*** empty log message ***
This commit is contained in:
@@ -1,110 +0,0 @@
|
||||
Compiling the Source Code:
|
||||
--------------------------
|
||||
|
||||
Well, for the moment, zsnes source may be a little hard to compile. Here
|
||||
is a quick guide (based on my own experience and on a doc written by zsKnight)
|
||||
explaining how to compile zsnes. With these tools, I can build both dos and
|
||||
win version, I hope it will also work for you
|
||||
|
||||
(slightly updated by stainless)
|
||||
|
||||
|
||||
First, you need the following software:
|
||||
|
||||
Dos port :
|
||||
- NASM v0.98 or higher
|
||||
- DJGPP v2 or higher, (GCC also installed) : http://www.delorie.com/djgpp/
|
||||
using the zip picker, the default choices are ok if you
|
||||
check C and C++ in the programming languages. You also need
|
||||
to get zlib which is available with the full distribution
|
||||
of djgpp. You can get it at :
|
||||
ftp://ftp.simtel.net/pub/simtelnet/gnu/djgpp/v2tk/zlib112b.zip
|
||||
- zlib : http://www.info-zip.org/pub/infozip/zlib/
|
||||
- libpng : http://www.libpng.org/
|
||||
Build the static versions of both of these libraries using
|
||||
DJGPP and do a 'make install' to put them where DJGPP
|
||||
can find them. Afterwards you can go ahead and delete
|
||||
the source for them from your hard drive.
|
||||
|
||||
Then to build the executable, go to the src directory and type:
|
||||
make -f makefile.dos
|
||||
|
||||
You may also want to compress zsnes.exe with upx (http://upx.sourceforge.net),
|
||||
it will divide its size by 10.
|
||||
|
||||
|
||||
Windows port :
|
||||
- GNU Make : it comes with djgpp
|
||||
- NASM v0.98 : http://www.kernel.org/pub/software/devel/nasm/
|
||||
- MSVC++ 6.0 or higher : not freely available, you'll have to buy it
|
||||
You need to run VCVARS32.BAT. If you get an
|
||||
out of environment space error, type 'command /e:32768'
|
||||
(to create a new command.com entity with more
|
||||
environment space)
|
||||
I have been able to successfully build ZSNES using the
|
||||
Intel C++ drop-in replacement for Microsoft's C++ compiler
|
||||
that comes with MSVC++ 5 and above. Since ZSNES contains
|
||||
relatively small amounts of C, I don't see how Intel's
|
||||
compiler could provide any useful optimizations (maybe
|
||||
for winlink.cpp?).
|
||||
- DX8.0 SDK or higher : you can get it at microsoft.com. It is quite big.
|
||||
Also, edit makefile.win to set the correct path to your
|
||||
SDK. I also had some problems with vc++ using its own
|
||||
(old) directx headers instead of the sdk headers. I replaced
|
||||
these old headers (in the include directory of vc++ dir)
|
||||
with the newer ones.
|
||||
- zlib : http://www.info-zip.org/pub/infozip/zlib/
|
||||
you need the Win9x/WinNT static library (the dll version
|
||||
doesn't seem to work with zsnes). Rename the static version
|
||||
to zlib.lib and put it somewhere where vc++ will find it
|
||||
(for example, the lib directory in vc++ dir).
|
||||
- libpng : http://www.libpng.org/
|
||||
I'm not sure if the dynamically linked version of libpng
|
||||
will work with ZSNES. To be safe I would recommend to just
|
||||
go ahead and build the static version. Rename it to libpng.lib
|
||||
and put it somewhere where MSVC++ will find it (usually the
|
||||
lib subdirectory of your main MSVC++ directory).
|
||||
|
||||
Don't forget to set the correct path to the directx sdk in makefile.win!
|
||||
Then to build the executable, go to the src directory and type:
|
||||
make -f makefile.win
|
||||
|
||||
You may also want to compress zsnesw.exe with upx (http://upx.sourceforge.net),
|
||||
it will divide its size by 10.
|
||||
|
||||
|
||||
Linux port:
|
||||
I assume the standard development tools are installed (gcc, make, ...)
|
||||
You'll also need :
|
||||
- SDL (Simple DirectMedia Layer) : check www.libsdl.org to grab SDL 1.2.0 or
|
||||
later. If you are using rpm packages, don't
|
||||
forget the -devel package.
|
||||
- NASM v0.98 : http://www.kernel.org/pub/software/devel/nasm/
|
||||
the version found on http://nasm.2y.net/ DOES NOT WORK
|
||||
with zsnes sources. When you type nasm -r, you must get
|
||||
'NASM version 0.98' and not 'NASM version 0.98.08' if you
|
||||
have the correct version
|
||||
- zlib : http://www.info-zip.org/pub/infozip/zlib/
|
||||
it is probably already installed on your
|
||||
system, maybe you are just missing the
|
||||
development headers. Check in the
|
||||
packages available with your distribution
|
||||
or go to the page above
|
||||
- libpng : http://www.libpng.org/
|
||||
You might also need libpng, ZSNES will compile without
|
||||
PNG support but I have found doing so to make ZSNES
|
||||
unstable for some weird reason. If you don't have
|
||||
libpng, either get it and install it or pass the
|
||||
--without-png option to the 'configure' script.
|
||||
|
||||
Then to build the executable, go to the src directory and type:
|
||||
./configure && gmake && gmake install
|
||||
|
||||
Note: you require root to install zsnes to the the default (/usr/local/*)
|
||||
directory
|
||||
|
||||
Also Note: libpng (optional) needs to be recent, or zsnes will not use it
|
||||
|
||||
You may also want to compress the zsnes executable with upx
|
||||
(http://upx.sourceforge.net), it will divide its size by 10.
|
||||
|
||||
@@ -1,38 +0,0 @@
|
||||
--------------
|
||||
The ZSNES Team
|
||||
--------------
|
||||
|
||||
zsKnight <zsknight@zsnes.com>
|
||||
_Demo_ <z_demo_z@users.sourceforge.net>
|
||||
pagefault
|
||||
|
||||
------------------
|
||||
Assistant Coders
|
||||
------------------
|
||||
pharos
|
||||
stainless
|
||||
Nach
|
||||
|
||||
------------------
|
||||
Additional Authors
|
||||
------------------
|
||||
|
||||
pharos
|
||||
teuf
|
||||
relnev
|
||||
prometheus
|
||||
theoddone33
|
||||
EvilTypeGuy
|
||||
StatMat
|
||||
MKendora
|
||||
hpsolo
|
||||
aaronl
|
||||
Diablo-D3
|
||||
|
||||
-------------
|
||||
Miscellaneous
|
||||
-------------
|
||||
|
||||
Wilbern Cobb - initial OpenBSD work
|
||||
Thorsten "mirabile" Glaser - more OpenBSD integration
|
||||
Mitchell "The Khan Artist" Mebane - manpage
|
||||
@@ -1,342 +0,0 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
||||
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
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|
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General Public License applies to most of the Free Software
|
||||
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|
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When we speak of free software, we are referring to freedom, not
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|
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|
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To protect your rights, we need to make restrictions that forbid
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These restrictions translate to certain responsibilities for you if you
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GNU GENERAL PUBLIC LICENSE
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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||||
0. This License applies to any program or other work which contains
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Activities other than copying, distribution and modification are not
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How to Apply These Terms to Your New Programs
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||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program is interactive, make it output a short notice like this
|
||||
when it starts in an interactive mode:
|
||||
|
||||
Gnomovision version 69, Copyright (C) year name of author
|
||||
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, the commands you use may
|
||||
be called something other than `show w' and `show c'; they could even be
|
||||
mouse-clicks or menu items--whatever suits your program.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
|
||||
`Gnomovision' (which makes passes at compilers) written by James Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1989
|
||||
Ty Coon, President of Vice
|
||||
|
||||
This General Public License does not permit incorporating your program into
|
||||
proprietary programs. If your program is a subroutine library, you may
|
||||
consider it more useful to permit linking proprietary applications with the
|
||||
library. If this is what you want to do, use the GNU Library General
|
||||
Public License instead of this License.
|
||||
|
||||
|
||||
100
zsnes/opengl.txt
100
zsnes/opengl.txt
@@ -1,100 +0,0 @@
|
||||
This document is no longer up-to-date, but is a good start to
|
||||
understanding how the OpenGL code works for non-filtered modes.
|
||||
-------------------------------------------------------------------------
|
||||
|
||||
OpenGL is currently only available on Linux and via CVS. For the most
|
||||
part, it works and fairly stable. Please send all comments, suggestions,
|
||||
and bug fixes to hpsolo@my-deja.com. DO NOT EMAIL THE OTHER DEVELOPERS
|
||||
SINCE THEY ARE not INVOLVED WITH THIS CODE. And please make sure you've
|
||||
read through the list of known issues before sending your bug report.
