- Added a simulation of the SPC700 noise 'feature' where some games, notably
+ Chrono Trigger and Final Fantasy 3, play samples that deliberately overrun
+ outside a 16-bit value, the SPC700 sound DSP then for some reason starts to
+ generate a type of noise sound which the games use to generate wind and
+ swish type sound effects. Thanks to ZSNES for some of the information.
+- Fixed another sound interpolation problem, thanks to Mikael Bouillot -
+ the initial value of the sample byte being played was not being set correctly
+ when processing fractional offsets.
+- Added auto S-RAM save option; S-RAM is automatically written to a .srm file
+ a few seconds (30 by default) after a ROM writes to it - useful for people
+ who were playing games long into to night, only to lose their progress
+ after a power cut or machine crash.
+- NMI delay code changed again - the fix for Cacoma Knight was breaking
+ Tuff E Nuff; it would seem delaying NMI until the start of h-blank to too
+ long, added a cycle counter instead.
+- Fixed yet another clip window bug - clip window was being incorrectly set
+ at no range if colour window was enabled but background layer clip window
+ was disabled (meaning layer should not be clipped).
+ Fixes the sunken ship level on FF5.
+- Worked out (by example) how to add keyboard accelerators to the Windows port,
+ now toggling full screen using ALT+Return works.
+- Added mouse-warp to the Windows port so the the cursor doesn't wonder off the
+ Window while SNES mouse emulation is enabled.
+- Improved 3dfx support on Windows port - load dialog doesn't drop out of
+ bi-linear mode and underlying window zooms to full-screen so its easy to find
+ and click on the menu bar with the mouse.
+- Added Mouse and Superscope SNES emulation support to the Windows port, use
+ '7' on the keyboard to select.
+- Windows cursor now hidden unless super scope emulation is enabled.
+- Windows port now has command line parsing - cheapo way of adding Game Genie,
+ Pro Action Replay cheat codes, disabling sound CPU emulation for the
+ corrupt copy of Star Fox 2, etc. Also allows ROM images to be dropped onto
+ the Snes9x icon.
+- Cacoma Knight seems to provide proof that Snes9x triggers the SNES
+ non-maskable interrupt (NMI) too early. Changed interrupt to trigger at the
+ start of the next horizontal blank period. Will have to watch for it
+ causing problems for other ROMs.
+- Added a translucency hack - when a ROM tries to create a stipple background
+ pattern by enabling pseudo hi-res. and not enabling a background layer on
+ one of the screens, Snes9x changes the effect to use transparency effects
+ instead (the real SNES can't do transparency effects with pseudo hi-res.
+ enabled). Now the water in Kirby 3 is translucent.
+- SA-1 CPU reset bug fixed, now Jumpin' Derby boots and plays but with major
+ graphics problems.
+- Fixed nasty asm SA-1 custom hardware read/write bug that was causing the
+ course map not to be displayed on Augusta Masters and Pebble Beach.
+- Added SA-1 character conversion DMA support for all SNES depths, now
+ Augusta Masters and Pebble Beach work.
+- Merged in minor code changes for Linux running on the Alpha processor. Thanks
+ to Sadruddin Rejeb for the changes.
+- Added four more auto-multi-player-adaptor-emulation-off presets based on
+ code from Mystagogus.
+- Added DirectX3D output image processing support to the Windows port... and
+ removed it again because it causes my desktop machine to lock up. Back to
+ the drawing board...
+1.26
+- Fixed memory leak that crept in when SA-1 support was added when loading a
+ game freeze file.
+- Added SPC dumping option based on code from Cyber Warrior X that he sent me
+ ages ago but I've just found again while looking for something else!
+- Merged in most of the Amiga PPC port source code changes into the main
+ source code tree.
+- Keying on a sound channel seems to clear its last-sound-sample-block-just-
+ played flag. Chaos Engine/Soldiers of Fortune needs this.
+- Add multi-thread support to the UNIX ports for sound playing - required in
+ the Linux port to work around a Sound Blaster Live driver bug and useful if
+ you have multiple CPUs in your machine to help spread the emulation workload.
+1.25
+- Added BS 24Mbit ROM memory map, for Derby Stallion 96 and Sound Novel-TCool.
+ No idea if it works. Thanks to Nose0000 for the info and code.
+- Corrected unzip code not to loop forever if an encrypted zip file is loaded -
+ an error is generated instead.
+- Changed relative SPC700 cycle length for Mortal Kombat 3 to fix sample
+ repeat problems - I wish I knew exactly how fast the SPC700 is clocked.
+ Maybe I should write a test ROM and run it on a real SNES?
+1.24
+- 3dfx speed hack back again, only disabled when Seiken 3 is loaded.
+- Some minor SA-1 speed ups added - the SA-1 instruction skipping code will
+ have to wait until I have more time.
+1.23
+- Corrected a SA-1 reset bug that reset the SA-1 RAM bank pointer back to block
+ zero but didn't clear the RAM bank register. Was causing Kirby 3 to crash.
+- Fixed a wave clipping problem with interpolated sound that was causing noise
+ on sound output when certain sound samples were played.
+- Fixed a bug in the sync-sound code that could overrun the sound buffer by a
+ few bytes causing clicks on the sound output.
+- The sound sample repeat bug that has plagued Snes9x ever since is was called
+ Snes96 finally bit the dust - Snes9x continued to play sample loops
+ even if the game dynamically updated the sample not to loop. Fixes the
+ stutter in the Mortal Kombat series and improves the sound from several games
+ that download sound samples in real-time as they are played.
+- Rewrote the code the handled the SPC700's 64 byte shadow RAM area to fix a
+ possible sample corruption problem with ROMs that stored samples that
+ cross the 64 byte start area.
+- Added code to allow ROMs to change the sample being played the next time the
+ channel loops or is keyed on - not sure if it fixes anything but seems more
+ correct.
+- Added a zero-frequency fix to the stereo sound mixing code that I'd already
+ added to the mono code some time ago.
+- Changed the code to set the end-of-sample flag just before the last block is
+ played, rather than just after. Seems to help improve the sound on some
+ games.
+- Sound sample start code now doesn't reset the channel's envelope volume level
+ to zero before starting the sample - helps reduce the clicks being heard when
+ a channel envelope volume level hadn't reached zero before being keyed on
+ again.
+- Changed initialisation of sample-end-register to 0 rather than 255 - seems
+ more logical now I've thought about it. Not sure if it helps anything.
+1.22
+- Finally fixed the corrupt copy of Donkey Kong Country not working problem -
+ Snes9x thought the ROM used the same memory map as Street Fighter Alpha 2.
+- Added explode, un-shrink and un-reduce decompression modes support to the
+ unzip code.
+- Fixed offset per tile bug that crept in after me trying to fix the Starfox
+ on-tilt bug.
+- Made some fixes to the C Super FX emulation code, enough to get most 'FX
+ games playable on the Mac port.
+1.21
+- Finally worked out how character DMA worked on the SA-1 and implemented a
+ hacky, slow version, but its enough to get the level up screens displaying
+ correctly on Mario RPG.
+- Incorporated ZSNES' new optimised Super FX asm code - had to track down and
+ fix a nasty memory overwrite bug in the code first to get it to work.
+- Changed sample mixing code to not automatically wrap offsets to
+ keep inside the sound buffer, external port code is now expected to do that.
+ Helped me fix a problem in the Windows port that prevented very large sound
+ buffers from working, which are required for some badly written sound card
+ drivers.
+- Corrected a bug in the SA-1 C code where incorrect processor emulation
+ functions where called if the code was compiled with in-lining turned off.
+- Fixed crash bug in Super Mario RPG on the level up screen - forgot to mask
+ the enable bit from the RAM bank register. Thanks to Christian Wolf for
+ sending me a freeze file which made it easy to find the problem.
