From d40ae99422e118188a7f48055dc340c6aca022aa Mon Sep 17 00:00:00 2001 From: Kitty Draper Date: Sat, 5 Mar 2011 21:39:25 -0500 Subject: first commit --- source/changes.txt | 2155 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2155 insertions(+) create mode 100644 source/changes.txt (limited to 'source/changes.txt') diff --git a/source/changes.txt b/source/changes.txt new file mode 100644 index 0000000..3aabb22 --- /dev/null +++ b/source/changes.txt @@ -0,0 +1,2155 @@ +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