📄 changes.txt
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means I have no no idea what value the DMA in progress register should represent. I've hacked it and made it toggle between 0 and $ff on each read which gets both games working, for now...- The ROM de-interleaving code always assumed the blocks were rearranged based on a power of two, but Francois found a copy of Soldiers of Fortune where this was not the case. Corrected the code.1.36- Finally worked out why the menu items weren't being highlighted in several ROMs, including Battletoads, U.N. Squadron and All Japan Pro Wrestling. Two problems: its seems the SNES does halve the colour value result when blending colours when only the fixed colour addition/subtraction is enabled, but doesn't halve the result when sub-screen is being blended and its a clear part of the sub-screen. The second problem was that I had an optimisation that prevented the time consuming colour blending code from being called if the colour being added/subtracted was black - adding zero to a number doesn't affect the result, but not performing the side-effect of halving the result does affect the final value...- Super Formation Soccer 95 requires that the DMA enabled register doesn't always return zero, otherwise the game locks up.- Thanks to several people reporting a screen flickering problem in the pseudo 3-d section of Jurassic Park 2 I've fixed a nasty problem in H-IRQ handling code which could cause double-triggers or skip IRQs altogether. With this fix I can now remove the special hacks for Ninja Warriors Again, Chuck Rock and F-1 Grand Prix.- More games needing the slow SPC700 timing: Zennihon Puroresu 2, Soulblazer and Robotrek.- The CPU idle time skipping code was skipping cycles during a software delay loop in Itchy and Scratchy, causing screen flicker.- Looks like reading the value of register $2137 shouldn't clear a pending IRQ - was causing screen flicker on Yoshi's Island.- Actraiser 1 & 2 both need the slow SPC700 timing.- Terranigma reads a sound channel's current sample output value and waits for it to be zero before preceeding. I forgot to always return zero when a channel was silent. This mistake was causing the game to lock up. + Itchy and Scratchy and was causing the music to stop and samples to be cut short in the Mario Early Years series.- Added a hack for Secret of the Evermore - at several points in the game, just as the plane is about to land, it reads from unknown registers $4000 and $4001 and, if it doesn't get the value its looking for, the game hangs or displays corrupt graphics.- Silva Saga 2 was accidentally triggering a colour blending hack I put in place Kirby Dreamland 3 and Kirby Superstar.- The ZSNES freeze-file loading code could leave a file open if the file wasn't a valid ZSNES freeze file.- Super Punch-out requires certain DMA registers to be updated after the DMA completes. Snes9x used to do that, but I must have accidentally left the code commented out whilst investigating a different problem in another game.1.35- Added a recently played game list to the Windows port File menu so you can quickly load up your favourite games.- Included IPS patching support based on code from Neill Corlett - just rename the patch file to match your ROM image name but with a .ips extension and copy it into your ROM or freeze-file folder.- Added John Weidman's and Darkforce's S-RTC, (Real Time Clock) emulation code. The only game that seems to use it is Dai Kaijyu Monogatari II.- Included code from Nose000 for games with 128Kbytes of S-RAM. Now Sound Novel-Tcool, Thoroughbred Breeder 3, RPG-Tcool 2 and Dezaemon are supported.- The Windows port now has an option to make the 'turbo speed' button a toggle button.- The optimised fixed colour addition/subtraction code was ignoring the colour window. Thanks to John Weidman for pointing this out.- Added mode 7 and hi-res. hack for Dezaemon from Nose000 - the mode 7 hack looks interesting (to me); I wonder if some other games would benefit?- Both Tales of Phantasia and Star Ocean need custom sound CPU timing. Hmm. That's 4 ROMs now, there will be more... That means I still haven't discovered all the major SNES timing quirks. :-(- Windows port now has an option to save the S-RAM data at any time.- Windows port saving SPC dumps now auto-increments the filename.- Added work-around for a Super Robot Wars Ex ROM bug - the game was checking the wrong PPU register for end of h-blank. The game must have only worked by chance rather than by design on a real SNES.1.34- Corrected the colour addition/subtraction and halve the result code not to halve the result when only the fixed colour is used, i.e. the sub-screen is clear. Discovered and fixed this awhile ago, but I accidentally reintroduced the bug when adding some optimisations a few versions back.- Finally cleared the last of the offset per tile background mode bugs. There was something odd about the tile at the left-hand edge of the screen that I couldn't figure out - well now I have. Yoshi's Island level 6 boss screen, Mario RPG mine cart screen and Jim Power title screen now all display correctly.- Made reading blank areas of the SNES memory map return the middle byte of the address - fixes Home Alone which tries to execute code in an empty part of its memory map but only works because the real SNES seems to return the middle byte of the address - $60 in this case, which corresponds to the ReTurn from Subroutine instruction.- Added auto-cycle skipping disable for Earth Worm Jim 2 and several other games that spool sample data using H-DMA as the sample is being played. Improves some sound effects in these games.- Fixed joy-pad routines to only report up or left if down or right are also pressed respectively. Works around a game bug in Empire Strikes Back in the asteroid stage where the game crashes if both left and right are pressed - something impossible to do on the original SNES game-pad.- Added custom SPC700 timing for Rendering Ranger R2 - the game now works with full sound. No idea why it needs custom SPC700 timing.- The ROM type detection was broken for Treasure Hunter G and Test Drive 2 - fixed the code so type 2 ROMs can be LoROM.