+- Fixed a lockup bug in the window clipping code, if the ROM ever turned off
+ the sub-screen completely the clipping code would enter an infinite loop.
+ Fixes The Cartoon Addams.
+- Made the Daffy Duck NMI fix only enable when Daffy Duck is loaded - fix was
+ causing problems for Breath Of Fire 1 and 2.
+1.20
+- Windows port no longer sets DirectSound to exclusive mode, so its now
+ possible to hear sound output from Windows apps while Snes9x has focus.
+- Fixed the freeze file loading and saving on the Windows port.
+- More GUI settings are saved in the registry on the Windows port now.
+- Added 3D/FX image scaling/filtering support to the Windows port.
+- Added the TV mode from the Mac/Linux ports to the Windows port.
+- Incorporated Kreed's new output image routines into the Windows port that
+ fixes RGB555 display colour problems. Many thanks to Kreed.
+- New auto-frame rate timing code on the Windows port, stops the silly speed
+ up problems when the old code tried to 'catch up' after the emulator had
+ been paused.
+- Increased the DirectSound secondary buffer length on the Windows port to
+ hopefully fix all the static/broken sound output problems some people were
+ experiencing.
+- Altered the ZSNES Super FX asm code so the Windows port could use it - all
+ previous versions of the Windows port were shipped using the C Super FX
+ emulation code which is a lot slower.
+- Implemented interpolated and sync-sound options on the Windows port.
+- Added an image stretch option to the Windows port - stretches the SNES image
+ to fill the whole screen or the Window. Looks really good on my TNT card
+ since that chips seems to filter the image as it scales it.
+- Implemented Windowed mode on the Windows port.
+- Added special SPC700 cycle timing for Empire Strikes Back.
+- Fixed the missing polygon problem for Super FX games - thanks to zsknight
+ for the information.
+- Implemented SA-1 support required for Mario RPG, Kirby Superstar,
+ Paradius 3, etc. but since only a good image of Mario RPG exists, I could
+ only test that game.
+- Fixed a graphics clip window bug: inverting the area of a clip area that
+ only consisted of empty bands should become the full width of the screen;
+ Mario Kart's rear-view mirror display needs it.
+- Fixed mode 7 render code to use correct z-buffer when rendering onto the
+ sub-screen. Fixes Final Fantasy V title screen.
+- Added horizontal offset per tile support in the offset per tile modes 2
+ and 6, and switchable horizontal/vertical offset in mode 4. Fixes Chrono
+ Trigger in several places and Mario All Stars title screens.
+- Changed SPC700 relative cycle length to 14, needed for Stunt Car Racer.
+- Enabled immediate triggering of NMI if NMI enable flag set while scan-line
+ was on first line of v-blank. Needed to fix a background jitter bug in
+ Daffy Duck: The Marvin Missions.
+- Altered ROM load code to ignore corrupt ROM map type byte in ROM header,
+ preventing the code erroneously detecting what it thinks are interleaved
+ ROMs. Fixes EEK! The cat, Formation Soccer, the corrupt copy of Donkey
+ Kong Country, ...
+- Disabled IRQ re-triggering if V-IRQ registers set to the current line. Fixes
+ Chuck Rock.
+- Fixed missing sprites in Andre Agassi Tennis - writing to low byte only of
+ the sprite write address register seems to also clear the hi-byte.
+1.19
+- Games written by the Japanese software company Human seem to need special
+ SPC700 sound CPU timing, so the ROM load and reset routines now check the
+ software author company and adjust the CPU cycle length accordingly.
+ It gets Clock Tower, Super Fire Pro-wrestling Premium, etc working.
+- Added ROM check sum calculation and testing code - Snes9x can now detect
+ pure, corrupt or hacked ROMs.
+- Noticed a fast way to implement the SNES 4096 colour mode, so I implemented
+ it. Now the colours in ActRaiser 2 look correct.
+- Corrected a noise frequency error thanks to information from Takehiro.
+- Added a 'start in full screen mode' flag to the Linux port.
+- While debugging the new graphics code I thought of a fast way to implement
+ the SNES direct colour mode, tried it out and now the colours in Actraiser 2
+ are correct.
+- Blast, forgot about the colour window and fixed colour effects. The separate
+ sub-screen is back again, but all the other graphics speed ups are there.
+- Now I've got a z-buffer I keep finding other ways to optimise the SNES
+ graphics rendering - no need for a separate sub-screen, no need to clear
+ the sub-screen to the fixed colour, no need to waste CPU time on translucency
+ effects on hidden pixels, no need to completely clear the main-screen to the
+ back drop colour, etc., etc.
+- Implemented a software z-buffer and changed the SNES graphics rendering to
+ use it (required change for future 3D card support). Finally fixes the
+ sprite-to-sprite priority bug that some games suffer from. Also a big speed
+ increasing for some games (10 fps+), others are slight losers.
+- Added code to skip the rendering of completely transparent graphic tiles
+ rather than comparing each pixel to see if it is transparent; helps the
+ frame rate a bit on some games.
+- Added a fixed for Tetris & Dr. Mario - the game didn't like a multi-player 5
+ adaptor plugged in to the real SNES when being played, so turned off the
+ adaptor emulation for this game.
+- Added hack for Final Fantasy II - if sync sound isn't on, make attack rate of
+ 1ms actually 0ms (old v1.16 behaviour). Causes a slight click but its better
+ than samples being cut short.
+- Fixed a clip window area invert bug if the colour window was enabled on
+ on one window and the other window was being used to clip a background layer.
+ Fixes the finial (I hope) display problem with Gun Hazard.
+- Added code to intersect the clip window areas if both a colour window and
+ a background layer clip window were enabled at the same time. Required by
+ Gun Hazard.
+- Forgot to mark graphic clip windows as needing recomputing when the master
+ colour window inside/outside/on/off/main-screen/sub-screen PPU register was
+ updated. Was causing display problems for Gun Hazard.
+- Internal H-DMA execution accelerator pointer variables where not always
+ being recomputed when started H-DMA part way into a frame. Was causing
+ display problems for Gun Hazard.
+- Made H-DMA continue for one extra scan-line to fix a disappearing monster
+ problem in Dragon Quest 5. Thanks to Alex Jackson for the bug report.
+- Zoop seems to require volume envelope height reading by the sound CPU to
+ always return 0 when the channel is in gain mode.
+- The sound code was ignoring updates to the ADSR volume envelope rates while
+ one was in progress. Fixed that and now the bird song at the start of
+ Chrono Trigger sounds correct.
+- Had to disable the CPU shutdown code for loops reading the horizontal beam
+ position, it was causing problems for Star Fox. Still no polygons though.
+- Oops, sound DSP noise output was broken - accidentally deleted an important
+ line while removing debug code ready for the last release.
+- Added initial 3Dfx support to the Linux port - basically using the Voodoo
+ card as a bi-linear filtering, scaling blitter. Actually slightly slower than
+ TV mode, for non-scrolling images due to poor texture upload speeds to the
+ card, but the full-screen feature is nice and the speed doesn't drop as more
+ of the screen changes.
+1.18
+- Implemented a sync-sound mode where sound data gets generated in sync with
+ SPC700 instructions being executed. Finally the sound Williams Arcade
+ classics can be heard. Also helps slight sound timing problems in many other
+ games but doesn't fix Mortal Kombat 2 like I thought it would - its
+ sound routine programmers must have been on drugs or something!
+- Added interpolated sound - gives low frequency sounds much more bass similar
+ to a real SNES especially with the playback rate ramped up to 44KHz.
+- Added on-screen messages as various emulation options are toggled on and off
+ using the in-game keys.
+- Fixed a PPU register read bug with the sprite register write position. Thanks
+ to Takehiro TOMINAGA for the bug report.
+- Altered the auto-frame skip timing code to only wait and re-sync to the end
+ of frame when frames haven't been skipped. Again thanks to Takehiro.
