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Snes9x.COM: News |
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New Windows port, v1.24, Released |
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Go check the download section for a new Windows release - everything from the v1.23 Linux release, plus:
1.24 - 3dfx speed hack back again, only disabled when Seiken 3 is loaded. - Some minor SA-1 speed ups added - the SA-1 instruction skipping code will have to wait until I have more time.
I'll post a message to Developer Journal telling you more about instruction slipping.
Gary, 13-9-1999 22:01:00
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Linux v1.23 and Source Code Released |
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A new Linux version is out and a copy of the source code for all you porters and emulation authors out there.
The changes:
- Corrected a SA-1 reset bug that reset the SA1 RAM bank pointer back to block zero but didn't clear the RAM bank register. Was causing Kirby 3 to crash. - Fixed a wave clipping problem with interpolated sound that was causing noise on sound output when certain sound samples were played. - Fixed a bug in the sync-sound code that could overrun the sound buffer by a few bytes causing clicks on the sound output. - The sound sample repeat bug that has plagued Snes9x ever since is was called Snes96 finally bit the dust - Snes9x continued to play sample loops even if the game dynamically updated the sample not to loop. Fixes the stutter in the Mortal Kombat series and improves the sound from several games that download sound samples in real-time as they are played. - Rewrote the code the handled the SPC700's 64 byte shadow RAM area to fix a possible sample corruption problem with ROMs that stored samples that cross the 64 byte start area. - Added code to allow ROMs to change the sample being played the next time the channel loops or is keyed on - not sure if it fixes anything but seems more correct. - Added a zero-frequency fix to the stereo sound mixing code that I'd already added to the mono code some time ago. - Changed the code to set the end-of-sample flag just before the last block is played, rather than just after. Seems to help improve the sound on some games. - Sound sample start code now doesn't reset the channel's envelope volume level to zero before starting the sample - helps reduce the clicks being heard when a channel envelope volume level hadn't reached zero before being keyed on again. - Changed initialisation of sample-end-register to 0 rather than 255 - seems more logical now I've thought about it. Not sure if it helps anything.
I'm away this weekend so I won't have time to update the Windows port - it will have to wait until Monday. Jerremy has promised me a cheat dialog for the Windows port this weekend - but don't hold your breath!
Gary, 10-9-1999 13:53:00
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Yet Another Windows Port Release... |
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Not much changed in this release, except there's now a README file and Voodoo 3dfx support is fixed for Sieken Densetsu 3.
Gary, 4-9-1999 00:19:00
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The new Windows port has arrived ! |
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Due to a small site problem Gary was unable to post the news of the new Windows port, it's fixed now =) Anyways, the new Windows port has been released a few hours ago. It has all the stuff that v1.21 had (which wasn't released as a Windows port) but also has the following changes:
* Finially fixed the corrupt copy of Donkey Kong Country not working problem - Snes9x thought the ROM used the same memory map as Street Fighter Alpha 2.
* Added explode, unshrink and unreduce decompression modes support to the unzip code.
* Fixed offset per tile bug that crept in after me trying to fix the Starfox on-tilt bug.
* Made some fixes to the C Super FX emulation code, enough to get most 'FX games playable on the Mac port.
Get it while it's still hot =)
Jerremy, 2-9-1999 09:43:00
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Square's Edge |
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The Snes9x.COM network is proud to have Square's Edge as one of it's new members, it's a news site dedicated to games made by Square, so if your a Final Fantasy fan (or any other Square fan), I'd suggest taking a look.
Jerremy, 14-8-1999 05:00:00
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Go back in time
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