|
||||
|
||||
|
||||
HOW OPENGL RENDERS THE SNES VIDEO BUFFER
|
||||
|
||||
The SNES video buffer has dimensions 288x224 (sometimes 288x239 for
|
||||
certain games; however I have not come across any). The first 16 and last
|
||||
16 column of pixels are not displayed (perhaps used as a scrolling
|
||||
buffer?), so the only important part of the video buffer is the middle
|
||||
256x224 pixels. The SNES video buffer pointer is vidbuffer. With OpenGL,
|
||||
only the visible 256x224 pixels are needed and they are cropped into
|
||||
glvidbuffer. glvidbuffer is then turned into a texture that gets bound to
|
||||
a QUAD whose size depends on whether ZSNES uses aspect ratio to display
|
||||
each frame.
|
||||
|
||||
|
||||
HI-RES FILTERS WITH OPENGL
|
||||
|
||||
The video mode selection is taken care of by SDL, including full
|
||||
screen mode. The current code does not allow for many hi-res filter
|
||||
options. While it is not difficult to implement the hi-res features using
|
||||
the current filtering code (in copyvwin.asm), it appears that the code for
|
||||
copy640x480x16bwin() causes memory corruption and sometimes segfaults when
|
||||
you exit ZSNES. For this reason, the filters have been left out. You can,
|
||||
however, add it in yourself by:
|
||||
|
||||
1. allocating enough memory space for glvidbuffer (use realloc)
|
||||
2. assign glvidbuffer to the destination pointer SurfBufD (instead of
|
||||
surface->pixels)
|
||||
3. setting Temp1 to surface->pitch, i.e. Temp1 = 2*SurfaceX
|
||||
4. calling copy640x480x16bwin()
|
||||
5. correctly binding the glvidbuffer as a texture to a QUAD
|
||||
|
||||
There is a old patch that enables these filters and it is located at:
|
||||
http://www.students.uiuc.edu/~handuong/opengl.patch2
|
||||
|
||||
|
||||
3DFX USERS (VOODOO2 AND OLDER HARDWARE)
|
||||
|
||||
Lord_Nightmare managed to get OpenGL to work on a Voodoo2. Some
|
||||
things you'll need to do in order to get ZSNES OpenGL to work on your
|
||||
Voodoo:
|
||||
|
||||
1. Make sure to have the latest Mesa drivers and compile it with
|
||||
the following option:
|
||||
|
||||
make -f Makefile.X11 linux-386-glide
|
||||
|
||||
Voodoo2 users might want to use:
|
||||
|
||||
make -f Makefile.X11 linux-386-opt-glide
|
||||
|
||||
since that is optimized for Voodoo2 cards. According the the
|
||||
XFree86 website, Voodoo3 users (and later) should have DRI
|
||||
support via the tdfx driver so this might not be needed.
|
||||
|
||||
2. When you run ZSNES, make sure to set the environment variable
|
||||
MESA_GLX_FX to either w or f (window/full screen). E.g. use
|
||||
|
||||
export MESA_GLX_FX=f
|
||||
|
||||
if you use a bash shell. Theoretically using the w option
|
||||
should work, but it not only is slow (5fps) but seems
|
||||
broken. Voodoo Rush users might be able to get by.
|
||||
|
||||
Note that only the 640x480 full screen mode works on the Voodoo2 cards
|
||||
so please do not email me about the other video modes. Files which
|
||||
might be useful to have before compiling anything:
|
||||
|
||||
Device3Dfx, Glide_SDK, Glide_V2 (or Glide_XXXX depending on your card)
|
||||
|
||||
I believe Glide 2 is what you want, as Glide 3 doesn't work for older
|
||||
hardware. Also Device3Dfx may not be implemented the same way for 2.4.x
|
||||
kernels.
|
||||
|
||||
|
||||
KNOWN ISSUES (AND SOME WORK-AROUNDS)
|
||||
|
||||
- after many video mode switches (all windowed), switching to full screen
|
||||
then back to window mode cases an SDL parachute exit; try not to use too
|
||||
many video mode changes, and restart ZSNES every once in a while if you
|
||||
are just testing out video modes
|
||||
|
||||
- segfault after having compiled the source -- this might be due to an old
|
||||
zguicfg.dat file; delete this and see if the problem gets fixed
|
||||
|
||||
|
||||
TODO
|
||||
|
||||
- use something like SDL_GL_UpdateRects with hi-res filters
|
||||
|
||||
-- hpsolo --
|
||||
@@ -1,4 +0,0 @@
|
||||
If you need help to compile ZSNES, read install.txt, or if you want a directory
|
||||
to the sources, read srcinfo.txt. The offical website is at http://www.zsnes.com
|
||||
and the sourceforge mirror is at http://zsnes.sourceforge.net/. The development chat is on
|
||||
#zsnes on irc.freenode.net.
|
||||
@@ -1,170 +0,0 @@
|
||||
|
||||
(this part was written by zsKnight)
|
||||
|
||||
File List/Information
|
||||
---------------------
|
||||
|
||||
; Porting Routine Files
|
||||
|
||||
-DOS-
|
||||
ZLOADER.C ; Start-up C routines for DOS (Commandline parser, etc.)
|
||||
DOSINTRF.ASM ; DOS Interface routines (File,video,timers,etc.)
|
||||
|
||||
-WINDOWS-
|
||||
ZLOADERW.C ; Start-up C routines for Windows (Commandline parser, etc.)
|
||||
Winintrf.asm ; Windows Interface routines (File,video,timers,etc.)
|
||||
winlink.cpp ; Win32 routines (DirectX, Win32 functions)
|
||||
ztcp.c ; TCP/IP & UDP driver
|
||||
copyvwin.asm ; Video Blitter for D modes
|
||||
|
||||
-LINUX-
|
||||
copyvwin.asm ; Video Blitter for D modes
|
||||
gl_draw.c ; OpenGL routines for drawing the video buffer
|
||||
gl_draw.h ;
|
||||
protect.c ;
|
||||
sdllink.c ; SDL routines (video, input, sound init)
|
||||
sdlintrf.asm ; Interface routines
|
||||
sw_draw.c ; Software (via SDL) drawing routines
|
||||
sw_draw.h ;
|
||||
zfilew.c ;
|
||||
zipxw.c ;
|
||||
zloaderw.c ;
|
||||
zsnes.1 ; man page for zsnes
|
||||
ztcp.c ; TCP/IP (Netplay)
|
||||
|
||||
; ----------------------------------------------------------------
|
||||
; The following are generally compiled for both ports, but they
|
||||
; are not necessarily used by both
|
||||
; ----------------------------------------------------------------
|
||||
|
||||
; General Stuff
|
||||
MACROS.MAC ; Global Macro file (NEWSYM/EXTSYM global var control macros)
|
||||
UI.ASM ; Start-up/initialization routines (env variables, cfg
|
||||
; loader, memory allocation, etc.)
|
||||
INIT.ASM ; Emulation initialization routines (eg. memory map, emu
|
||||
; variables, etc.)