+- Speeded up the colour addition and subtraction code using ideas from
+ Takehiro.
+1.17
+- Linux and UNIX sound code now driven directly from signal timer handler
+ rather than the timer handler just setting a flag which had to be polled in
+ the main emulation code. Slightly faster execution.
+- Fixed the crash bug in the ZSNES Super FX asm code with Vortex - the game's
+ polygons still aren't visible though.
+- Implemented bent-line increase and exponential decay and sustain volume
+ envelopes - they should match, or at least be very similar to the real SNES
+ sound DSP chip now.
+- It would seem ROMs can key on sound channels even if the channel hasn't
+ been keyed-off, Pac-In-Time requires it. Changed code to allow it.
+- Quick mod to ZSNES Super FX code to get Winter Gold working - it was already
+ working with the C Super FX code.
+- Added emulation of the extra 1/2 scan-line per frame on PAL and NTSC -
+ should help improve music speed emulation.
+- Worked around the click sound heard when ROMs use 0 volume envelope attack
+ rate.
+- Removed the 'check for IRQ already happened' H-IRQ position register setting
+ code - it was causing problems for Ninja Warriors and was not required by
+ F1 Grand Prix.
+- Fixed a bug in the new sound code - the sustain part of the
+ attack-decay-sustain-release volume envelope was being skipped if the
+ sustain level wasn't at 100%. The fix has helped some music notes from
+ being cut off early in a few games.
+- Added fix to Pro Action Reply support (again). Thanks to Paul Shoener III for
+ the original fix and Gil Pedersen for reminding me to apply it!
+- Finally fixed the Tales of Phantasia 'bum note' problem! The ROM set its
+ sample directory to the upper-most page and I forget to code for the hidden
+ 64 bytes of RAM, that appear when the boot ROM is switched off, when fetching
+ sample addresses.
+- Adjusted the relative cycle length between the 65c816 and the SPC700 slightly
+ to get Terranigma working again.
+- Oops, the emulated joypads 3 and 4 via the emulated Multi-player 5 interface
+ weren't working. Thanks to Steffen Schwenke for the bug report.
+- Optimised the echo sound code - by-passed the the FIR filter code if only
+ a pass-through FIR filter was defined by the ROM.
+- Modified V and H-IRQ register changing code to trigger an IRQ immediately if
+ V-IRQ is enabled and the scan-lines match and either H-IRQ is not enabled or
+ the electron beam position has already gone past the trigger point. Fixes
+ the screen flicker in F1 Grand Prix.
+- Modified the priority-per-pixel mode 7 code to use BG#1's clipping data if
+ the top bit of the mode 7 pixel is set. Fixes initial track drive-through
+ display in F1 Grand Prix.
+- Modified the sprite priority levels for the priority-per-pixel mode 7
+ display. Now the car can be seen in F1 Grand Prix.
+- Wrote a sound DSP register recording scheme which 'plays back' the register
+ changes in sync with the sound generation code. I'm bit disappointed, it
+ only improves the sound in a very few games... Scrapped the code, it actually
+ causes more problems than it fixes. Oh, well, another 3 weeks work wasted...
+- Fixed a SPC700 wake up problem for Lufia I - made the SPC700 also wake up
+ when the 65c816 read from one of the four comm ports.
+- Included lots of sound code speed ups and sound quality improvements
+ from Takehiro TOMINAGA - many thanks go to him.
+1.16
+- Fixed a case where the -forcelorom option didn't work - the case was
+ required for Formation Soccer which claims in its ROM header to use the
+ same memory map as Super FX ROM, it doesn't.
+- Pulled apart a real SNES using a crowbar (great fun), just to look at what
+ speed the SPC700 is actually clocked at for more accurate relative emulation
+ speed.
+- Implemented SPC700 cycle counting in the hope the improved timing would fix
+ Tales'; no such luck but at least the -ratio option is obsolete now.
+- Implemented executing SPC700 instructions during DMA, fixes BSZelda and
+ Goal lock up at start and music pausing briefly when ROMs do lots of DMA,
+ usually between game screens.
+- Scrapped the i386 asm SPC700 code - it was the cause of the music not
+ restarting after a battle in Chrono Trigger and FF3 and I didn't realise
+ because the bug had already occurred in the test freeze-file I had.
+ Thanks to John Stiles for pointing out that the Mac port didn't have the
+ missing music problem.
+- Fixed RGB subtraction bug on displays with only 5 bits for green, e.g. RGB555
+ displays. The GREEN_HI_BIT variable was always set to a value for 6 bit
+ green displays.
+- Added the SA-1 memory map, still a long way to go before any SA-1 game will
+ run.
+1.15
+- Jumped versions to keep in sync with the DOS port release.
+1.14
+- Improved 8-bit sound generation slightly, but it still sounds very poor
+ compared to 16-bit sound.
+1.13
+- Implemented the Tales of Phantasia memory map using the information supplied
+ by zsKnight. Had to also implement a de-interleave routine to work around
+ a ROM feature and Snes9x CPU instruction fetching implementation detail.
+- Added a frames-per-second on-screen display option.
+- Fixed the final glitch bug with the Mario Kart track display - the byte code
+ for the termination of the DSP1 raster command wasn't been recognised.
+- Disabled a NMI/DMA hack for Rise of the Robots, was causing problems for
+ Mario Kart and 'Robots wasn't working correctly anyway.
+- Optimised the mode 7 rendering a little.
+- Changed tile rendering code to use offsets into screen buffer rather than
+ direct pointers ready for z-buffer implementation.
+1.12
+- Changed V-blank NMI to occur immediately after a WAI instruction, Toy Story
+ required this.
+- Fixed reading of H-DMA line counter register, Top Gear 3000 needed this.
+- Ripped off large parts of ZSNES's DSP1 code (with _Demo_'s and zsKnight's
+ approval). Now Mario Kart works almost 100%.
+- Added a check to see if a vertical scan-line IRQ register change will cause
+ a H-IRQ later on the current scan-line. Pilot Wings needed this.
+- Fixed possible crash bug in clip window code when both windows had two
+ spans. Could actually cause Chrono Trigger to crash the emulator.
+- Fixed a lock-up problem with the C Super FX code, Star Fox and executing
+ a few 'FX instructions per scan-line (required for Winter Gold).
+1.11
+- Partially fixed the DOS netplay server - the server timer is running too
+ slowly and it doesn't deal with disconnects correctly yet.
+- Corrected the sound echo delay - it was varying with the sound playback
+ rate chosen by the user - it shouldn't have been.
+- Implemented DOS netplay code - DOS server code still not working though.
+- Removed all floating point calculations from the sound generation code.
+- Fiddled with the pitch modulation code - my guess is the output of a
+ channel that is used to modulate the frequency of another channel is
+ automatically muted by the SPC700 chip. Just a guess, but the wind from
+ FF3 sounds 'better' but far from perfect.
+- Optimised the tile palette index calculation.
+- Optimised the planar to chunky tile conversion code.
+- Fixed X11 port to always scale SNES image if hi-res. only (no interpolation)
+ support is enabled.
+- Added zipped ROM image support using Gilles Vollant unzip code and
+ some code that Ivar (Lestat) sent me a long time ago.
+- 65c816 asm RTI instruction was destroying the program bank in emulation mode,
+ the C code was already correct. Caused C64E to break.
+1.10
+- Finished NetPlay v1 - allows up to five networked machines to play
+ multi-player SNES games, one player on each machine.
+- Switchable full-screen mode added to Linux X11 port, some code and ideas
+ nicked from Maciej Babinski's original Snes9x XFree86 DGA Linux port, the
+ UAE Amiga emulator, plus lots of my own code.
+1.08
+- Bug fixes to C Super FX emulation - now Winter Gold works correctly again.
