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 bsnes v060 released 
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Joined: 2009-04-10 at 03:00 PM

Posts: 3068
Post bsnes v060 released
Changelog:
* added Direct3D HLSL pixel shader support [mudlord]
* fixed a signal issue that caused loading games to take 1-2 seconds longer in v059
* 21fx API revised to its final form, S-MSU (public documentation pending)
* worked around QTBUG-7188 to fix multi-file 7-zip file listbox to update when scrolling
* added scale max - normal, wide, and wide zoom modes to fullscreen mode
* added overscan cropping tool (needed for wide zoom mode; useful for developers simulating games on a real TV)
* added "go up one folder" button to file load dialog
* added group (un)assignment to the input settings window
* now honors input.allowInvalidInput setting; defaults to false [Jonas Quinn]
* cheat code editor grays out empty slots
* cheat code editor adds "clear selected" button to quickly erase multiple cheat codes
* to load folders as game images, folders must end in .sfc, .bs, .st, .gb now
* debugger: added S-CPU (H)DMA registers; S-SMP registers; S-DSP registers to properties list
* snesfilter: HQ2x filter is now multi-threaded (scales infinitely: the more cores you have, the less overhead required)
* pixelshaders: added screen curvature shader to simulate curved CRT tubes
* source: lots of code cleanup, as always

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2010-02-08 at 04:14 PM
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Joined: 2009-04-10 at 06:40 PM

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Post Re: bsnes v060 released
How I get the zip support working in this release. All disabled. Do I need to enabled those somewhere? Only load the .sfc, .bs, .st, .gb.

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bsnes compilation guide for Windows by Ver Greeneyes - viewtopic.php?f=3&t=74


2010-02-08 at 06:53 PM
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Joined: 2009-04-11 at 04:43 PM

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Post Re: bsnes v060 released
Thanks for your continued dedication to accuracy focused emulation!

And damn, isn't that nice, three packages less to manage as I build all the stuff in the same package now. Users can of course remove stuff from the PKGBUILD if they don't want/need the plugins. :-D

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Arch Linux bsnes package


2010-02-08 at 07:11 PM
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Joined: 2009-04-10 at 04:38 PM

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Post Re: bsnes v060 released
Congrats on the release!

[vEX] wrote:
Thanks for your continued dedication to accuracy focused emulation!

Speaking of emulation - what are your current plans, byuu? mul/div delays, dot-based ppu? Has there been any word on the decapping?

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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)


2010-02-08 at 07:46 PM
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Post Re: bsnes v060 released
> How I get the zip support working in this release.

I don't know why you continue to have problems with this. Compressed archives load just fine for everyone else ... please let us know if you figure out what your issue was.

> And damn, isn't that nice, three packages less to manage as I build all the stuff in the same package now. Users can of course remove stuff from the PKGBUILD if they don't want/need the plugins. :-D

Whew, thanks. I was afraid of changing that last minute, actually. Didn't want to break your build system. But yeah, I really didn't want to upload all of those archives to Google Code one by one.

Bit iffy on what to do with the pixelshaders archive. It's duplicated in the binary and source versions for now. It's technically source, but works without compilation. Windows users only get one, Linux users only get the other.

> Speaking of emulation - what are your current plans, byuu?

Current plan is starting on Far East of Eden Zero now. As in right now, heh.

Once that's done (3-6 months projected), I want to go at the S-PPU. It's the biggest missing piece left.

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2010-02-08 at 07:59 PM
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Post Re: bsnes v060 released
i cannot even start up this release. i run it and it crashes immediately on windows vista sp2 32bit.


2010-02-08 at 09:02 PM
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Joined: 2009-09-05 at 08:01 AM

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Post Re: bsnes v060 released
byuu wrote:
> How I get the zip support working in this release.

I don't know why you continue to have problems with this. Compressed archives load just fine for everyone else ... please let us know if you figure out what your issue was.



I'm wondering if it's an incompatible zip format. I believe that later versions of WinZIP (and possibly 7-ZIP) can create archives that older zip products cannot open. I think the reason is that they use new compression methods other than deflate.
http://www.pcworld.com/article/110820/u ... ormat.html

I only ever use KZIP (or an old version of WinZIP) and I never have problems.


2010-02-08 at 09:40 PM
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Post Re: bsnes v060 released
Never mind Byuu. I keep on leaving one of the file out of the bsnes folder after I make them. Problem solve.

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bsnes compilation guide for Windows by Ver Greeneyes - viewtopic.php?f=3&t=74


2010-02-08 at 10:26 PM
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Joined: 2009-04-10 at 10:30 PM

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Post Re: bsnes v060 released
wow, excellent release, and I'm looking forward toseeing your progress on Far East of Eden Zero.

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2010-02-08 at 10:53 PM
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Joined: 2009-04-11 at 04:21 AM

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Post Re: bsnes v060 released
Does this mean that the bsnes source will be moved to Subversion on Google Code soon?


2010-02-08 at 11:44 PM
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Post Re: bsnes v060 released
Experiment T wrote:
i cannot even start up this release. i run it and it crashes immediately on windows vista sp2 32bit.


Try deleting the folder at: %APPDATA% named .bsnes; or make a new, blank file called bsnes.cfg inside the bsnes executable directory. If it still crashes, no idea; sorry. Would need you to run gdb on a version built with -g and without -s.

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2010-02-08 at 11:49 PM
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Post Re: bsnes v060 released
byuu wrote:
Current plan is starting on Far East of Eden Zero now. As in right now, heh.

Once that's done (3-6 months projected) ...

Oh yeah; hey, keep us posted :) Having your own debugger again will be very nice, won't it?

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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)


2010-02-09 at 12:05 AM
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Joined: 2009-04-20 at 08:11 AM

Posts: 84
Post Re: bsnes v060 released
panzeroceania wrote:
I'm looking forward to seeing your progress on Far East of Eden Zero.


I'll second that one.

If I recall correctly byuu, you were planning on working with Tomato for this project?
If so, does that mean we're going to see blog updates in the same vein as Mother 3? :D


2010-02-09 at 12:51 AM
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Joined: 2009-04-13 at 09:29 PM

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Post Re: bsnes v060 released
I'm getting an immediate crash when attempting to load a pixel shader when using the Direct3D driver (when the fragment file is selected).

Using the OpenGL driver works fine, as it did in the past.

As an anecdote, if I load a shader when in OpenGL mode, then switch to Direct3D and restart bsnes, bsnes crashes immediately upon the next load (presumably, when it attempts to read the shader...) forcing a manual edit to bsnes.cfg.

Anyone seeing anything like this?

Using WinXP, nVidia 8800GT (revision 195.62 driver), running with a fresh bsnes.cfg.


2010-02-09 at 01:49 AM
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Post Re: bsnes v060 released
You may be missing the 9.0c version of d3dx_24.dll. It seems to have issues on _40 and above, possibly on some older ones, too. Most likely because Microsoft keeps modifying the DX9 structures on us. Once I find out which ones are safe, I'll limit the range of acceptable D3DX DLL versions.

Try downloading this, and place it in c:\windows\system32:
http://rapidshare.com/files/347798034/d3dx9_24.dll.html

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2010-02-09 at 01:59 AM
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