|
||||
CFGLOAD.ASM ; ZSNES.CFG/ZSNESW.CFG file loading/parsing routines
|
||||
PROCVID.ASM ; In-game video initialization/text displays/mouse routines/
|
||||
; 8-bit palette/F3 menu routines
|
||||
TABLE.ASM ; Generates the SNES CPU tables (but in an inefficient way)
|
||||
TABLEB.ASM
|
||||
TABLEC.ASM
|
||||
STABLE.ASM
|
||||
VCACHE.ASM ; Performs tile caching and also vframe initialization stuff
|
||||
MENU.ASM ; F1 Menu routines
|
||||
ENDMEM.ASM ; Where those large arrays go
|
||||
ZFILE.C ; File Access Routines
|
||||
GBLHDR.H ; Global Header Stuff
|
||||
|
||||
; ZSNES GUI Stuff
|
||||
GUI.ASM ; Main GUI file
|
||||
GUITOOLS.INC ; Simple tools for the GUI
|
||||
GUIWINDP.INC ; GUI Window Display Routines
|
||||
GUINETPL INC ; GUI Netplay Routines
|
||||
GUILOAD INC ; GUI File Load Routines
|
||||
GUIKEYS INC ; GUI Keyboard Input Routines
|
||||
GUIMOUSE INC ; GUI Mouse Input Routines
|
||||
GUICHEAT INC ; GUI Cheat Code Routines (search + regular codes)
|
||||
GUICOMBO INC ; GUI Key Combo Routines
|
||||
GUIMISC INC ; Misc GUI Stuff (Movie, Joystick setting (display) routines,
|
||||
; SNES Reset Function
|
||||
|
||||
; DOS Specific stuff
|
||||
VESA2.ASM ; VESA2 DOS Routines
|
||||
VESA12.ASM ; VESA1.2 DOS Routines
|
||||
ZSIPX.ASM ; IPX routines (DOS)
|
||||
JOY.ASM ; DOS Joystick Drivers
|
||||
COPYVID.INC ; Graphics blitter routines for DOS (copys screen to display)
|
||||
INITVID.ASM ; Video Initialization routines (DOS)
|
||||
DEBUG.ASM ; SNES Debugger routines
|
||||
SW.ASM ; Sidewinder routines
|
||||
SW32.ASM ; More Sidewinder routines (not sure which file is the real
|
||||
; one)
|
||||
GPPRO.ASM ; Gamepad Pro routines (non-USB)
|
||||
MODEMRTN.ASM ; DOS Modem routines
|
||||
|
||||
; Graphics Enhancers
|
||||
2XSAIMMX.INC ; Kreed's 2xSaI routines
|
||||
2xSaI.cpp ; Kreed's Super 2xSaI routines
|
||||
2xsaiw.asm ; 2xSaI for windows (without selector usage)
|
||||
water.c ; Water Effect
|
||||
|
||||
; SNES CPU Emulation routines
|
||||
execute.asm ; Main emulation execution loop routines (includes save
|
||||
; states and in-game netplay routines)
|
||||
SPC700.ASM ; SNES SPC700 Sound CPU emulation routine files
|
||||
SPCADDR.INC
|
||||
SPCDEF.INC
|
||||
DSPPROC.ASM ; SNES Digital Sound Processor main emulation routines
|
||||
DSP.ASM ; SNES Digital Sound Processor register routines
|
||||
DMA.ASM ; SNES PPU DMA/HDMA routines
|
||||
IRQ.ASM ; SNES 65816 IRQ routines (VIRQ/NMI)
|
||||
MEMORY.ASM ; SNES Memory access routines + C4 routines (Sorry that I
|
||||
; didn't have these in a separate file since a small memory
|
||||
; hack of the C4 originated on this file and just grew and
|
||||
; grew)
|
||||
E65816.INC ; 65816 emulation routines (w/o SPC700)
|
||||
65816D.INC
|
||||
E65816B.INC ; 65816 emulation routines (Debugger I think)
|
||||
65816DB.INC
|
||||
E65816C.INC ; 65816 emulation routines (w/ SPC700) - Sorry about these
|
||||
; 3 files. They used to be just 1 until I removed the
|
||||
; self-modifying code routines
|
||||
65816DC.INC
|
||||
SE65816.INC ; 65816 emulation routines (SA-1)
|
||||
S65816D.INC
|
||||
ADDRNI.ASM ; 65816 Non-incrementing addressing modes
|
||||
ADDRNI.INC
|
||||
SADDRNI.INC
|
||||
ADDRESS.INC ; 65816 Incrementing addressing modes
|
||||
ADDRESS2.INC
|
||||
SADDRESS.INC
|
||||
REGS.INC ; SNES I/O register emulation
|
||||
REGS.MAC
|
||||
REGSW.INC
|
||||
REGSW.MAC
|
||||
|
||||
; SNES PPU Emulation Routines
|
||||
MAKEVID.ASM ; 8-bit old graphics engine
|
||||
MAKEV16B.ASM ; 16-bit old graphics engine
|
||||
MAKEV16T.ASM ; 16-bit old graphics engine (transparencies)
|
||||
MV16TMS.ASM ; 16-bit old graphics engine (transp w/ Main+Sub enabled)
|
||||
MODE7.ASM ; 8-bit mode 7 routines
|
||||
MODE7.MAC
|
||||
MODE7EXT.ASM ; 8-bit mode 7 EXTBG routines
|
||||
MODE716B.ASM ; 16-bit mode 7 routines
|
||||
MODE716T.ASM ; 16-bit mode 7 routines (transparencies)
|
||||
MODE716E.ASM ; 16-bit mode 7 EXTBG routines
|
||||
M716TEXT.ASM ; 16-bit mode 7 EXTBG routines (transparencies)
|
||||
MODE716D.ASM ; 16-bit mode 7 Direct routines
|
||||
mode716.asm ; Mode 7 16-bit new graphics engine routines
|
||||
mode716.mac
|
||||
NEWGFX.ASM ; 8-bit new graphics engine files
|
||||
NEWGFX.MAC
|
||||
NEWGFX2.ASM
|
||||
NEWGFX2.MAC
|
||||
NEWGFXB.MAC
|
||||
NEWGFXWN.MAC
|
||||
newgfx16.asm ; 16-bit new graphics engine files
|
||||
newgfx16.mac
|
||||
NEWG162.ASM
|
||||
newg162.mac
|
||||
NEWG163.MAC
|
||||
NEWG16WN.MAC
|
||||
VIDMACRO.MAC ; Generic Video Macros File
|
||||
VIDMACRB.MAC
|
||||
|
||||
; Special Chip Emulation Routines
|
||||
FXEMU2.ASM ; Super FX emulation files
|
||||
FXEMU2.MAC
|
||||
FXEMU2B.ASM
|
||||
FXEMU2B.MAC
|
||||
FXEMU2C.ASM
|
||||
FXEMU2C.MAC
|
||||
FXTABLE.ASM
|
||||
SFXPROC.ASM
|
||||
DSP1PROC.ASM ; DSP1 communication routines
|
||||
DSP1EMU.C ; DSP1 C routines (also includes some C4 C routines)
|
||||
SA1PROC.ASM ; SA-1 processing routines
|
||||
SA1REGS.ASM ; SA-1 registers, also includes S-DD1 and SPC7110 routines
|
||||
|
||||
@@ -1,32 +0,0 @@
|
||||
|
||||
** NOTE ** If you are looking to submit a bug report to the ZSNES
|
||||
development team, this is the wrong document to be reading.
|
||||
|
||||
Please read the 'BUGINFO.TXT' that came with your distribution.
|
||||
|
||||
=========================
|
||||
Getting help with ZSNES
|
||||
=========================
|
||||
|
||||
To get help with ZSNES you can visit the ZSNES message boards.
|
||||
Please, read the rules thoroughly before posting anything.
|
||||
|
||||
http://board.zsnes.com/phpBB2/
|
||||
|
||||
There are also several mailing lists devoted to ZSNES which are
|
||||
kindly hosted by SourceForge. They are usually low-traffic.
|
||||
|
||||
http://sourceforge.net/mail/?group_id=19677
|
||||
|
||||
And last, but not least, there are several IRC channels which
|
||||
have been created for the sole purpose of worshiping ZSNES. :)
|
||||
|
||||
=================
|
||||
#ZSNES on irc.freenode.net
|
||||
=================
|
||||
|
||||
This is where all of the old developers of ZSNES used to hangout
|
||||
(and probably where they met). Some of the developers such as
|
||||
_Demo_, pagefault, and stainless, and tons of ZSNES fans hangout
|
||||
here. Be warned that this channel is usually plagued with adult
|
||||
humor, links and requests for warez and ROMs, and always off-topic.
|
||||
@@ -1 +0,0 @@
|
||||
Someone needs to edit this file.
|
||||
@@ -1,14 +0,0 @@
|
||||
Some Issues :
|
||||
|
||||
Windows Port:
|
||||
- OpenGL, or Direct3D support would be nice
|
||||
- Use another (free) compiler for the windows version (cygwin?)
|
||||
- Auto-detect high/low latency connections and adjust settings accordingly
|
||||
|
||||
Compatibility
|
||||
- Game not working - Guikuden 1 (and some more)
|
||||
- Graphics Glitches - Uniracers (2p mode), Killer Instinct (couple stages,
|
||||
black background), FF3 (some sprite clipping probs), Metal Combat,
|
||||
Tactic Ogre (Menus?)
|
||||
- Special Chips - DSP1 (95% done), DSP2 (0% done), SA-1 (95% done),
|
||||
SDD-1 (decompression left), and others
|
||||
@@ -1,782 +0,0 @@
|
||||
What's New :
|
||||
------------
|
||||
|
||||
v1.36
|
||||
- Fixed Gunforce, added invalid HDMA modes. [_Demo_]
|
||||
(Thanks Overload!)
|
||||
- New BRR decoding method, this should resolve all the sound
|
||||
issues introduced in 1.35 and fix new ones.
|
||||
(Noise simulation isn't used anymore) [_Demo_]
|
||||
- Fixed another bug with command-line netplay. (Windows only)
|
||||
[pagefault]
|
||||
- Fixed hang in NBA Live 95 and 96. [_Demo_] (Thanks Overload!)
|
||||
- Fixed sound not working on first run. (Windows only) [pagefault]
|
||||
- Fixed some more mode 4 issues in the new gfx engine. [pagefault]
|
||||
- Added offset mode disable toggle to 8-bit new gfx engine.
|
||||
[pagefault]
|
||||
- Fixed SPC hang in 90 Minutes European Prime Goal
|
||||
by clearing spcram. [_Demo_]
|
||||
- Updated fix for Clayfighter to fix some bugs in battle. [_Demo_]
|
||||
- Fixed crash with certain games. (SDL/*nix only) [theoddone33]
|
||||
- Added better OBC1 detection. [_Demo_]
|
||||
- Special hack for Samurai Showdown IRQ problem. [_Demo_]
|
||||
- Special hack for Kamen Rider menu, requires special latch reading.
|
||||
[_Demo_]
|
||||
- Special hack for Super Famista 1 & 2 SPC bugs. [_Demo_]
|
||||
- Fixed some more bugs in video code. (Thanks Perryman for the video
|
||||
table) (Windows only) [pagefault]
|
||||
- Fixed Digital Devil Story hang by modifying the spc code.