+1.07
+- More DSP1 work. Mario Kart is now playable! The character projection code
+ is still broken so the opponents and obstacles aren't always positioned
+ correctly on screen and you keep bumping into them, but I can still keep
+ coming first!
+- Started work on NetPlay support.
+- Decreased sound card DMA buffer size on DOS port to improve sound generation
+ and sound CPU synchronisation in some games.
+- Included Linux joystick driver patches from Vojtech Pavlik so the port can
+ use the new v1.x joystick drivers, again written by Vojtech Pavlik. Allows
+ use of Micro$oft Sidewinder pads, NES and SNES pads, PlayStation pads,
+ Gamepad Pros, etc.
+- Added halve-the-result colour subtraction.
+1.06
+- Extended code to allow support for multiple 16-bit screen formats,
+ switchable at run-time, rather just supporting one, selectable at compile
+ time.
+- Added XFree86 DGA Linux port - code from Maciej Babinski.
+- More fixes to the X11 image format conversion and setup code.
+- The asm SetByte routine wasn't wrapping writes to S-RAM correctly, allowing
+ some ROMs to think they were running on a copier and put up an error
+ screen. Thanks to Nu of #rom for the report.
+- Added 'TV-Mode' support (interpolation and scan-lines) to the DOS and
+ UNIX ports from code based on John Stiles work.
+- Added v-sync option to the DOS port.
+- Added fix to Pro Action Reply support, thanks to Paul Shoener III.
+- Added ggi support (untested) to Linux port using patches from
+ Alexander Larsson (alla@lysator.liu.se).
+- Added 16 to 24/32 bit image conversion routines to the UNIX X11 code.
+- The SPC700 OR1 instruction was broken. Thanks to Pyrgopolinices for the
+ report.
+- DOS port was having trouble splitting and joining path names - caused
+ problems when specifying the full path name of a ROM when the ROM image
+ was on another drive.
+- If a ROM reset the sound DSP and then turned on echo effects but kept
+ the same echo delay setting, then the echo effects could not be heard.
+ Thanks to madec@mclink.it for the bug report and freeze file that made it
+ easy to find the problem.
+- DOS port was always using stereo sound setting, if sound card
+ supported it, regardless of the user preference.
+- Linux port X11 port could crash if window was resized while transparency
+ effects were enabled.
+- The colour subtraction accelerator look-up table was slightly wrong, causing
+ one bit of red, green blue values to 'spill' into the next field.
+- Allowed colour window to cut a hole in the main-screen and show the sub-
+ screen underneath. The effect is used by Illusion of Gaia.
+- Added support for colour subtraction, with the halve-the-result flag
+ set.
+- Included DSP1 code from _Demo_. Now you can see the track in Mario Kart and
+ the ground in Pilot Wings - still can't play the games though due to other
+ missing commands.
+- Added an NMI hack to work around a code bug in Battle Toads: BATTLEMANIACS,
+ its only by chance that the game works on a real SNES - And disabled it
+ again because it causes problems for Chrono Trigger.
+- A frame skip of zero was actually still skipping one frame. Thanks to
+ Marius Fodor for the info.
+- And yet more X-OR window bug fixes - now the effects during some of the more
+ 'posh' spells look correct in Chrono Trigger.
+- Yet another window area inversion bug - off by one pixel on right-hand edge.
+- Forgot to put dummy start and end points for XOR window combination modes -
+ now Uniracers looks correct and Sailor Moon looks like it does on a real
+ SNES.
+- Window clip code was using wrong index into a 2-dimensional array when
+ the whole of the main or sub-screens were clipped.
+1.05
+- The master volume disable code was looking that the wrong variable!
+- Fixed crash bug in newer sound code if a ROM tried to start a sample
+ playing who's data went past the end of SPC700 memory. (Cannon Fodder)
+1.04
+- Fixed DSP1 ROM header detection bug.
+- More DSP1 work; still nothing works, although I know the multiply command
+ is correct because I've compared the results against a real DSP1.
+1.03
+- Oops, the multi-player 5 disable code change broke the multi-player 5 being
+ the default controller.
+- Implemented the colour window on the main screen - now Zelda's oval zoom
+ window displays correctly and Krusty's Super Fun House clips the left-most
+ 8 pixels as it does on the real SNES.
+- TERRANIGMA didn't like me returning a random value when it attempted to
+ read a channel's the current sample byte.
+- Hacked in initial support for mode 7 priority-per-pixel - the priority bit
+ doesn't actually change the priority of the pixel but the two games that I
+ know of that use the feature look OK. (Winter Extreme Skiing and the
+ intro of Tiny Toons Adventures).
+- Colour addition/subtraction code now uses RGB565 rather than RGB555
+ calculations - helps a little with the loss of the bottom bit of SNES
+ colour data.
+- DSP1 emulation started - nothing works yet.
+1.02
+- Switched to adding back drop colour rather than fixed colour when
+ sub-screen addition is enabled but there's nothing on the sub-screen.
+ Uniracers seems to need it. - DISABLED it again. Causes problems for
+ other ROMs and Uniracers itself on later screens.
+- Fixed XOR window logic combination mode and area inversion code, now
+ Uniracers works correctly.
+- Oops, if colour window and half colour addition/subtraction were both
+ switched on, area outside colour window was still being halved, it shouldn't.
+ Hacky fix at the moment until I implement the correct fix.
+- Fixed several bugs with the mosaic effect and 16x16 tiles and a few
+ possible background scroll offset bugs and the mosaic effect.
+- Optimised the sound sample generation code for cases when the SNES
+ sample playback frequency was higher than the sound card playback rate.
+- Fixed possible click sound when a sample was first started to be played.
+1.01
+- Corrected scan-line count for PAL games - should be 312 lines verses 262 for
+ NTSC. Was causing slow music on PAL games.
+- Added error correction code to the SPC700 timer update code - the
+ SPC700 timers are updated using the emulated h-blank handler which is
+ called every emulated 63.6 microseconds (15.720KHz) but the SPC700 timers
+ need to be updated at multiples of 8KHz, hence the error. Was causing
+ music to be played slightly too fast.
+- Switched back to using C SPC700 code - the old SPC700 asm code was lacking
+ several optimisations that the C version had. It also had multiple
+ speed hack cycle skipping bugs. Plus I hadn't even finished optimising
+ all the code from the last time I converted the C compiler output.
+- Optimised SPC700 memory access routines a little.
+- Disabled code that prevented ROMs updating SPC700 timer values while the
+ timer was running - it seems like it is allowed, even though docs on the
+ 'net I've seen say its not.
+1.0
+- Fixed SuperScope support.
+- Added hi-res. option to my DOS port.
+- Fixed 4, 6, and 8 button standard PC joystick support.
+- Changed some types the source code was using BYTE -> uint8, WORD -> uint16,
+ DWORD -> uint32 and BOOL -> bool8, types were clashing Windows typedefs
+ but sizes didn't always match.
+0.99
+- 8-bit double height and/or width tile rendering was missing every other
+ group of 4 pixels - screen pointer advance count was wrong.
+- Asm SPC700 emulation was ignoring the Shutdown flag - the result is its
+ not possible to turn off cycle skipping for the SPC700 emulation.
+0.98
+- CPU to ROM address decoding code rewritten - used by Game Genie cheat codes,
+ orginal code might have been the cause of some Game Genie codes not working.
+- Started to remove printf calls and replace them with calls to S9xMessage,
+ port code can then dicide what to do with message.
+0.97
+- Re-enabled decompressed sample caching, still has a possible click problem
+ but the sound code is a lot faster with it enabled. Added command line option
+ to disable it if required.
+- Added '7' key support to rotate through available controller options, in
+ the order multi-player5, mouse on #1, mouse on #2, superscope,
+ standard controller and then back to multi-player5.
+- Hi-res. (512x448) support fixed.
