![]() ![]() Incompatible with old ROM hacks made to take advantage of emulator quirks, much like real hardware.Should play all commercially released games without trouble, assuming you have the power. ↑ snes9x2010_libretro (Snes9x Next & 1.53) has no PS4 support.Ĭomparisons higan / ares / bsnes.If it ever is supported in the future, it will likely be via the mednafen's SNES module instead of the GB module. ↑ Super Game Boy is presently not supported.↑ MAME 0.255 version compatibility status for nintendo Super System.↑ It's not being built currently, but the repo is on github if someone wants to build it again. ![]() ↑ As of ares v127, ares developers now provide a new option in the emulator settings: 'Pixel Accuracy' when this is enabled, any core that supports a pixel accurate mode will use it.↑ 3.0 3.1 Only bsnes-mercury libretro core supports RetroAchievements.↑ 2.0 2.1 Recommended to use bsnes-plus for BS-X and Data Pack emulation.Versions of bsnes at and before v073 used the Gambatte core for its Super Game Boy functionality. However, it is by far the least maintained of the GB cores and is missing a significant amount of accuracy improvements to bsnes + SameBoy. ↑ 1.0 1.1 Super Gameboy is available and implemented using the bsnes core.Īll of that boundless energy to accomplish things dried up in my 30s, I'm afraid. I can't build new releases at the moment due to toolkit changes, but I've got the old releases archived somewhere. > But can we at least have the documents and download links to what did exist restored ![]() I've been wanting to do this for Der Langrisser for a while (it has an amazing real-instrument OST, and the PC-FX version has nice FMV), but time constraints, laziness and difficulty making it work with both English and Japanese versions has gotten in the way. Chrono Trigger apparently had the spare space, but a lot of games aren't going to let you pack a whole image frame (~40KB) into WRAM like that. that WRAM buffering thing really got in the way. I also really liked the 21fx name a lot more than MSU1 too, but as I'm sure you're aware. Oooh, awesome! Thanks for making this! Chrono Trigger's always been one of my favorite demos for the idea, so it was pretty disappointing to lose it. So I hope you have just as much fun testing this out as I had disassembling and re-coding it. Also, the issue that users of sd2snes had to rename the PCM file is now resolved, and the hack should run on both sd2snes and higan out-of-the-box. Later on, I decided to update the hack in that regard for the sake of simplicity and code readability. Initially, I didn't bother to eliminate the WRAM buffer. (Fortunately, I had saved copies of nearly all 21fx/MSU1 documentation from byuu's website. In the course of the transition to the MSU1, ports and registers were thankfully relocated to the A-bus, allowing the data port to be used as a fixed source for DMA. The original implementation of the 21fx had the data port (and all of its control registers) sitting on the B-bus of the SNES, which required developers to buffer the streamed data in WRAM for DMA. While the original MSU1 data file simply had to be renamed, the WAV file was converted to PCM using wav2msu. One of the major challenges was to get bsnes v071 to cooperate by finding a suitable template XML file, which is needed for the emulator to actually enable MSU1 support. This achieved, "porting" the hack to MSU1 was basically a piece of cake. by reading and context-based interpreting the corresponding section in the ROM using a hex editor.īefore I started to update smkdan's code, I made sure it assembled just fine, resulting in a byte-perfect copy of his original hacked ROM. The few remaining holes - a couple of missing labels, data tables a tracer naturally omits, and even small bits of code that a branching path hadn't been taken to during tracing - were filled in the hard way, i.e. Routines and snippets had to be rearranged in order to restore the original program flow. It took me a few hours to obtain a file of usable assembly code from the tracelogs.
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