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