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New MacOS port |
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It seems the MacOS port got updated to v1.2.2, it seems that I had missed it. But the download page has been edited accordingly. And if you have a PowerPC running MacOS, then I'd suggest getting it.
Jerremy, 29-8-1999 05:50:00 |
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New Windows Release Soon |
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Yahoo! Got the dynamic loading of the glide library working - the Micro$oft documentation of GetProcAddress neglected to mention that you have to stick an underscore in front of the function name, oh, and append an @ symbol followed by the byte count length of all the parameters the function takes, and that your program will then crash and burn unless the typedef for the pointer to the function you're trying to call includes the parameter passing calling convention Micro$oft hack/extension. Obvious really, not! Only four days development time wasted. Anyway, what does all this rubbish mean? It means that subject to some testing tonight on my Voodoo 2 card, and maybe some kind Voodoo 3 card owner's testing, a new Windows port should be out today, but more likely, tomorrow. It won't include all the changes I wanted, but with all the emulation fixes and a few image processing speed ups, it will be definitely worth a download.
Gary, 27-8-1999 04:03:00 |
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What's Going on with the Windows Port |
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Hmm, I'm back working on the Windows port again and things aren't going well. Jerremy 'complained' about having two Windows port releases, one with 3dfx card support and one without; it was also confusing people about which one to download. He thought there was a way to dynamically bind to the glide dll on request, removing the need to two separate releases. I investigated, located some Micro$oft documentation on how to do it, lots of tedious editing and typing later and ... it doesn't work. Arrr! I call LoadLibrary to load up the dll, which works fine, then call GetProcAddress many times to obtain the addresses of various glide functions so I can actually call them, this bit always fails. If I can't get it working soon I'll make a release with 3dfx support broken. I've already done some other changes to the windows port: - able to specify where to save S-RAM and freeze files - removed black boarders around image when stretch image option enabled - Voodoo 3 support (although all voodoo support is broken at the moment due to other changes) - stretch image mode speed ups - stretch image overwriting menu bar - complete Mario RPG support - new ZSNES Super FX engine - some other stuff that I've forgotten Jerremy is writing a cheats dialog; when (if) it turns up, I'll include that in the Windows port. My basic plan for the windows port is continue to fix general Windows specific problems first such as sound on some hardware, missing desktop depth conversion code, missing emulation config options, missing mouse and superscope mouse emuation, etc. then concentrate GUI enhancements, nice-to-have features, cheat options, netplay, etc.
Gary, 26-8-1999 00:46:00 |
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Linux v1.21 Port Released |
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A new version of Snes9x is available for download, Linux only at the moment, a new Windows port will follow in a few days.
Sorry for the delay in releasing a new Linux port, but I was busy with the Windows port and fixing emulation bugs. Anyway, here is what's new since the last Linux release:
1.21 - Finally worked out how character DMA worked on the SA-1 and implemented a hacky, slow version, but its enough to get the level up screens displaying correctly on Mario RPG. - Incorporated ZSNES' new optimised Super FX asm code - had to track down and fix a nasty memory overwrite bug in the code first to get it to work. - Changed sample mixing code to not automatically wrap offsets to keep inside the sound buffer, external port code is now expected to do that. Helped me fix a problem in the Windows port that prevented very large sound buffers from working, which are required for some badly written sound card drivers. - Corrected a bug in the SA-1 C code where incorrect processor emulation functions where called if the code was compiled with in-lining turned off. - Fixed crash bug in Super Mario RPG on the level up screen - forgot to mask the enable bit from the RAM bank register. Thanks to Christian Wolf for sending me a freeze file which made it easy to find the problem. - Fixed a lockup bug in the window clipping code, if the ROM ever turned off the sub-screen completely the clipping code would enter an infinite loop. Fixes The Cartoon Addams. - Made the Daffy Duck NMI fix only enable when Daffy Duck is loaded - fix was causing problems for Breath Of Fire 1 and 2. 1.20 - Windows port no longer sets DirectSound to exclusive mode, so its now possible to hear sound output from Windows apps while Snes9x has focus. - Fixed the freeze file loading and saving on the Windows port. - More GUI settings are saved in the registry on the Windows port now. - Added 3D/FX image scaling/filtering support to the Windows port. - Added the TV mode from the Mac/Linux ports to the Windows port. - Incorporated Kreed's new output image routines into the Windows port that fixes RGB555 display colour problems. Many thanks to Kreed. - New auto-frame rate timing code on the Windows port, stops the silly speed up problems when the old code tried to 'catch up' after the emulator had been paused. - Increased the DirectSound secondary buffer length on the Windows port to hopefully fix all the static/broken sound output problems some people were experiencing. - Altered the ZSNES Super FX asm code so the Windows port could use it - all previous versions of the Windows port were shipped using the C Super FX emulation code which is a lot slower. - Implemented interpolated and sync-sound options on the Windows port. - Added an image stretch option to the Windows port - stretches the SNES image to fill the whole screen or the Window. Looks really good on my TNT card since that chips seems to filter the image as it scales it. - Implemented Windowed mode on the Windows port. - Added special SPC700 cycle timing for Empire Strikes Back. - Fixed the missing polygon problem for Super FX games - thanks to zsknight for the information. - Implemented SA-1 support required for Mario RPG, Kirby Superstar, Paradius 3, etc. but since only a good image of Mario RPG exists, I could only test that game. - Fixed a graphics clip window bug: inverting the area of a clip area that only consisted of empty bands should become the full width of the screen; Mario Kart's rear-view mirror display needs it. - Fixed mode 7 render code to use correct z-buffer when rendering onto the sub-screen. Fixes Final Fantasy V title screen. - Added horizontal offset per tile support in the offset per tile modes 2 and 6, and switchable horizontal/vertical offset in mode
Gary, 11-8-1999 00:05:00 |
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BBS Moderators |
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I've found two 'victims' who want to moderate the BBS on Snes9x =) They both visit the board two a three times a day, so I hope they can keep the board a little more cleaner then what it was the last few weeks (months?).
So I wish CyberHawk Z and Red_Chaos1 the best of luck maintaining the BBS.
Jerremy, 30-7-1999 10:08:00 |
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Go back in time
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