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byuu
Joined: 2009-04-10 at 03:00 PM Posts: 3094
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 bsnes v059 released
This is mostly a polishing release. There's lots of nice little improvements over the last release, so it should be well worth the update.
Changelog: * fixed a bug in the save state manager that was allowing saves for unsupported special chips * added save state support for SuperFX games * added save state support for SA-1 games * the "Apply UPS" checkbox actually works now; allows bypassing of patching prior to ROM loading * ROM loader will display internal ROM title and header info for uncompressed files ending in ".sfc" * added Shift JIS to UTF-8 conversion for internal ROM titles * "open-folder" concept now requires folders to end in ".sfc" to avoid false positives * shrunk all GUI buttons and right-aligned them, as some of them were ridiculously long before * rewrote settings and tools windows to be driven via tabs instead of lists; this saves a lot of screen space * rewrote input mapping system to use a tree view instead of the confusing combo box hierarchy; hopefully more people will find the user interface GUI hotkey remapping section now * added support to map modifiers as individual keys (eg you can map the shift key to the SNES select button) * rewrote the cheat code editor, it behaves exactly like the state manager now; there are 128 pre-defined slots, and it is easy to clear any or all of them * the cheat file will auto erase itself upon exit if all codes and descriptions have been erased * fixed title bar game name ordering; was "bsnes v058 - Game Name", is now "Game Name - bsnes v059" * fixed a bug where pressing escape inside the main window's menus would cause the program to quit * Windows: worked around QTBUG-7188 to fix the multi-file archive loading dialog; it was not updating properly before * Linux: added full-API PulseAudio driver with synchronization and latency control [RedDwarf] * Linux: fixed a crashing bug involving OpenGL and glXSwapIntervalEXT() * Linux: X-Video driver texture now resizes dynamically to support > 1024x1024 for any future filters to use * Debugger: single-stepping instructions now updates all windows marked to "auto update" * Debugger: fixed execute breakpoints, they were disassembling at the wrong offset * Debugger: S-CPU bus breakpoints now mirror WRAM $7e:0000-1fff to $00-3f|80-bf:0000-1fff * Debugger: fixed a rendering issue when stepping through hires games * Debugger: added property system; can now view internal register states of all S-CPU and S-PPU registers (S-SMP and S-DSP coming soon) * Debugger: added CGRAM palette viewer * Debugger: added OAM sprite viewer (no graphical output yet) * Debugger: added options window -- so far only to control output of memory / execution usage tables * Debugger: updated usage and memory export file names to start with the loaded cartridge name * Source: cleaned Utility class, split some of the functionality out to Cartridge class * Source: greatly simplified SNES::Cheat class, SNES::Cartridge class; etc
A note to Windows Vista and Windows 7 users: there is still an open bug in Qt 4.6.0 that causes menus attached to popup buttons to initially appear invisible. See QTBUG-6645 for reference. As it is a bug with Qt itself, there is nothing I can do about it but wait patiently. You can work around this by pressing the tab key after you click the button. This affects the options buttons on the file load dialog, and on the input settings window.
Also, mudlord has submitted an updated Direct3D driver that adds HLSL pixel shader support. It was too close to get into this release, I'd like some time to test it. But hopefully it will get in by v060, or at the very worst, v061. Many, many thanks to mudlord for the awesome work :D
_________________ Elements of the past and the future, combining to make something not quite as good as either.
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| 2010-01-07 at 04:53 AM |
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X-Fi6
Joined: 2010-01-02 at 11:50 PM Posts: 133
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 Re: bsnes v0.059 released
Too bad you didn't see my earlier post in time viewtopic.php?p=10085#p10085Hehe Well I'll be trying this out now. 
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| 2010-01-07 at 04:56 AM |
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MARIO CHIP 1
Joined: 2009-07-08 at 11:59 AM Posts: 42
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 Re: bsnes v0.059 released
At first this version seemed much slower than before, and I had problems getting full speed in SA-1/SuperFX games even after compiling an optimized binary. Then I tried changing the audio driver from "PulseAudio" to "PulseAudioSimple" and that solved it.