+- Mouse support completed - Lemmings 2 and Mario Paint working a treat.
+- More colour window fixes.
+- Fixed freeze game problem when ZSNES SuperFX code is being used -
+ ZSNES 'FX state was not being saved and restored.
+- ZSNES SuperFX asm emulation code plugged in to Snes9x.
+0.96
+- Looks like if the colour window is not enabled at all and the colour
+ window selector is defined to only allow colour effects inside the colour
+ window, then no effects should be visible.
+- Offset-per-tile rendering code didn't support width 64 screen size, which
+ Chrono Trigger used on its title screen.
+- Contra 3 seems to prove that defining the clip window area to be 'outside'
+ a window that covers the whole screen is not an area with no range.
+ - No it doesn't. It proves that I shouldn't have initialised the right
+ window edges to 255! Contra 3 enables clipping windows without first
+ defining their range.
+- Debug frame advance feature was being prevented from forcing the next
+ frame to be rendered by SyncSpeed which was being called after the
+ debugger returned to the main loop.
+- H-DMA code was allowing ROMs to manually start H-DMA during the v-blank
+ period, ROMs shouldn't be allowed to do this.
+- Asm code would not push the correct CPU status onto the emulated stack if
+ returning from an NMI immediately triggered an IRQ - fixes Mortal Kombat 1
+ and War of the Gems.
+- 'd' dump memory debug command was not preserving the CYCLES count.
+- C versions of SNES memory access code had same problem as asm code on the DOS
+ port except it didn't cause a crash just ROMs failed to work correctly.
+- Asm i386 code was using signed compares to check for special case memory
+ areas - it was causing crash problems on the DOS port which was sometimes
+ returning valid address values with the top bit set - i.e. they seemed
+ like negative values!
+- Changed event reschedule code to always allow h-blank start events, used to
+ disable them during v-blank period.
+- Added code to HDMA when end of visible lines reached.
+- Changed register 4212 code not to always return h-blank when in v-blank.
+- Clipping fixed colour addition to background area was off by one pixel on
+ the right-hand edge.
+- HDMA: Finally worked out how the real SNES operates when ROMs manual
+ start H-DMA during the frame - ROMs must set up the H-DMA line count
+ and address values before H-DMA is started.
+- Fixed the asm code to remove all hard-wired structure offsets - one offset
+ into the IPPU structure was wrong in the code because the structure had
+ changed size.
+- Added colour window support and allowed graphic window settings to be
+ different on the main screen and sub screen, just like a real SNES.
+- SuperFX LJMP instruction had bank and address values swapped.
+- Fixed possible memory overwrite problem because OBJList array was one
+ element too short.
+- Added AND multi-graphic window combo support.
+- ROM image memory allocation allocates an extra 32K of RAM, then moves the
+ pointer forward by that amount - stops the SuperFX emulation from accessing
+ unallocated memory, possibly causing a crash.
+- SuperFX emulation now stores sign and zero flags in separate variables so
+ the MERGE instruction can set flags correctly.
+- Added 65c816 instruction skipping to i386 asm code when 65c816 waiting in
+ a simple loop for some 'event' to happen e.g. end of frame NMI.
+- Finally fixed the APU instruction skipping problem with the i386 asm
+ code when the WAI instruction is used - caused slow music on some ROMs.
+- Offset-per-tile modes don't seem to support screen size - Mario All Stars
+ Super Mario 2 requires this on title screen. Doesn't seem to effect
+ Tetris Attack or Puzzle Bobble.
+- Changed SNES select and start keys from shift and control to space and
+ enter - allows shift-fn key to save game positions without the SNES ROM
+ also getting a select joypad button press.
+- Multiplayer5 support for controllers 3+ was broken for ROMs that used
+ automatic hardware joypad reading rather than reading joypads serially.
+- ResetPPU was not clearing tile caches and marking OBJ as need recomputing.
+- Cached OBJ positions and sizes were not being recomputed if ROM changed
+ global OBJ sizes during frame.
+- Fixed brightness multiplication problem on 16-bit code for green.
+- SPC700 emulation now uses one variable to store ZERO and NEGATIVE flags.
+- SPC700 emulation now only increments PC once at end of instruction.
+- New ROM type and interleaved detection code.
+- Reading sound DSP register ENDX also clears the value. The docs on the
+ 'net said that only writing to the register cleared its value. Fixes
+ sound in Zoop.
+- Fixed mode 4 colour palette problem on background #2 in tile-based graphics
+ code.
+- Fixed graphics mode 4, offset-per-tile support. Only one set of offset data
+ that is switchable between horizontal and vertical, unlike modes 2 and 6
+ which allow separate horizontal and vertical offsets per tile.
+- Modified the APU timer code again, if the timer is enabled, a write to the
+ timer target register is only allowed if a value hasn't been written yet.
+ Fixed Donkey Kong Country 1 and Earth Worm Jim 1 & 2.
+- Attack rate of 0ms changed from 1ms back to 0ms because of a group of ROMs
+ that change from attack mode to decay mode in real-time. Will change back
+ when I've added better SPC700 CPU and sound generation sync code.
+- Added support for ROMs set a new sound timer value while the timer is
+ enabled (EWJ 1 & 2).
+- Added support for ROMs that read the sound envelope height (MK1, MK2, etc).
+- ROMs writing to the H-DMA enable register during visible scan-lines were
+ restarting H-DMA for that frame causing random screen effect corruption.
+- Echo feedback seems to be after the FIR filter, not before as a diagram I've
+ seen suggests.
+- Sound pitch modulation added.
+- Memory access routines changed to pass a single 24-bit address rather than
+ the previous separate 8-bit bank and 16-bit address parameters.
+0.3
+- Updates to A-Bus address during a frame must not update H-DMA address.
+ Fixes Actraiser 2 and Pacman 2.
+- Removed sound volume mangling - with echo support enabled it doesn't seem to
+ be required.
+- Attack rate of 0ms changed to 1ms to help prevent click sound with sudden
+ start of a sample playing.
+- Sample caching of samples that looped using part of the original sample
+ created a click on the sound output. Caching disabled for the moment. Would
+ require 512K of cache RAM to fix sample caching.
+- Colour addition/subtraction support added - but still a little buggy in
+ places and very slow.
+- 16-bit colour support added.
+- Sustain sound volume was not being set if a sample using ADSR was started
+ with both the attack rate and decay rate set to zero - resulted in missing
+ sound samples on with some games.
+- Sound echo support added.
+- Sound channel mixing code was not completely clearing a channel's sound
+ buffer when a channel finished playing a sample.
+- Sound mixing code rewritten to use one buffer, rather than writing each
+ channel into a separate buffer then combining them into one buffer.
+- Memory access routines rewritten to use an 8K block lookup table rather than
+ dedicated code for each ROM memory map - it was getting difficult to support
+ the new types of SNES ROM memory maps becoming apparent.
+- Sound sample decoding wasn't decoding sound samples correctly if a
+ previously cached sample was only partially overwritten by the ROM as
+ opposed to being completely replaced.
+- Sound sample decoding wasn't clipping generated sample values correctly.
+- Changed H-DMA to start in the current frame only if enable register is
+ written to during v-blank, h-blank or while the screen is blanked.
+- The SPC700 seems to start executing instructions before the 65c816 -
+ shorter reset pulse? (NO - forgot the SPC700 executes instructions while DMA
+ is taking place).
+- ROMs that reset the H-IRQ position so another IRQ would be triggered on the
+ same scan-line where not supported - Super Off-Road: The Baj needs it.
+- $4212 bit 7 needs to go high at the end of h-blank at line 224 not at the
+ start of h-blank - Bubsy needs it.
+- Sample decoding routine could write to memory outside sample cache area if
+ address of block to decode was greater than $0x10000 - 9.
