Snes9x 1.38

posted in Emulator Release by outsider on Jul 20th, 2001

Snes9x is a good SNES emulator for windows. Here's the following changes:
  • 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 ??? 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. Download it at the SNES Emulators page. Thanks to Bulln-Bulln for the news