|
||||
You must start a new game for the fix to work. [_Demo_]
|
||||
- Modified work ram init value to 0x55. (Thanks TRAC)
|
||||
|
||||
v1.35
|
||||
- Fixed triple buffering corruption on some VESA 2.x video modes,
|
||||
a very nasty bug which accidentally slipped into version 1.337.
|
||||
[stainless] (DOS only)
|
||||
- Added full scanlines to 320x256x8b Mode-X. Uses the same timings
|
||||
as the 256x256x8b full scanlines, so it may or may not work
|
||||
correctly depending on your video card.
|
||||
[stainless] (DOS only)
|
||||
- Linked the EAGLE engine to the filtered GUI option and fixed
|
||||
guassian interpolation which has been broken since version 1.71b.
|
||||
[stainless, kode54] (DOS only/all ports)
|
||||
- Cleaned up the 320x480x8b and 320x240x16b blitters and added
|
||||
MMX support to 320x480x8b for a nice speed increase.
|
||||
[stainless] (DOS only)
|
||||
- Added 640x400 alternatives to 512x384 video modes for video
|
||||
cards which don't have them. Added a small screen option to
|
||||
the 512x384 and 640x400 video modes with MMX support. Also
|
||||
added a "wide screen" option to 640x400 video modes.
|
||||
[stainless] (DOS only)
|
||||
- Added a full screen option to the 320x480 video modes, along
|
||||
with a basic interpolation to 320x240x16b and 320x480x16b
|
||||
Full screen in 320x480x16b has full/25%/50% scanlines and
|
||||
interpolation has full scanlines.
|
||||
[stainless] (DOS only)
|
||||
- Added experimental 800x600 video modes. Fixed 'n' command-line
|
||||
option to allow toggling of 25%/50% in addition to full, also
|
||||
cleaned up the command-line options message and the config file.
|
||||
Noticed some video modes were way off-centered, fixed that
|
||||
too, should now be perfect.
|
||||
[stainless] (DOS only)
|
||||
- Fixed printing of MMX enabled message on the GUI background if
|
||||
you checked MMX SUPPORT under CONFIG -> OPTIONS. Also, if you
|
||||
check MMX SUPPORT by using the keyboard shortcut it will now
|
||||
attempt to actually detect MMX before enabling it. :)
|
||||
[stainless, pagefault] (DOS only)
|
||||
- Command line support in windows port [StatMat]
|
||||
- Fixed problem when some video modes were not being saved. (Windows
|
||||
only) [pagefault]
|
||||
- Lots of updates to Linux/SDL version, including sound fixes, video
|
||||
code updates and other misc bugs. [theoddone33, Thorsten Glaser,
|
||||
Wilbern Cobb]
|
||||
- Fixed gamma in PNG snapshots. [pagefault]
|
||||
- Added several new goodies to the GUI, which include a force
|
||||
8-bit sound option (fixes a few cards under WinMe), a second
|
||||
water effect, and an experimental smoke effect.
|
||||
[stainless] (DOS only/all ports)
|
||||
- Fixed problem with sound getting disabled when running command-line
|
||||
network games. (Windows only) [pagefault]
|
||||
- Updated video code in Windows port to properly display 239 line
|
||||
modes. (Windows only) [pagefault]
|
||||
- Commented, unified, and cleaned up the Mode-Q and Mode-X
|
||||
blitters. I did a major overhaul to the DOS video code, I cleaned
|
||||
up and reorganized it alot, and there seem to be no problems as of
|
||||
yet. [stainless, TRAC] (DOS only)
|
||||
- Fixed a bug in sprite priority rotation. (fix damage in FFMQ) [TRAC]
|
||||
- Fixed long delay between battles and fixed flickering colours
|
||||
on map in Front Mission. [pagefault]
|
||||
- Fixed hang when picking up apples in Equinox. [pagefault]
|
||||
- Fixed keyon bug in DSP code, fixes sounds in Flaskback 3
|
||||
Language Edition (Thanks neviski) [_Demo_]
|
||||
- Fixed "disco colours" in NBA Hangtime when the ball drops.
|
||||
[pagefault]
|
||||
- Fixed an NMI issue with register $4212, fixes hang in Cu-On-Pa,
|
||||
Bubsy and others. [pagefault]
|
||||
- Fixed a mode 4 bug in the new graphics engine that was causing
|
||||
the title screen in The Lost Vikings to be scrambled. [pagefault]
|
||||
- Added support for Super System arcade system, set DIP switches
|
||||
in add-on's menu in GUI. Games MUST be zipped in order to load.
|
||||
[pagefault]
|
||||
- Added special support for Earthworm Jim 2 sound effects. [_Demo_]
|
||||
- Added hack for Deaetonosama Apareitiban. [_Demo_]
|
||||
- Fixed super scope position reading. [_Demo_]
|
||||
- Modified a few timing things. [_Demo_]
|
||||
- Fixed some 65816 instructions in processor emulation mode. [_Demo_]
|
||||
- Added special timing for Grand Prix 3. [_Demo_]
|
||||
- Modified sound decoding another time (helps various noise
|
||||
sounds like DQ6). [_Demo_]
|
||||
- Modified joypad reading for VS Collection. [_Demo_]
|
||||
- Special modification for Bahamut Lagoon and Clay Fighter to
|
||||
delay write to the hdma register. (those games need dma delay
|
||||
implemented) [_Demo_]
|
||||
- Lots of other minor fixes and things we forgot to mention.
|
||||
|
||||
|
||||
v1.337 - This release is dedicated to zsKnight and his family
|
||||
|
||||
All ports
|
||||
---------
|
||||
- Added a customizable key to toggle display of the game clock
|
||||
[pagefault]
|
||||
- Added support for up to 100 SPC file saves per game [pagefault]
|
||||
- Added customisable keys to increment and decrement the save state
|
||||
slot [pagefault]
|
||||
- Added a customisable key to quickly save an SPC file [pagefault]
|
||||
- Added force NTSC/PAL and force HiROM/LoROM options to GUI
|
||||
[pagefault]
|
||||
- Added a customisable key to toggle the display of the FPS counter
|
||||
[pagefault]
|
||||
- Added keyboard shortcuts to video options menu [pagefault]
|
||||
- Added feature to automatically increment save state slot after each
|
||||
save [pagefault]
|
||||
- Added new 8-point sound interpolation and two new lowpass filters
|
||||
(requires a fast processor, 8pt interpolation and high quality
|
||||
lowpass requires an MMX processor) [kode54]
|
||||
- Fixed an annoying bug when the menu selection bar would be floating
|
||||
in thin air (Thanks to EMu LoRd for pointing this out) [pagefault]
|
||||
- Fixed MMX toggle option, now saved when you restart ZSNES
|
||||
[pagefault]
|
||||
- Fixed freeze/crash when saving SPC files [pagefault]
|
||||
- Fixed filtered GUI option with 2xSaI enabled not refreshing the
|
||||
screen [pagefault]
|
||||
- Fixed graphics when reseting a game with 2xSaI engine on and the FPS
|
||||
counter and/or game clock on [pagefault]
|
||||
- Fixed Vortex, Clayfighter 2, Mr. Nutz, Tenchi Wo Kurau Sangokushi
|
||||
Gunyuden and others now working again [_Demo_]
|
||||
- Fixed Umi Hara Kawa Se and Tin Tin in Tibet [_Demo_]
|
||||
- Fixed LoROM/HiROM detection code, Star Trek: Deep Space Nine and
|
||||
possibly others now working [pagefault]
|
||||
- Fixed Front Mission: Gun Hazard and Pocky and Rocky, now working
|
||||
again [_Demo_]
|
||||
- Fixed Neugier and Battle Grand Prix freezing after a certain point
|
||||
in the game. [_Demo_]
|
||||
- Fixed bug in rom header information and checksum status display,
|
||||
fixes Tales of Phantasia and others [pagefault]
|
||||
- Fixed Marko's Magical Football copy protection [pagefault]
|
||||
- Fixed problem with Filtered GUI enabled and parts of game screen
|
||||
would show up in GUI menus [pagefault]
|
||||
- Fixed frameskip command-line offset [pagefault]
|
||||
- Fixed Sim Earth, now loads but map is still not visible [_Demo_]
|
||||
- Fixed crash in Home Alone when starting a new game [_Demo_]
|
||||
- Fixed sprites in Super James Pond 2 and Kirby Avalanche (Thanks
|
||||
Snes9X for the info) [_Demo_]
|
||||
- Fixed 256x239 SNES resolution offset in Windows and Linux ports,
|
||||
games that use this resolution should now be displayed properly in
|
||||
these ports [_Demo_]
|
||||
- Fixed freeze in Accelebrid after a few seconds of gameplay [_Demo_]
|
||||
- Fixed cursor getting messed up in Windows and Linux ports when using
|
||||