+- Walking mario can be seen on map screen of MarioWorld - needed sprite
+ priority rotation working. ROM sets bit 7 of $2103 then sets rotation in
+ $2102. Reset rotation at start of v-blank not at end.
+0.24
+- Fixed reading of DMA register values - now Ms Pacman works.
+- Saved sprite memory address being restored on the wrong scan-line - caused
+ corrupt sprites on at least one game (GANBARE GOEMON 2).
+- Screen colour palette not being updated if ROM only wrote to low byte of
+ palette register.
+- Possible memory corruption fixed if a ROM tried to write to an invalid
+ sprite address via PPU registers.
+- X11 port support quick load and save by pressing function keys to load or
+ shift + function keys to save.
+0.23
+- Added option to disable graphic window effects - T2: The Arcade Game doesn't
+ seem to like them.
+- Mode 7 "outside screen area" register interpretation fixed - now the
+ Actraiser map screen looks a lot better.
+- Old DMA code hack for Battle Toads: Double Dragon removed as it was no
+ longer required and it was causing problems for Ys III.
+- Lowered max volume level of 16-bit sound mixing code to help with sound
+ clipping problems is lots of SNES sound channels are playing.
+0.22
+- Crash bug fixed in mode 7 graphics windows code
+0.21
+- Fixed a noise channel volume bug - noise waveform was getting clipped.
+- Fixed 24bit X Window System server support on the Solaris port.
+- Sprites in priority level 1 on mode 7 were being drawn incorrectly behind
+ graphics screen.
+- BG 3 priority 1 tiles sometimes not drawn dependent on the $2105 bit 3
+ setting.
+- Added graphic window support the tile redraw code.
+- Added mosaic support to tile redraw code.
+- Tile redraw code was drawing one line too many on screen-splits.
+- Tile-based redraw code made more intelligent about when a background should
+ be displayed or not.
+- Added wrap within bank support to large DMAs just to support Rock 'n' Roll
+ racing.
+0.20
+- DMA routines added lots of special cases and removed most calls to GetByte,
+ using a pointer instead.
+- Multiple using PPU registers is now only computed when first byte of result
+ is actually read.
+- Sound enabled by default if compiled without DEBUGGER defined.
+- Tile redraw method made the default.
+- Fixed CPU_SHUTDOWN so SPC700 continues to execute even if main CPU is
+ "skipping" cycles waiting for an event to happen.
+- More command line options added.
+- Default cycles-per-scan-line to execute lowered to 90% from 100%.
+- +/- keys now work even if auto-frame rate adjust was enabled.
+- SPC700 emulation partially rewritten in assembler.
+- Asm 65c816 code change to use same speed up techniques as the C++ code.
+- Minor speed tweaks to the sound decoding and mixing code.
+- C++ SPC700 emulation changed to use same method as 65c816 emulation for
+ computing and storing emulated CPU flags.
+- Mode 7 code rewritten and several scrolling offset bugs fixed.
+- Lo-ROM S-RAM memory map bug fixed - now Uniracers works.
+- Multiple speed ups and changes to the tile and line-based redraw code.
+- Tile and line redraw code changed to cache converted tiles between frames.
+- Variable cycle length timing made compile-tile switchable.
+- C++ 65c816 emulation changed to use several opcode jump tables to avoid
+ a register size comparison test on most emulated instructions.
+- C++ 65c816 emulation changed how is computes and stores emulated CPU flags.
+- Fixed high frequency sound playback bug - the sample rate calculation was
+ blowing the range of an unsigned long.
+- Fixed V-RAM reading so DKC3, Addams Family, Aladdin and Pacman all work.
+- Fixed sound code so ROMs can change from ADSR mode to decrease mode - fixes
+ lots of ROMs.
+0.12 released
+- Added dynamic speed regulation.
+- TCALL vector calculation change from n to 15 - n.
+- Fixed crash bug if ROM writes to sound DSP register numbers greater than
+ 127.
+- Fixed DOS memory locked for interrupt code.
+- Added long name versions of command line switches.
+- Added command line switch for SPC700_SHUTDOWN code and WAI cycle skipping
+ code.
+0.1 released
+- All DOS memory is now locked from being swapped.
+- Fixed DOS port keyboard polling code - could get confused if a keyboard
+ interrupt happened while keys were being checked.
+- SPC700 ADC instruction never cleared Overflow or Carry flags!
+- Changed selection of playback speeds for Solaris port.
+- Sample caching code was broken - cached samples were never used.
+- Added code speed ups for ROMs that use a lot of DMA to VRAM.
+- More cpu code asm speed up.
+- Fixed 16x16 size tiles on tile-based redraw code.
+- Fixed sound gain-mode increase and decrease volume envelopes.
+- Added code to support ROMs that reuse sprites in the same frame.
+- Fixed processing of negative volume levels.
+- Fixed SPC700 EOR1 instruction.
+- Added SPC700 shutdown code to stop executing SPC700 instructions if in
+ a tight loop waiting for a timer or for the 65C816 to respond.
+- DOS playback rate was being forced to 16KHz by Allegro - fixed.
+- Fixed bug in SPC700 MOV1 C,bit, address.
+- Fixed a off-by-one loop sample pointer bug in MixSamples.
+- Added command line flags for cached-tile based drawing and sub-screen
+ background layers priority swapping.
+- NOPE, got encoding of the OR1/EOR1,AND1 range of correct originally -
+ got duff information from an "SPC700" programmer.
+- More SPC700 fixes: got the encoding of the OR1/EOR1,AND1 range of
+ instructions wrong - I guessed wrong originally.
+- Sample looping bug fix on mono sound mixing code.
+- Sound pitch value no-longer clipped to 14 bits - apparently FF3 needs this.
+- Followed Paradox's suggestion and changed graphics code to place sub-screen
+ background layers below main-screen background layers. Helps lots of games
+ that use sub-screen addition/subtraction - now you don't have to toggle
+ background layers on and off so often just to see hidden text, characters,
+ or maps, etc. Made it switchable.
+ Acts as a good intermediate solution until sub-screen addition/subtraction
+ is actually implemented.
+- Modified sound skipper code to return random values when ROM is stuck
+ waiting for the SPC700 CPU to respond - helps several ROMs that previously
+ don't work with the currently selection of APU skippers.
+- Improved sound mixing code so volume is not attenuated so much, giving
+ better results on 8bit sound cards.
+- Changed the frequency at which the joystick polling routine is called - now
+ called every-other frame rather than every 3rd frame.
+- Recompiled Linux and DOS ports with the Pentium optimising version of gcc -
+ gives a few percent speed increase.
+- Changed V-RAM increment count from 64 to 128 - apparently Final Fantasy 3
+ needs this as well.
+- Fixed sprite priority bug with Mode 7 - apparently Final Fantasy 3 needs
+ this.
+- Fixed a screen clipping problem with the S-VGA mode.
+- Fixed bug that had crept in with -m 2 S-VGA mode (Linux version).
+- Fixed S-VGA Linux version with sound enabled.
+- The SPC700 ADC (X),(Y) instruction was broken - with all these SPC700 fixes
+ now many more ROMs work with sound enabled.
+- The SPC700 Pop PSW instruction was not resetting the direct page location.
+- The SPC700 instruction MOV A,[DP+X] was incorrectly doing a MOV A,DP+X.
+- Got the SPC700 SETx and CLRx instruction encoding swapped around.
+- Fixed #define problem that was stopping DOS snapshot saving from working.
+0.72 released
+- Fixed the DOS filename handling - old Unix code was screwing up with ROM
+ filenames that contained backslashes (\) - the ROM would load but S-RAM
+ loading and saving would fail and the default filename for snapshots
+ wouldn't work.
+- This time really fixed Allegro library keyboard handling (DOS port); it
+ was missing key some presses/releases (was stopping Chrono Trigger
+ Left + Right + A button combo from working).