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| 2010-01-07 at 09:13 AM |
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Robot7290
Joined: 2010-01-06 at 07:51 AM Posts: 4
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 Re: bsnes v0.059 released
In this latest release, you added the ability to bind modifier keys to controls, like SHIFT and CONTROL.There's a problem in the implementation, however.
When you press or hold a bound modifier key, the emulator disables all other input, almost as if the emulator is waiting for more input after the modifier. A in-game example of this (Megaman X) is the loss of the ability to shoot while running, or anything for that matter.
Last edited by Robot7290 on 2010-01-07 at 11:10 AM, edited 1 time in total.
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| 2010-01-07 at 09:40 AM |
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ShadowFX
Joined: 2009-04-10 at 11:12 PM Posts: 399 Location: The Netherlands
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 Re: bsnes v0.059 released
Overall, I'm not fond of the tree view at all, especially since it doesn't remember what I ticked open. Just my opinion so you don't have to drag this on. Another thing I've noticed is I don't get any audio at all in SA-1 and SFX games (DirectSound).
_________________ "Change is inevitable; progress is optional"
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| 2010-01-07 at 11:09 AM |
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byuu
Joined: 2009-04-10 at 03:00 PM Posts: 3094
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 Re: bsnes v0.059 released
Oh yeah, this v059 is slightly changed from the preview WIP version posted two days ago. Quote: Then I tried changing the audio driver from "PulseAudio" to "PulseAudioSimple" and that solved it. Good thing I kept the old one then, heh. Now we have six audio drivers to try. Anyone want to add some new ones? We still need Sun Audio, PortAudio, esd, arTs, JACK, SDL, GStreamer, Allegro, ClanLib, FFADO and NAS; and then bsnes can claim to be more complex than this ( http://blogs.adobe.com/penguin.swf/linuxaudio.png ) :D Quote: When you press or hold a bound modifier key, the emulator disables all other input, almost as if the emulator is waiting for more input after the modifier. The only way to avoid that would be to disable modifier support entirely for every single shortcut, which would break the two dozen or so pre-defined shortcuts that come with the emulator. Oh well, I'll make it a config file option for v060 then. You'll have to redefine every last UI shortcut on your own though. Quote: Another thing I've noticed is I don't get any audio at all in SA-1 and SFX games (DirectSound). Can't reproduce that at all on any platform, and there were no changes to SFX/SA1/DS code except to add serialize() functions to the former -- so I can't fix that. Sorry, perhaps you should stick with v058 :/
_________________ Elements of the past and the future, combining to make something not quite as good as either.
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| 2010-01-07 at 04:20 PM |
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Ver Greeneyes
Joined: 2009-04-10 at 04:38 PM Posts: 1033 Location: The Netherlands
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 Re: bsnes v0.059 released
byuu wrote: The only way to avoid that would be to disable modifier support entirely for every single shortcut, which would break the two dozen or so pre-defined shortcuts that come with the emulator. Hmm, the best way would be a kind of hierarchical ordering. Say you bound Ctrl, H and Ctrl + H: Ctrl + H would supersede the other two, so that you could still use them by themselves. As an example, the Freespace series of games does exactly this: Ctrl fires your primary weapon, H targets the nearest hostile, and Ctrl + H enables auto-targeting. Usually, enabling auto-targeting also fires your laser once, but this isn't a big deal in the game. Edit: hmm, bad memory, it's actually Alt + H to enable auto-targeting. Dunno why that also ends up firing your laser  The example still works though. Edit2: I think Alt always fires your laser in that game when you release it, for whatever reason.