a 16-bit desktop [_Demo_]
|
||||
- Fixed bugs when switching between fullscreen and windowed modes with
|
||||
fullscreen button in Windows and Linux port [pagefault]
|
||||
- Fixed Triple Buffering and vsync options so they can't be enabled at
|
||||
the time (Triple buffering includes vsync automatically) [pagefault]
|
||||
- Fixed sprite layer disappearing when changing screenshot formats or
|
||||
moving the F1 menu [pagefault]
|
||||
- Fixed a clipping offset bug in the new gfx engine [pagefault]
|
||||
- Fixed BG3 issue with sub-screens in new graphics engine, fixes gfx
|
||||
in Bahamut Lagoon's intro and lots of other games [pagefault]
|
||||
- Fixed timing problem in Clock Tower that caused it to freeze
|
||||
randomly in-game, implemented a hack for now [pagefault]
|
||||
- Fixed Cu-On-Pa freezing when starting a new game (Thanks to Lordtech
|
||||
for the help) [_Demo_]
|
||||
- Optimised global code base, most people should see a performance
|
||||
increase [pagefault, stainless]
|
||||
- Moved vsync option from game options menu to video options
|
||||
[pagefault]
|
||||
- Improved S-DD1 decompressed pack loading and execution, increases
|
||||
performance in S-DD1 decompressed pack games [pagefault]
|
||||
- Lots of debugger fixes and additions [byuu, bongo]
|
||||
- Removed disable screensaver text from DOS and Linux ports
|
||||
[pagefault]
|
||||
- Updated water effect code to using lighting effects
|
||||
[stainless, kode54]
|
||||
- Improved SPC700 sample processing, fixes sounds in numerous games
|
||||
[_Demo_]
|
||||
- Disabled H-DMA for Bahamut Lagoon and Mortal Kombat, fixes some gfx
|
||||
problems [pagefault]
|
||||
- Changed default keyboard layout for player 2 as some keys were
|
||||
overlapping player 1 (Oops!), If you were having problems buying
|
||||
things in FF4 or in other games make sure to change your keys for
|
||||
player 2. [pagefault]
|
||||
- Cleaned up config file in Windows and Linux ports, removed DOS
|
||||
related comments [pagefault]
|
||||
- MMX option now checks for a MMX processor when enabling it in the
|
||||
GUI, also no longer crashes on processors without a cpuid when
|
||||
detecting MMX [pagefault, kode54]
|
||||
- Last netplay IP address used is now saved in Windows and Linux ports
|
||||
[pagefault]
|
||||
- Reorganized sound menu; removed sound interpolation checkbox and
|
||||
made a new list of different types of interpolation: gaussian
|
||||
(original interpolation with enable interpolation option), cubic
|
||||
spline and 8-point interpolation. Also made a new list of lowpass
|
||||
filters. [pagefault]
|
||||
- Removed FPU copy from -? option on command line message, since it is
|
||||
no longer supported. Also cleaned up that message in general
|
||||
[stainless]
|
||||
- FPS at program start option no longer enables FPS display when auto
|
||||
framerate is not enabled [pagefault]
|
||||
- Updated video interpolation code, now looks better than before
|
||||
[kode54]
|
||||
- Lots of misc GUI fixes and cosmetic tweaks [pagefault]
|
||||
- (UPDATE) Added surround sound to Windows and Linux ports, updated
|
||||
filter in DOS port (This was left out of the previous whatsnew
|
||||
file) [kode54]
|
||||
|
||||
DOS v1.337
|
||||
----------
|
||||
- Added grayscale mode toggle to GUI [pagefault]
|
||||
- Added support for 5 SNES gamepads on LPT1 [ZDrumm]
|
||||
- Added two new 256 color linear VGA video modes, 256x224 and 256x240
|
||||
[stainless]
|
||||
- Added proper gamma correction, now ranges from 0 (1.0) to 15 (~2.0)
|
||||
in 8bpp modes [stainless]
|
||||
- Fixed Filtered GUI option, now works [pagefault]
|
||||
- Fixed full scanlines disappearing in some modes [pagefault]
|
||||
- Fixed a handful of bugs in the joystick code which may cause the
|
||||
joystick not to work if it has a driver installed under Win9x
|
||||
control panel [stainless]
|
||||
- Fixed date problem in S-RTC games not reporting the proper day of
|
||||
the week [stainless]
|
||||
- Fixed issue with some sound blaster compatible cards not working
|
||||
properly in the DOS port [kode54]
|
||||
- Reordered video modes in alphabetical order [stainless]
|
||||
- Improved SNES pad reading routine, any speed hit now should be
|
||||
minimum when using a snespad adaptor [pagefault]
|
||||
- Improved interpolation performance [stainless]
|
||||
- Default keys for player 1 are now the same as Windows and Linux
|
||||
ports [pagefault]
|
||||
- You can now use / in command line options in addition to the
|
||||
previous - character [stainless]
|
||||
|
||||
Win v1.06
|
||||
---------
|
||||
- Added option to toggle the trap mouse cursor feature which prevents
|
||||
the mouse cursor from leaving the window by accident [pagefault]
|
||||
- Added 640x480 DS WIN; 1024x768 DR FULL; 1280x960 S/DS WIN, S FULL;
|
||||
1280x1024 DR/R/DS WIN and FULL resolutions [pagefault]
|
||||
- Added a more meaningful message when changing to a resolution isn't
|
||||
supported [pagefault]
|
||||
- Fixed problem with SRAM not being saved when pressing ALT-F4 in game
|
||||
[pagefault]
|
||||
- Updated icon yet again, looks really nice. [enigMa]
|
||||
- Fixed possible crash when exiting [pagefault]
|
||||
- Fixed bug when scrolling in scrollboxes in the GUI would not trap
|
||||
the mouse cursor inside the scrollbox like the DOS port does
|
||||
[pagefault]
|
||||
- Either alt key can now be used when using the alt-enter combination
|
||||
to switch to fullscreen [pagefault]
|
||||
- Removed triple buffering option from windowed video modes (it does
|
||||
not work in windowed mode) [pagefault]
|
||||
- Optimised some Windows port specific code, should give a small speed
|
||||
boost for most people [pagefault]
|
||||
- Rewrote mouse input code, much more efficient now. [pagefault]
|
||||
- Reordered video modes in alphabetical order; removed 64x52 and
|
||||
128x112 resolutions (Thanks to Terrorcide and McGuiver for helping
|
||||
me test this out) [pagefault]
|
||||
- Improved performance in 32bpp windowed modes [pagefault]
|
||||
- Rewrote some of the audio code to be much more efficient, also added
|
||||
MMX optimisations [pagefault, kode54]
|
||||
- When switching to windowed mode from fullscreen, the window position
|
||||
is now remembered [pagefault]
|
||||
- Removed large sound buffer and exclusive mode option, they shouldn't
|
||||
be needed anymore [pagefault]
|
||||
- Now uses idle task priority when in GUI and window is not active,
|
||||
should also smooth task swtiching on slower computers [pagefault]
|
||||
- (UPDATE) Fixed server IP bug when using zbattle.net or command-line
|
||||
options to connect [pagefault]
|
||||
|
||||
Linux v0.37
|
||||
-----------
|
||||
- Added autoconf support for easy compiling [Diablo-D3, amit,
|
||||
theoddone33]
|
||||
- Fixed sound buffering in linux port to improve sound on some cards
|
||||
[Diablo-D3]
|
||||
- Implemented S-RTC time functions, FEoEZ and other S-RTC games will
|
||||
now report system time in game [pagefault]
|
||||
- Now supports compiling with gcc 3.0.0 [EvilTypeGuy]
|
||||
|
||||
v1.31b
|
||||
All ports
|
||||
---------
|
||||
- Fixed Super Punchout, now working [zsKnight, _Demo_]
|
||||
- Fixed SD Gundam GNext again [_Demo_]
|
||||
- Final Fantasy Mystic Quest now works again [zsKnight]
|
||||
|
||||
Win v1.04
|
||||
---------
|
||||
- Fixed grayscale toggle [pagefault]
|
||||
- Updated icon again for black backgrounds [enigMa]
|
||||
|
||||
Linux v0.31
|
||||
-----------
|
||||
- Now compiles and runs on QNX6 systems [TheAlien]
|
||||
|
||||
v1.31
|
||||
All ports
|
||||
---------
|
||||
- Fixed Mode 4 offset bug (Fixes Bust-A-Move, Puzzle Bobble
|
||||
possibly others) [zsKnight]
|
||||
- Emerald Dragon is now working [_Demo_]
|
||||
- Fixed Last Bible 3 DMA problem (Thanks to SNES9x for the info)
|
||||
[_Demo_]
|
||||