+- Added code to automatically remove headers off S-RAM save files with
+ 512 byte headers.
+- 32Mbit ROMs in interleaved format are now automatically detected and
+ converted.
+- Added -ss 3 sound skip method support to the asm version - now NBA Live '96
+ works again.
+- Added support for multi-part ROM images.
+0.71 released
+- Made libgz.so statically linked (again) on Linux port - sorry.
+- Made writing to $4200 also clear any pending IRQs. This finally allows
+ Battle Toads: Double Dragon, Spawn and Sieken 3 all the work with the same
+ IRQ logic (but Sieken 3 still gets stuck in sound download code).
+- Fixed a H-DMA wobble bug - some frames could randomly miss a line of
+ H-DMA causing the F-Zero screen to wobble, and slight text character
+ corruption on games like DKC3.
+- Interleaved format ROM images are now swapped in-place, without the need
+ for a temp 4Mb buffer (saves lots of disk swapping on a 16Mb Windows 95
+ machine).
+0.7 released
+- Fixed Allegro library keyboard handling (DOS port); it was missing key
+ some presses/releases.
+- DOS port had a different MAX_PATH value which moved the location of the
+ SRAM size variable when using the asm CPU emulation core. This, in turn,
+ caused the SRAM emulation to fail on the DOS port. Donkey Kong County 2 & 3
+ were reporting a ROM copier was connected to the SNES and refused to run.
+- Fixed assembler version of XCE - it was always leaving the carry flag
+ clear - caused Killer Instinct and Super Punchout to think a ROM
+ copier was fitted to the SNES and they all refused to run.
+- Fixed assembler versions of MVN/MVP - they weren't setting the data bank
+ register to the destination bank of the instruction.
+- Fixed joystick detection on MS-DOS port - a single 2 or 4 button joystick in
+ port 1 was being ignored if a second joystick was not present in port 2.
+- Fixed an uninitialised variable in graphics code - was causing random
+ missing scan lines on Mode 7 screens.
+- Joysticks now scanned every 3rd frame (joystick scanning is slow in the PC).
+- Double-whoops, Metriod 3 had stopped working in v0.6 - fixed it
+ (memory map bug).
+- Made bit 6 of $4211 set if v-counter == v-timer-position.
+- Made reading of $4200 read $4212 instead.
+- Adjusted DMA timing to always access ROM memory at slow speed - this seems
+ to fix Battle Toads.
+- Added code to automatically clear pending IRQs when the horizontal line
+ is no longer equal to the horizontal timer line - this fixes Seiken 3, it
+ now just gets stuck in the sound CPU wait code - oh well.
+- Moved NMI back to its original pre-0.65 behaviour, now Puzzle Bobble works.
+- More graphics speed ups - the code to render background tiles with their
+ priority bits set is only called if there are actual priority-bit tiles.
+- Changed default frame skip rate from 1 to 2 - its seems most people don't
+ bother to read the docs, so I thought I'll help them out a bit!
+- Speeded up Mode 7 graphics on games like F-Zero that rewrite the matrix
+ registers on each scan line using H-DMA.
+- Reorganised the graphics code and did a slight speed up - graphics code
+ will be the next thing to rewrite in assembler.
+- Rewrote CPU core in assembler for Intel platforms - gives a very noticeable
+ speed increase.
+- Fixed several problems with the APU sound CPU emulation - its now getting
+ stable enough to try and implement sound.
+- Fixed bug that caused 1 byte of S-RAM to be emulated when ROM didn't
+ expect any - it was enough to stop Street Fighter 2 and others from
+ working - thanks Lord ESNES.
+- The TXS and TCS instructions shouldn't set the Z and N flags.
+- Looks like MVP/MVN instructions should ignore accumulator size - change
+ code to always use all 16 bits and exit with accumulator set to 0xffff.
+- Whoops, accidently left some test code in which was causing the V-BLANK
+ flag, bit 8 in register $4212, to be miss-calculated.
+- Fixed palette in mode 0.
+- Speeded up graphics drawing a little by skipping groups of 4 pixels that
+ were all transparent.
+0.65 released
+- S-VGA and MS-DOS ports now have a VGA mode command line flag.
+- Improved the fading code - should be much more smooth now.
+- Fixed second joy-pad support and re-mapped keys and joysticks to actually
+ make a match between what my docs said and a real SNES (SNES docs I'd
+ seen were wrong!).
+- Fixed a bug in Relative Long CPU addressing mode.
+- Ported Snes96 to MS-DOS.
+- Snapshot loading and saving no longer uses external gzip binary.
+- Added support for registers at $21c2 and $21c3.
+- Made reading the software latch for the horizontal and vertical counters also
+ clear any pending IRQ.
+- Added sprite priority rotation.
+- Rewrote parts of the graphics routines to fix a sprite-to-sprite priority
+ bug.
+- NMI flag changed again - now back to being reset by reading $4210 but
+ actual NMI is delayed.
+- Made mode 7 background colour 0 transparent - this fixed several sprite
+ priority problems a few games where having.
+- Finally worked out how sprite "Object Name Select" works and emulated it -
+ this fixes many (if not all) of the corrupted sprites some games
+ experienced.
+- Delayed NMI activation for one instruction to give time for loops that
+ wait for bit 7 of $4210 to go high.
+- Special-cased line count of 128 on H-DMA to mean repeat previous data with
+ a line count of 128 and not just terminate H-DMA on that channel.
+- APU sound CPU emulation added - just need to debug the thing.
+- Fixed Overflow flag setting in ADC and SBC instructions - it was never
+ being set.
+- Rewrote how CPU instructions are fetched and how values are pushed and pulled
+ from the stack - it gave a very large increase in emulation speed.
+- H-DMA was being started one scan-line too late.
+- Added CG-RAM reading support.
+- Added "Full Graphic" V-RAM reading.
+- Speeded up C version of CPU emulation quite a bit - could speed it up a
+ little more before rewriting in assembler.
+- Fixed bugs in 16x16 tile drawing on 2bit and 8bit deep screens.
+0.6 released
+- Speeded up 16x16 tile background rendering by removing a temp tile buffer
+ it was using. The speed up also fixed a vertical scroll bug.
+- Fixed slight window clipping on 16x16 tile backgrounds.
+- Added automatic PAL/NTSC mode switching.
+- Fixed background and sprites so only visible if on main-screen or
+ on sub-screen under correct circumstance.
+- Fixed lockup bug in DMA.
+- Stopped NMI flag from being reset by reading $4210 - was causing a couple
+ of games to get stuck.
+- Whoops, got horizontal and vertical Mode 7 flip bits around the wrong way!
+- Fixed MIT shared memory pixmap support for X11 version (it was always turned
+ off).
+- Fixed minor bug - first sprite in priority group was drawn twice. Didn't
+ cause any visual bugs, it just slowed down redrawing a little.
+- Fixed DMA bug - transfer byte count should be 0 after DMA has finished.
+- Fixed a scaling bug if width < height.
+- Interleaved ROM image support added.
+- 16bit and 24bit X11 server support added - with scaling.
+- Added window scaling on X11 version.
+- Partial clip windows added - the only window overlap option implemented at
+ the moment is OR, it seems it good enough for all the ROMs I've tested
+ it with.
+- Partial Mosaic effect added (pixels only growing vertically).
+- Missing Mode 7 "outside screen area" option added.
+- Fixed mode 7 screen wrap "outside screen area" option.
+- Used new event processing to finally fix H-IRQ so it triggers at the
+ correct position on the scan line.
+- New event processing added.
+- Linux version now statically links libgz.so (sorry).
+0.5 released
+- Linux S-VGA version changed from using a 320x240 ModeX screen (slow) to a
+ 256x256 chunky screen (faster) - thanks to Phillip Ezolt (pe28+@andrew.cmu.edu)
+ for information on how to do this.
