Snes9x 1.43
- Win32: Disabled Netplay (funkyass)
- Win32: Various fixes, including ROM dialog (funkyass)
- Win32: New Input Config Dialog (funkyass)
- 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)
- OpenGL info message font fix (zones)
- APU timer fix (zones, Nach)
- 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)
- C90 and aclocal 1.8 warning fixes (thanks Ville Skytt� (PBortas)
- Unix: AMD64 compilation fixes. (PBortas)
- Added support for NSRT Team's JMA format (Nach, NSRT Team, funkyass)
- Unix: Loading a zip file on binaries without zip support
will give an appropriate error message (Nach)
- Unix: Added install target with proper --prefix handling. (PBortas)
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
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- 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