- Fixed Super Robot Was Ex (Thanks again to SNES9x for the help
|
||||
on this) [_Demo_]
|
||||
- Moved disable SPC emulation option to sound menu where it should
|
||||
be [pagefault]
|
||||
- Fixed Wizardry 4 and Honkakuha Igo Gosei, interleaved
|
||||
funny [_Demo_]
|
||||
- SD Gundam GNext no longer crashes ZSNES, and actually is
|
||||
playable now. [_Demo_]
|
||||
- Spindizzy worlds should work again [_Demo_, zsKnight]
|
||||
- Dezaemon sprites working now, had to clear OAM address when first
|
||||
address byte is written to [zsKnight]
|
||||
- Power Rangers the Movie working, was reading from register
|
||||
2144 [_Demo_]
|
||||
- King of Rally now working [_Demo_]
|
||||
- Emerald Dragon working, added a hack to disable ENVx for
|
||||
that game [_Demo_, zsKnight]
|
||||
- Full Throttle Racing working, fixed a bug with the wai
|
||||
65816 instruction [_Demo_, zsKnight]
|
||||
- Renamed black and white mode to grayscale mode [pagefault]
|
||||
- Got Traverse Starlight and Prairie to go further, but it
|
||||
still freezes after several scenes [zsKnight]
|
||||
- Mario RPG minecart Mode 2 scene working better now [zsKnight]
|
||||
|
||||
Win v1.03
|
||||
---------
|
||||
- Added disable screensaver feature to disable screen saver while
|
||||
ZSNES is active [pagefault]
|
||||
- Fixed yet another DirectInput slowdown [pagefault]
|
||||
- Added joystick POV hat support (Thanks to kode54 for testing and
|
||||
fixing my code) [pagefault, kode54]
|
||||
- Added error messages and directions if DirectX 8.0 is not installed
|
||||
[kode54]
|
||||
- Fixed another Windows 2000 freeze on exit bug [pagefault]
|
||||
- Fixed BSOD when loading roms on some systems [pagefault]
|
||||
- Hopefully fixed a crash when multiple roms where in a single zip
|
||||
file (only one rom can be loaded per zip file) [pagefault]
|
||||
- Fixed a possible crash when loading/continuing a game (Thanks to
|
||||
Metus for pointing this out) [pagefault]
|
||||
|
||||
Linux v0.29
|
||||
-----------
|
||||
- No changes
|
||||
|
||||
v1.30b
|
||||
All ports
|
||||
---------
|
||||
- Support for Star Ocean S-DD1 decompressed pack is now
|
||||
enabled. [zsKnight]
|
||||
- Fixed bug in H-DMA code, fixes Hook and Bugs Bunny and maybe others
|
||||
(Thanks to Gary of Snes9X for help on this) [_Demo_]
|
||||
- Updated documentation [Matt Kendora]
|
||||
- Fixed new gfx mode checkbox in options menu [pagefault]
|
||||
|
||||
Win v1.02
|
||||
---------
|
||||
- Added 800x600 DR FULL mode (scroll down to the bottom of the mode
|
||||
list to see it)
|
||||
- Fixed timing problem in games when 58 seconds was 1 minute in
|
||||
ZSNES [kode54, pagefault]
|
||||
- Fixed voices in ToP opening and Star Ocean [pagefault]
|
||||
- Fixed another DirectInput slowdown [pagefault]
|
||||
- Fixed joystick 5, it should be working now [pagefault]
|
||||
- Optimised code some more, giving 3-5 FPS boost on most
|
||||
systems [pagefault]
|
||||
|
||||
v1.30
|
||||
All ports
|
||||
---------
|
||||
- Bubsy 2 working again [zsKnight]
|
||||
- Batman: the return of the joker working now [_Demo_]
|
||||
- Sound Novel T-Cool and Derby Stallion 96 memory mapper added [_Demo_]
|
||||
- Fixed BRR block header bug (fixes Raiden Densetsu, Chrono Trigger,
|
||||
Gundam Wing: Endless Duel, and a few other games) [_Demo_]
|
||||
- Updated documentation [Matt Kendora]
|
||||
- New whatsnew.txt format [pagefault]
|
||||
|
||||
Win v1.01
|
||||
---------
|
||||
- Updated icon [enigMa]
|
||||
- Added 1280x960 DR, DR FULL modes to Windows port [pagefault]
|
||||
- Fixed random crash when loading roms in Windows port [pagefault]
|
||||
- Rewrote resolution switching code [pagefault]
|
||||
- Window now moves much smoother and faster [pagefault]
|
||||
- Readded large sound buffer option [pagefault]
|
||||
- Fixed CPU usage when window was minimized [pagefault]
|
||||
- Fixed multiple instances when window was minimized [pagefault]
|
||||
|
||||
Linux v0.29
|
||||
-----------
|
||||
- OpenGL support [hpsolo]
|
||||
- Bilinear option (w/ filtered GUI) [hpsolo]
|
||||
- Fixed video mode descriptions (zsnesl.cfg) [hpsolo]
|
||||
- Resizable windows [amit]
|
||||
- Filter options (scanlines, 2xSaI, etc) for OpenGL modes [zinx]
|
||||
- Many more video modes for OpenGL, including full screen [hpsolo]
|
||||
- Joystick POV hat support [hpsolo]
|
||||
- Added support for 5th Joystick [hpsolo]
|
||||
|
||||
v1.29, Win v1.00
|
||||
- Implemented triple buffering in full screen mode (Huge thanks to
|
||||
whatabubba for his help on this and cleaning up the code)
|
||||
[whatabubba, pagefault]
|
||||
- Fixed top 8 lines being invisible of FFMQ [zsKnight]
|
||||
- Optimised DirectDraw code some more giving a 10-15% speed increase
|
||||
[pagefault]
|
||||
- Fixed black screen when switching windows [pagefault]
|
||||
- Improved loading and shutdown time [pagefault]
|
||||
- Rock 'N Roll Racing is working again [zsKnight]
|
||||
- Fixed Lennus 2's sprites [zsKnight]
|
||||
- Almost figured out Wizardry 4's rom format. It seems like this game
|
||||
was incorrectly dumped so everything in it is out of order. [zsKnight]
|
||||
- Final Fight 2 is working again [zsKnight]
|
||||
- Vsync option now works in triple buffering mode [pagefault]
|
||||
- Now shows minimize window animation when minimizing [pagefault]
|
||||
- Fixed mouse pointer under full screen mode [kode54]
|
||||
- New ZSNES icon in Windows port (Thanks for all your entries) [enigMa]
|
||||
|
||||
v1.28b, Win v0.99
|
||||
- Added a filtered GUI option to allow graphics engines such as 2xSaI
|
||||
to be used in the GUI [zsKnight]
|
||||
- Fixed SA-1 save states [zsKnight]
|
||||
- Fixed Breath of Fire crashing bug when loading [theoddone33]
|
||||
|
||||
v1.28, Win v0.99
|
||||
- Added option to allow multiple instances of ZSNES (off by default)
|
||||
[pagefault]
|
||||
- Fixed Lufia 2 sprite disappearing bug [zsKnight]
|
||||
- Fixed quick menu crash problem when the entries other than the
|
||||
first one is selected when the load menu is opened [zsKnight]
|
||||
- Modified SPC700<->65816 timing again to get Hook working [zsKnight]
|
||||
- Added more keyboard shortcuts to GUI [pagefault]
|
||||
- Fixed vram read to get Smash Tennis working again [zsKnight]
|
||||
- Hopefully fixed lockup when exiting Windows port [pagefault]
|
||||
- Added a spc700 timing hack for Super Final Match Tennis until I
|
||||
re-write the timing engine later (but not anytime soon though)
|
||||
[zsKnight]
|
||||
- Kinda got Rendering Ranger 2 to go further, but this game seems to
|
||||
use some picky timing, so this will have to wait until I re-write
|
||||
timing in the future. [zsKnight]
|
||||
- Removed large sound buffer option since it wasn't really useful
|
||||
[pagefault]
|
||||
- Fixed 16bit access to address $001FFF (or equivalent). Fixes Super
|
||||
Tetris 2+Bombliss. [zsKnight]
|
||||
- Implemented 128KB sram support. Dezaemon runs now (but it
|
||||
suffers graphics glitches at the moment) [zsKnight]
|
||||
- Fixed Wordtris (reading from 002100) [zsKnight]
|
||||
- Fixed reset function in William's Arcade Classics [zsKnight]
|
||||
- Tuff-E-Nuff works now (another timing hack *sigh* )
|
||||
- Added exclusive DirectSound mode option [pagefault]
|
||||
- Fixed corrupt graphics in Rock'n Roll racing (reading from invalid
|
||||
memory) [zsKnight]
|
||||
- Added alternate timer for people having problems with zsnes running
|
||||
too fast [bootgod,pagefault,zsKnight]
|
||||
- Fixed corrupt graphics in Captain America (also reading from invalid
|
||||
memory) [zsKnight]
|
||||
- Implemented latest save state selection in Windows port [pagefault]
|
||||
- Added v-sync to Windows port (enable in options to use it, should
|
||||
fix most graphical tearing issues) [pagefault]
|
||||
- Fixed mid-screen OAM updating. Uniracers works in 2 player mode.