+- Mode 7 screen flipping added.
+- Included Snes97's CPU emulation code into Snes96. Didn't fix any bugs but
+ slowed down the emulation some what and I couldn't compile it optimised
+ because it was so large - so I removed it again.
+- Added a few extra features available via the keyboard.
+- Fixed a H-DMA transfer mode - bad documentation.
+- Fixed H-DMA indirect addressing (it was using the wrong CPU memory bank).
+- The Linux slow down bug is my crappy laptop enabling battery saving features !
+- Changed graphics code to perform true line-by-line screen updates.
+- Fixed sprite drawing bugs.
+- Ported Snes97's graphics code to Snes96.
+- Fixed memory map for HiROM save RAM area.
+- Fixed HiROM memory map - now Killer Instinct and Donkey Kong County work !
+- OK the slow down bug is just actually my laptop trying to save battery
+ power by slowing the CPU clock!
+- The Linux slow down bug shows itself on DOS emulators running under DOSEMU
+ so it must be a kernel problem (or feature).
+- Fixed H-DMA (again) to be complete emulation - all I need now is line-by-line
+ screen update...
+- Fixed DMA to not copy too many bytes if byte count was not a multiple of
+ the transfer mode quantity (caused corruption on Super Mario World map screen).
+- Changed mapping of keyboard to joy-pad buttons and added additional
+ direction keys for joy-pad one so player one's right hand doesn't have to
+ obscure player two's keyboard joy-pad buttons.
+- Changed joystick button layout to match SNES if using a 6 button joy-pad.
+- Changed snapshot format so I can easily use libgz on Linux.
+- Added few speed up tweaks that will be lost again when I add line-by-line
+ screen update.
+- First visible scan-line changed from 8 to 1 to match with new docs.
+- New SNES information source found; fixed partial H-DMA emulation to include
+ indirect addressing support.
+- Snapshot files are now compressed.
+- Compressed ROM images now supported on Linux.
+- Snapshot loading and saving added.
+- Joystick support for Linux added. One 2, 4 or 6 button joystick, or two 2
+ button joysticks supported (PC hardware limitation).
+- SVGA full screen support added for Linux. Still has the X11 slow down bug so
+ can't blame the X11 server any more! Must be a kernel bug or a very odd
+ emulator bug.
+- Added emulation of two joy-pads on the PC/Sun keyboard.
+- Removed -i command line flag as it is no longer used. -h value range has also
+ changed: now 1 - 100 (percentage).
+- Actuate cycle counting rather than instruction counting now added including
+ fast and slow ROM timing - should give much better timing information when
+ line-by-line screen update added.
+- Bug fixed old-style joy-pad access used by some ROMs - Mario All Stars still
+ gives problems if enabled and I don't know why; but at least Super Bomberman
+ now works !
+- Looks like if both horizontal and vertical IRQ are enabled then IRQ should
+ only be triggered once per frame and not once per scan line - looking at the
+ IRQ handler of a couple of ROMs seems to confirm this.
+- Added initial cycle counting - not accurate enough for some ROMs though.
+- Finally worked out how the odd VRAM address increments should work but only
+ found one ROM, so far, that actually uses it.
+- Debugged the odd slow down problem with the Linux port - it seems to be a
+ bug in the X Window System server - starve the X server of keyboard presses
+ or mouse clicks or movement and the X server slows down, slowing down the
+ emulator with it !
+0.4 released
+- Fixed sprite vertical clipping at top of screen.
+- No need to invert the Mode 7 transformation matrix before use - the
+ ROM coder already had to!
+- Fixed Mode 7 scrolling offset when using special effects.
+- Added Mode 7 rotation, enlargement and reduction emulation.
+- DMA shouldn't zero the byte count value after a DMA has completed.
+- Added DMA reading (Addams Family was using it)
+- Fixed V-RAM read function - returned data should lag behind the V-RAM
+ address by one byte/word.
+- Added mode 7 graphics only.
+0.3 released
+- Speeded up the main CPU loop a bit.
+- Add more command line options:
+ -f <frame skip> (default 1)
+ -i <no instructions between polling X> (default 32768)
+ -h <number instructions per scan line> (default 45, some games allow a lower
+ setting resulting in a increased
+ emulated frame rate)
+ -t enable CPU tracing
+ -ss <sound CPU skip wait method> (default 0, more methods to be added)
+ -H disable H-DMA emulation
+ -F Force Hi-ROM memory map
+- Modified planar to chunky conversion to use look up tables.
+- But now Mario All Stars won't start. Made emulation of $4016 optional with
+ -o command line switch.
+- Thanks to Carlos (calb) of ESNES fame, I've added correct $4016 & $4017
+ joy-pad register processing - now several more ROMs will start once a
+ button is pressed and can be controlled.
+- DMA wasn't updating DMA registers with the final CPU address used after the
+ DMA had completed (caused sprite and background corruption with some ROMs).
+ Still suspect another DMA side effect isn't being emulated correctly though.
+- Fixed setting of CPU overflow flag in ADC and SBC instructions in decimal
+ mode.
+- Fixed MVP/MVN CPU instructions to leave X and Y values correct at end of
+ loop - several more ROMs now work. Still don't know if MVP/MVN instructions
+ should ignore the accumulator size flag or not.
+- Rewrote background drawing code - gives a large increase in speed.
+- Flag to only update X Windows colour palette when necessary was missing a
+ case - caused some ROMs to start with a black screen.
+- Code to only update background tiles when changed wasn't working so I
+ disabled it.
+- CPU WAI instruction needed to trigger on hardware IRQ even when interrupt
+ enable flag was false.
+- DMA was not transferring 65536 bytes when byte count was 0.
+- Fixed matrix 16bit x 8bit multiplication (old debug code was causing junk
+ value to be returned).
+- Fixed Makefile so version.h header file change recompiles file that shows
+ version number in window title.
+- Added more reporting of used but unimplemented missing hardware features to
+ debug command.
+- New ROM loading code from Jerremy included, can now cope with ROM images
+ with no 512 byte header.
+- Speeded up emulated memory access a little bit.
+0.2 released
+- Added matrix 16bit x 8bit multiplication for Super Off-Road Racer.
+- Added initial H-DMA emulation - visual effects using it will not be seen
+ correctly until screen is updated line-by-line rather than the whole screen
+ at end-of-frame.
+- Fixed horizontal sprite clipping (vertical clipping still has a problem).
+- Integrated large sprite bug fixes and new background drawing code from
+ Jerremy.
+- Fixed large size per-sprite flag; always stayed true after sprite size was
+ changed to large.
+- Rewrote the planar to chunky pixel conversion routines (still need more
+ work).
+- Made registers $4016 & $4017 always return $ff - lots of ROMs that previously
+ wouldn't go beyond the title screen thought old-style joy-pads were
+ connected and were waiting for the user to press a button on them.
+- Frame skip rate now set to 1 instead of 5 on my P166 laptop!
+- Fixed NMI v-blank flag being incorrect set, caused some ROMs to lock.
+- X keyboard autorepeat now switched off when emulator has keyboard focus.
+- Added number key options to toggle backgrounds 1 to 4 and objs (sprites) on
+ and off.
+- Fixed sprite clipping problems at edge of left hand side of screen.
+- Corrected Hi-ROM memory map (I think) (no I didn't)
+- Fixed most of the sprite-to-sprite priority problems.
+- Added sprite debug command, 'S'.
+- Added a debug command to show what missing hardware features a ROM was using.
+- Added horizontal and vertical beam position IRQ - horizontal always triggers
+ at start of line at the moment.
+- Fixed SBC instruction to set carry flag the correct way around.
+Initial release 0.1
+- Ported Windows 95 version of Snes96 to Linux on a PC and Solaris on a
+ SparcStation.
+- Corrected work RAM memory map.