Next Generation Emulation banner
1 - 3 of 3 Posts

·
Registered
Joined
·
5,355 Posts
Discussion Starter · #1 ·
The most notable feature for this release is the addition of SuperFX support. This enables an additional eight commercial games, and two unreleased betas, to run with full support. Most notably of these would be Super Mario World 2: Yoshi's Island and Starfox. Though timing is not quite perfect just yet, there should be no known issues with any titles at the time of this release. That means there should only be two official, commercially-released titles that are not compatible with bsnes at this time: Quick-move Shogi Match with Nidan Rank-holder Morita 1 and 2 (using the ST011 and ST018 co-processors, respectively.)

SuperFX support was the work of many people. GIGO was a great help by providing the source code to his SuperFX emulator (for reference; the implementation in bsnes is my own design), _Demo_ was very helpful in getting Starfox to work properly, and Jonas Quinn provided roughly a half-dozen very important bug fixes that affected nearly every SuperFX game. Without them, this release would not be possible. So please do thank them if you appreciate SuperFX support in bsnes.

Please note that SuperFX emulation is very demanding. I hate to have to repeat this, but once again: bsnes is a reference emulator. It exists to better understand the SNES hardware. It is written in such a manner as to be friendly to other developers (both emulator authors and game programmers), and the findings are meant to help improve other emulators. As far as I know, bsnes is the first emulator to fully support all SuperFX caching mechanisms (instruction cache, both pixel caches, ROM and RAM buffering caches, ...); as well as many other obscure features, such as full support for ROM / RAM access toggling between the SNES and SuperFX CPUs, and multiplier overhead timing. By emulating these, I was able to discover what additional components are needed to emulate Dirt Racer and Power Slide, two titles that no emulator has yet been able to run (they aren't very good games, you weren't missing much.) It should be possible to backport these fixes to faster emulators now.

That said, with a Core 2 Duo E8400 @ 3GHz, on average I get ~100fps in Super Mario World 2, ~95fps in Starfox and ~85fps in Doom. Compare this to ~165fps in Zelda 3, a game that does not use the SuperFX chip. My binary releases also target 32-bit x86 architecture. For those capable of building 64-bit binaries, especially Linux users, that should provide an additional ~10% speedup. Be sure to profile the application if you build it yourself.

Lastly on the SuperFX front, note that Starfox 2 is fully playable, but that most images floating around have corrupted headers. I do not attempt to repair bad headers, so these images will not work. Please either use NSRT on the Japanese version, or use Gideon Zhi's English fan translation patch, if you are having trouble running this title.

With that out the way, a few other improvements have been made to this release: xinput1_3.dll is no longer required for the Windows port (though you will need it if you want to use an Xbox 360 controller), the video drivers in ruby now allocate the smallest texture size possible for blitting video, and the code has been updated with preliminary compilation support for Mac OS X. Note that I will not be releasing binaries for this: it is primarily meant for developers and for porting my other libraries to the platform. Richard Bannister maintains a much better OS X port with full EE support and a native Apple GUI that follows their interface guidelines much better than a Qt port ever could. He has also synced the Mac port with this release. You can find a link to that in the bsnes download section.
Site @ byuu's homepage
 
1 - 3 of 3 Posts
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top