|
||||
[zsKnight]
|
||||
- Combined the new header detection method with the old one, producing a
|
||||
much better method [zsKnight]
|
||||
- Added SA-1 read/write to BWRAM bitmap mode in the lower banks
|
||||
[zsKnight]
|
||||
- Fixed "freeze data" text [hpsolo]
|
||||
- Fixed SA-1 write to BWRAM bitmap mode. It seems like this was the
|
||||
main cause of the level-up screen not working in Mario RPG. [zsKnight]
|
||||
- Fixed cpu usage when ZSNES is in the background doing nothing
|
||||
[pagefault]
|
||||
- Re-wrote character conversion 1 for 2bpp, implemented cc1 for 4bpp
|
||||
[zsKnight]
|
||||
- Fixed vertical high resolution mode for tile priority 1 [zsKnight]
|
||||
- Fixed Terranigma overworld glitch in the new graphics engine 16bit
|
||||
engine [zsKnight]
|
||||
- Enabled RTC in Windows port [pagefault]
|
||||
- Moved the Transparent Message option from the Options to the GUI
|
||||
Optns section. [pagefault]
|
||||
- Added Trainered rom support [zsKnight]
|
||||
- Fixed BG4 graphics in certain games (fixes Digital Devil Story)
|
||||
[zsKnight]
|
||||
|
||||
|
||||
v1.26, Win v0.97
|
||||
- OBC1 support broke in a recent CVS update. Fixed now. [zsKnight]
|
||||
- Added full scanlines to the Win/Linux port [zsKnight]
|
||||
- Added Mouse Wheel switch [zsKnight,pagefault]
|
||||
- Fixed problem with interpolation/2xSaI/scanlines being saved
|
||||
in the windows port [zsKnight]
|
||||
- Improved 512 byte header support. This should improve compatibility
|
||||
with some games [zsKnight]
|
||||
- Added 768x672 and 1024x896 DR, R windowed video modes to Windows
|
||||
port [pagefault]
|
||||
- Windows port now uses the primary DirectSound buffer [pagefault]
|
||||
- Modified 65816<->SPC700 timing. I hope this doesn't break
|
||||
anything [zsKnight]
|
||||
- Fixed a vram read behavior problem (fixed Equinox dungeons) [zsKnight]
|
||||
|
||||
|
||||
v1.25, Win v0.93
|
||||
- Fixed cheat menu text when game was not loaded [pagefault]
|
||||
- Fixed unlabed checkbox in DOS port [pagefault]
|
||||
- DSP1 - Fixed plane controls in Pilotwings [_Demo_]
|
||||
- dosintrf.asm - Fixed header detection in the dos port [zsKnight]
|
||||
- gui.asm - Video mode checking done at initialization [zsKnight]
|
||||
- Enabled mouse wrap in the Windows and Linux ports [pagefault]
|
||||
- Fixed full screen mode switch when the user starts ZSNESw before
|
||||
selecting any full screen modes [zsKnight]
|
||||
- Made default video mode 512x448 windowed in Windows port [pagefault]
|
||||
- Prevented enter key from affecting gameplay on returning from
|
||||
F1 and F3 menus [zsKnight]
|
||||
- Added minimize button to the Windows port [pagefault]
|
||||
- Added always on top option in GUI options menu [pagefault]
|
||||
- Menu fix for 8bit graphics modes [zsKnight]
|
||||
- ZSNESW now remembers the window position on your desktop (can be
|
||||
disabled in GUI options) [pagefault]
|
||||
- Fixed crashing problem with some IPS's in ZIP's [Teuf, zsKnight]
|
||||
- Ported to DirectX 8.0 which fixed some problems and improved performance
|
||||
(DirectX 8.0 is now required to run ZSNESW) [pagefault]
|
||||
- DSP1 - Fixed map offset problem in Pilotwings [zsKnight]
|
||||
- DSP1 - Fixed rings being mysteriously passed problem in Pilotwings [zsKnight]
|
||||
- Fixed DirectSound crash when a normal priority buffer could not be
|
||||
acquired [pagefault]
|
||||
- Fixed DirectInput compatibility on some computers [pagefault]
|
||||
- Optimized DSP1 code for better performance [teuf]
|
||||
- Added proper full main/sub-screen window clipping in the new gfx 16bit
|
||||
engine (fixed Illusion of Gaia/DKC2 selection screens, etc) [zsKnight]
|
||||
- Added checksum/header name/chip type header display upon game load [zsKnight]
|
||||
- Added PNG snapshot support which is selectable in the F1 menu [Matt Kendora]
|
||||
- Stunt Race FX old graphics engine force fixed [zsKnight]
|
||||
- Fixed MegamanX copy protection schemes [zsKnight, Matthew Kendora]
|
||||
- Fixed TopGear 2 PAL version from detecting a PAL system [zsKnight]
|
||||
- Implemented OBC1 chip (for Metal Combat) [zsKnight]
|
||||
- Fixed Mode 7 bug in Super Ghouls and Ghosts [zsKnight]
|
||||
- Added turbo keys for L & R keys [zsKnight]
|
||||
- OBC1 emulation support. Metal Combat works! [zsKnight]
|
||||
- You can now customizable the colors to the title bar and
|
||||
window colors. [zsKnight]
|
||||
- Optimised global code to provide up to a 50% speed increase on it on most
|
||||
processors [pagefault]
|
||||
- Added black and white mode to Windows and Linux ports [pagefault]
|
||||
- ZSNESW is now packed with the newest version of UPX [pagefault]
|
||||
- Cleaned up the cfg files for windows/linux ports [pagefault]
|
||||
- Fixed command-line crash in the Windows port (Thanks Matt Kendora) [pagefault]
|
||||
- Save/Load state now displays which state is being loaded [hpsolo]
|
||||
- Added double buffering support to Linux port [teuf]
|
||||
|
||||
|
||||
v1.20b, Win v0.88
|
||||
- Final Fantasy Mystic Quest works again.
|
||||
- Fixed Empire Strikes Back crashing bug in the millenium falcon
|
||||
sequence (hopefully this will fix some other games too)
|
||||
- Removed all self-modifying code in ZSNES. This will make ZSNES crash
|
||||
a lot less on certain systems, especially during mode 7 sequences.
|
||||
Thanks Ivar!
|
||||
- Implemented S-RTC chip, using the system clock as the actual
|
||||
time (The game will make you set the time though, but it will just
|
||||
be replaced with the system time in-game). Thanks to John Weidman and
|
||||
Dark Force for the info on this chip!
|
||||
- Fixed crashing bug in certain mosaic scenes (eg. FF3 Phantom Forest)
|
||||
in the new graphics engine
|
||||
- Fixed a nasty crashing/corruption bug in the new graphics engine
|
||||
(both 8bit and 16bit)
|
||||
- SPC7110 emulation! This is based on the information reverse
|
||||
engineered by the hard working folks at dejap translations,
|
||||
Dark Force and John Weidman.
|
||||
- Altered HiROM/LoROM detection a bit - Fievel goes West works now
|
||||
- Open source preparations [teuf]
|
||||
- In-game clock working for the windows port. [kode54]
|
||||
- Fixed a memory leak problem in the new graphics engine [TRAC]
|
||||
- Added Cubic Spline Interpolation [Anti Resonance]
|
||||
- Fixed a assign/compare size bug in the new graphics engine [TRAC]
|
||||
- Fixed b flag setting in BRK instruction in 6502 emulation mode
|
||||
[zsKnight]
|
||||
- Added SPC7110 logger file output to help in the filesize clipping of
|
||||
the SPC7110 data files [zsKnight]
|
||||
- Fixed a memory leak bug, fixing that nasty Win2K crash bug
|
||||
[Matthew Kendora]
|
||||
- Fixed key combination release [Maxim]
|
||||
- Fixed source code warnings/added necessary includes [Maxim]
|
||||
- Added high priority mode for Windows 2000 users and slower
|
||||
computers (works on Windows 9x as well) [pagefault]
|
||||
- Added large sound buffer option for people having DirectSound
|
||||
problems. [pagefault]
|
||||
- Fixed problem with ZSNESW and Opera causing a BSOD. [pagefault]
|
||||
- Fixed up error reporting for people experiencing problems. [pagefault]
|
||||
- Improved performance on 3dfx cards by compiling with DirectX 8
|
||||
SDK. [pagefault]
|
||||
- Fixed a sound problem with people with messed up config files.
|
||||
[pagefault]
|
||||
- Fixed FF3 flashing line problem [zsKnight]
|
||||
- Fixed mysterious sprite disappearing bug in the new graphics engine
|
||||
[zsKnight]
|
||||
- Reduced noise in ToP opening theme. It works fine in the DOS port,
|
||||
but the windows port still seems to produce some static, probably
|
||||
because of the way how sound is updated in that port. [zsKnight]
|
||||
- Updated Super 2xSaI and Super Eagle code (should be much faster
|
||||
now on MMX processors) [Kreed, added by pagefault]
|
||||
- Added gzip support [teuf]
|
||||
- Added support for ViBRA16 cards [Peter Santing]
|
||||
- No longer requires zlib.dll file, now statically linked. ZSNESw won't
|
||||
crash anymore if you try to load a .zip file without that dll file.
|
||||
[pagefault]
|
||||
- Now compiled using an optimising compiler [pagefault]
|
||||
- Almost a fully re-written DSP-1 emulation engine!