_________________ bsnes compilation guide for Windows (need to add x64 build instructions) Frequency Test 1.6, or Frequency Test 2.0 (for use with my updated Direct3D driver)
Last edited by Ver Greeneyes on 2010-01-07 at 06:29 PM, edited 1 time in total.
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| 2010-01-07 at 05:07 PM |
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ShadowFX
Joined: 2009-04-10 at 11:12 PM Posts: 399 Location: The Netherlands
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 Re: bsnes v0.059 released
byuu wrote: Can't reproduce that at all on any platform, and there were no changes to SFX/SA1/DS code except to add serialize() functions to the former -- so I can't fix that. Sorry, perhaps you should stick with v058 :/ Kind of the answer I expected you to give. Either way, I figured out why I didn't get audio in those games. The 21fx.bin file was still located in my ROM directory. With that file gone, all the audio magically reappeared in SA-1/SFX games. Edit: Sorry I didn't read that 21fx.bin thread enough, partially due to me not interested in it.
_________________ "Change is inevitable; progress is optional"
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| 2010-01-07 at 05:42 PM |
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byuu
Joined: 2009-04-10 at 03:00 PM Posts: 3094
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 Re: bsnes v0.059 released
ShadowFX wrote: Kind of the answer I expected you to give. I'm one person and I already have three different test machines, give me a break :P Quote: The 21fx.bin file was still located in my ROM directory. With that file gone, all the audio magically reappeared in SA-1/SFX games. Fuck, that's weird. So it's enabling the coprocessor audio mixing mode, but no samples ever come in. Fun stuff, thanks for tracking it down.
_________________ Elements of the past and the future, combining to make something not quite as good as either.
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| 2010-01-07 at 06:11 PM |
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ShadowFX
Joined: 2009-04-10 at 11:12 PM Posts: 399 Location: The Netherlands
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 Re: bsnes v0.059 released
byuu wrote: Fuck, that's weird. So it's enabling the coprocessor audio mixing mode, but no samples ever come in. Fun stuff, thanks for tracking it down. You're welcome. 
_________________ "Change is inevitable; progress is optional"
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| 2010-01-07 at 07:35 PM |
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Jonas Quinn
Joined: 2009-04-14 at 12:32 AM Posts: 40 Location: Germany
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 Re: bsnes v0.059 released
Invalid input is always allowed.
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| 2010-01-07 at 08:25 PM |
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byuu
Joined: 2009-04-10 at 03:00 PM Posts: 3094
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 Re: bsnes v0.059 released
Ugh. That's like the 97th time I've had to re-add this. You'd think I would remember to check for it by now.
_________________ Elements of the past and the future, combining to make something not quite as good as either.
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| 2010-01-07 at 08:36 PM |
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Lenophis
Joined: 2009-08-22 at 10:28 AM Posts: 52
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 Re: bsnes v0.059 released
The simple things are always the ones easily overlooked. Been there plenty of times. 
_________________ Uhhh, stuff.
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| 2010-01-07 at 09:19 PM |
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FitzRoy
Joined: 2009-04-11 at 12:53 AM Posts: 735
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 Re: bsnes v0.059 released
ShadowFX wrote: Overall, I'm not fond of the tree view at all, especially since it doesn't remember what I ticked open. For what reason are you revisiting the same input?
_________________ http://www.zapatabase.com Home of the rom databasing/verifying/renaming tool "ZapManager"
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| 2010-01-07 at 11:18 PM |
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creaothceann
Joined: 2009-04-10 at 06:17 PM Posts: 633 Location: Germany
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 Re: bsnes v0.059 released
When you choose a directory in the configuration dialog (doesn't matter if you enter it or just mark it) and press the "Select" button again, the browser starts in the parent directory. Is that intended?
Also, after selecting a drive (e.g. "C:/") or the root, pressing "Select" again will make the browser go back to the directory where bsnes is installed.
_________________ vSNES | Delphi 10 BPLs bsnes launcher with recent files list
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| 2010-01-08 at 02:41 AM |
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