From 5e450063fbe25926ae50d569c285db428055318a Mon Sep 17 00:00:00 2001 From: João Silva Date: Mon, 14 Aug 2017 06:03:05 +0100 Subject: Deleted several unused variables, code and files. --- source/changes.txt | 2155 ---------------------------------------------------- 1 file changed, 2155 deletions(-) delete mode 100644 source/changes.txt (limited to 'source/changes.txt') diff --git a/source/changes.txt b/source/changes.txt deleted file mode 100644 index 3aabb22..0000000 --- a/source/changes.txt +++ /dev/null @@ -1,2155 +0,0 @@ -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 (default 1) - -i (default 32768) - -h (default 45, some games allow a lower - setting resulting in a increased - emulated frame rate) - -t enable CPU tracing - -ss (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. -- cgit v1.2.3