|
||||
[zsKnight, theoddone33, pagefault, teuf]. Also thanks to CrASH_Man
|
||||
for the 3x3 inverse matrix formula.
|
||||
- Fixed memory leak problem in the windows port during exit [pagefault]
|
||||
- And more ...
|
||||
|
||||
|
||||
v1.17, Win v0.85
|
||||
- Added slow-down key. You can configure it in Misc -> Game Keys
|
||||
- Invulnerability bug of the 3rd boss in Demon's Crest in the
|
||||
good checksum roms is fixed through rom mirroring
|
||||
I also noticed that this fix is the same as what the author of
|
||||
SNEeSe told me before about on some MegamanX1 roms, but I never had
|
||||
that rom so I never added this until now. Guess that rom
|
||||
is also fixed too.
|
||||
- Changed memory initialization values - Lost Viking 2 works again
|
||||
- 65816: Fixed WAI instruction timing with HIRQ's
|
||||
Top Gear 2 - 2 player mode works now
|
||||
- Improved IRQ re-execution timing precision
|
||||
- Starfox 2 beta now runs with sound!
|
||||
- Fixed flickering problem in Starfox 2 beta
|
||||
- Added Mode 2 16x16 tile offset per tile mode
|
||||
- (Win32) Improved the timestamps on UDP headers. This should
|
||||
(hopefully) solve those out of sync (where both sides see different
|
||||
things) problems with certain connections (ie. T1/LAN connections) in
|
||||
netplay.
|
||||
- (Win32) Added a big notice in netplay.txt. For all of you who used
|
||||
netplay and had poor experiences with a ping time of less than
|
||||
300ms, read it! Also added a more realistic system requirements
|
||||
description for decent netplay in netplay.txt rather than a cpu
|
||||
speed estimate.
|
||||
- Changed reverse stereo method to become invisible to the sound
|
||||
registers in emulation
|
||||
|
||||
|
||||
v1.14, Win v0.80
|
||||
- Fixed configuration files from removing spaces from directory names
|
||||
- (DOS) Fixed 640x480 vesa2 scanline+interpolation display problem
|
||||
- (Win32) Improved Windows speed in 32-bit windowed mode. Should
|
||||
give around an 18% speed increase in FPS.
|
||||
- (Win32) More netplay improvements. Shouldn't be as jumpy when
|
||||
one side lacks input.
|
||||
- (Win32) Starting netplay will now force the max frameskip to 3
|
||||
if it is less than it and also force on auto frameskip.
|
||||
- (Win32) MMX optimised netplay with back buffer enabled.
|
||||
- (Win32) Fixed load state in netplay to load properly instead
|
||||
of sometimes stalling for no reason
|
||||
- (DOS) Accidently deleted the code to initialize IPX. Fixed now.
|
||||
- Fixed a configuration loading problem when loading ZSNES from
|
||||
a different directory.
|
||||
- (Win32) Attempted to fix those out of sync problems (although
|
||||
I don't know if it's fixed now since those problems rarely happen
|
||||
to me)
|
||||
- (Win32) Displayed the current filename in the load window
|
||||
for those files with extra long names.
|
||||
- (Win32) Added nickname support to NetPlay. There's a 9 character
|
||||
nickname size limit.
|
||||
- (Win32) Added actions to chat (similar to how mIRC works - use
|
||||
/me <action> )
|
||||
- (Win32) Nicknames can be changed in the windowed chat by typing
|
||||
/nick <new nickname>
|
||||
- Added a small buffer to the in-game chat to allow up to 5 chat
|
||||
strings displayed at once.
|
||||
- Local chat strings now appear in that buffer
|
||||
- Thickened black borders on the 5x5 font
|
||||
- Extended in-game chat length by around 30 characters
|
||||
- Fixed up Interpolation
|
||||
|
||||
|
||||
v1.12, Win v0.74
|
||||
- (Win32) Hopefully fixed up those green display bugs in
|
||||
scanlines/2xSaI in 1:5:5:5 16bit modes.
|
||||
- (Win32) Improved lost packet recovery time and reduced the
|
||||
number of lost packet stalls in UDP netplay (should produce
|
||||
more fluid netplay)
|
||||
- (Win32) Fixed up crashing bug in Tales of Phantasia with a 512
|
||||
byte header
|
||||
- Extended filename length of the Quick Menu
|
||||
- (Win32) Hopefully fixed up the mouse wheel support for certain
|
||||
mice
|
||||
- Temp .ZIP directory is now cleared if it exists prior to another
|
||||
.ZIP file being loaded.
|
||||
- (Win32) Improved DirectInput error handling
|
||||
|
||||
|
||||
v1.11, Win v0.72
|
||||
- (Win32) ZSNESw won't crash anymore if you don't have a soundcard
|
||||
or if DirectSound fails to initialize.
|
||||
- (Win32) Fixed a nasty performance bug with certain types of
|
||||
joystick/drivers installed, causing the FPS to be slower for
|
||||
no reason.
|
||||
- (Win32) Wrote an MMX optimised blitter for 16bit non-D windowed
|
||||
and full screen modes.
|
||||
- (Win32) Added simple wheel mouse support.
|
||||
|
||||
|
||||
v1.10, Win v0.70
|
||||
- Fixed games that turns on the x239 resolution (eg. Chrono Trigger
|
||||
battles) when scanline mode is enabled
|
||||
- (Win32) Fixed up crashing bugs on extra long filenames with
|
||||
underscores
|
||||
- (Win32) Hopefully fixed the odd colored interpolation in 1:5:5:5 16bit
|
||||
color settings
|
||||
- (Win32) Hopefully won't crash anymore when the temporary directory
|
||||
exists prior to unzipping a .zip file
|
||||
- (Win32) Fixed loading of .zip files with more than 2 '.'s in the
|
||||
filename. Thanks to DCX for helping us troubleshoot this.
|
||||
- (Win32) Fixed up short filename saveram/save states loading when
|
||||
the long filename has spaces in it.
|
||||
- Added TCP/IP Support. It is recommended that for playable netplay,
|
||||
you'd have an average ping time of less than 300ms (type
|
||||
ping <ip address> in dos) and that packet loss is minimal for TCP/IP
|
||||
(not UDP). At the moment, you cannot have more than 2 connections
|
||||
Thanks for all the testers for testing this, especially DooMStalK,
|
||||
GreenImp, and TeleKawaru! Also added back buffer support. This
|
||||
will sacrifice cpu power for netplay to make it much more playable.
|
||||
WARNING: High cpu speed recommendations (~450mhz+).
|
||||
Please see netplay.txt for details.
|
||||
- Added save states to netplay (just use them like you normally do)
|
||||
- Save Ram is now defaulted to load/save on the server's side
|
||||
Save Ram are not supported in SA-1/SuperFX games due to their size,
|
||||
but you can use save states instead in that case.
|
||||
- Increased chat line length in the out-of-game chatbox by a lot
|
||||
- Partly increased the chat line length in-game
|
||||
- in-game chat text now stays longer on-screen by 2 seconds
|
||||
- Added reset in netplay
|
||||
- Fixed up movie recording feature
|
||||
- (Win32) Mouse shouldn't get stuck on the left side anymore.
|
||||
- (Win32) Video mode 3 (256x224FS) shouldn't crash anymore. Thanks
|
||||
to kode54 for his assistance on the above 2 bugfixes.
|
||||
- (Win32) Fixed the instability bug where the window can sometimes
|
||||
start shaking for no reason and takes away windows resources.
|
||||
- (Win32) Re-wrote keyboard character input routines
|
||||
- Fixed up FF2(4)'s music in lower sampling rates
|
||||
- (Win32) Coded in the UDP protocol as a replacement for TCP/IP.
|
||||
Some network configurations won't work with UDP. However, it is
|
||||
strongly recommended that you use UDP if you can because of the
|
||||
speed increase. In order to disable UDP and use TCP/IP, both sides
|
||||
must de-select UDP.
|
||||
- (Win32) Added a small multiplayer game list (multi.txt)
|
||||
- Added an updated Windows FAQ, courtesy of TuxedoMsk of VGNetwork
|
||||
who updated it.
|
||||
- Added a more user friendly input selection routine (changed Direct
|
||||
Input to Keyb/Joystick and it also auto-sets keyb/Joystick when you
|
||||
set a key)
|
||||
- Hopefully fixed up the sprite priority problems (eg. FF2/4's
|
||||
damage points)
|
||||
- (Win32) Added rewind support for up to 8 levels (in 8 second
|
||||
intervals) (NOTE: Windows Port only! - Sorry DOS Port users). In
|
||||
order to activate this, assign a key to the Rewind Key in the
|
||||
Misc -> GameKeys option.
|
||||
Note: Netplay plays really nice as long as the net connection is not
|
||||
unstable, both sides have a fast cpu (speed requirements depend
|
||||
on the game), and at least have a 28.8 connection.
|
||||
*** PLEASE READ ZSNESW.TXT IF YOU ARE STILL HAVING PROBLEMS WITH
|
||||
THE WINDOWS PORT
|
||||
|
||||
Reference in New Issue
Block a user