- Adjusted the main CPU cycles per scan-line from 341 to 342 to give an exact match for the timing required for Earth Worm Jim 2. All EWJ2 needs now for perfect sound emulation is a method of synchronising the emulation speed to the host hardware's sound card playback rate, oh, and a fast CPU! The Linux port already has this but seems to be broken because games play at double-speed when this option is enabled.- Some SPC700 code in Earth Worm Jim 2 seemed to prove that I had guessed the clock speed of the SPC700 sound CPU incorrectly - out by almost a factor of two, in fact. Changed the relative emulated clock speed of SPC700. Now Chrono Trigger doesn't lock up at certain points anymore, the special SPC700 timing for games written by the Human Software company isn't required and you can hear some more of the sound samples in Earth Worm Jim 2, etc.- H-IRQ triggering code was broken - if a ROM turned on H-IRQ but later turned it off, Snes9x could continued to generate H-IRQs, crashing some games.- Added a generic test for Human Entertainment games - they need special sound CPU timing to work. Gets Taekwon-Do working.- Disabled offset-per-tile mode for Theme Park; the world map screen is corrupt with it enabled.- Yet more changes to the offset-per-tile backgrounds modes 2 and 4. Added 64 tile wide screen support for Mario RPG's mine cart ride and fixed multiple bugs with the handling of horizontal offset-per-tile used in Chrono Trigger's fade in of the space ship.- New feature: Snes9x can now load ZSNES freeze state files! Just copy them into the freeze file folder and Snes9x will load them when you load a freeze file, but only if the corresponding native format Snes9x freeze file doesn't exist.- Added memory map hack for Batman - Revenge of the Joker: its ROM header block is in the wrong location and Snes9x incorrectly detected its ROM type.- Fixed an off-by-one-pixel clip window 2 bug when the window was set to clip outside the window area; clip window 1 was already correct. Removed the bright line bug at the left edge when the combat screen is appearing in Starfox and the clip problem when text boxes zoom-out in Yoshi's Island.- Jim Power's title screen seems to prove that the per-tile offset data on mode 2 isn't ignored for the left most tile as I originally thought. Modified the code.- The recent timing changes highlighted another problem with Daffy Duck - changed IRQ enable register to only clear pending IRQs if one has been pending for several microseconds.- Speeded up the sprite data register handling slightly.- Finally got Aero the AcroBat 2 working, after many hours of investigation, spread over several years - literally! Two problems. The SNES doesn't seem to consider scan-line line zero to be part of the v-blank period even though the line is never drawn and V-IRQs at the start of the scan-line have to be delayed until a few microseconds into the line - Traverse: Starlight & Prairie required this as well, so I removed the original, Traverse specific hack. There's a problem with the in-game music that I'll investigate at a later date. - The in-game music problem just required ENVX emulation to be switched on, off by default on the Linux port, on by default on the Windows port.- Fixed the mode 7 corruption problem on the title screen of Chase HQ using the same trick as Illusion of Gaia - i.e. mod the mode 7 centre X & Y values with 1024.- Fixed another crash bug in the interpolated mode 7 code - a portion of the code was ignoring the screen flip value and the fact that X render direction reversed if the screen was flipped horizontally. Was causing a crash on the whale boss screen of Kirby Superstar.- Mortal Kombat 3 now auto-adjusts emulated cycles per scan-line work-around a speech sample being cut short.- Added sample data register reading support to the sound DSP - somehow I seem to have missed implementing this. Not sure if any ROM actually reads the value.- Followed Sumire Kinoshita's suggestion and stopped clearing the ENDX flags when the value is read, against my better judgement, and it does actually improve speech samples in several games. Ooops! The Mortal Kombat series, Magical Drop 2 and Metal Combat are the ones I've discovered so far.- WWF Arcade now auto-adjusts the cycles per scan-line value to work-around a sound sample repeat problem.- Hmm. There's something about offset-per-tile mode I don't understand - WWF Wrestlemania Arcade is getting corrupt graphics; not sure what effect the ROM is trying to produce. Disabled offset-per-tile mode for the game for now.- Fixed Street Racer player 1 wobble problem during the soccer game by auto- adjusting the cycles per scan-line value slightly.- Made Power Rangers Fight auto-adjust emulated cycles per scan-line to work around a slight timing problem that causes an NMI to corrupt register values that an IRQ handler is trying to update. Without it the scrolling back-drop and fighter graphics are corrupt.- Illusion of Gaia seems to need the mode 7 centre X & Y values to be mod 1024 if the screen repeat flag is set. Fixes the island fly-over bug right at the end of the intro but breaks a few other games. Hmm. Made it auto-switch on for this game only.- Added memory map support for Radical Dreamers. Thanks to satellite hut master for the information.- Made updates to the top bit of the sprite write address register be ignored unless the low byte had been written to first. A ROM coding bug in James Pond II requires this, otherwise it writes a junk byte value into the main character's X position and Robocod wobbles around all over the place.- Reverted back to pre 1.31 way of initialising unknown register values - Rock and Roll Racing was reading a junk register value and using the value to set up DMA, which in turn was causing corruption on the player select screen.- Added Star Ocean memory map - thanks zsKnight! The original ROM I was testing was corrupt, no wonder I couldn't figure out the memory map myself! The game still isn't playable, though, due to missing S-DD1 graphics decompression (+ encryption?) emulation.- Started to dump some compressed data values from Street Fighter 2 Alpha in the hope that one day someone will be able to crack the S-DD1's compression algorithm.1.33a- C4 emulation wasn't being automatically enabled for Rockman X2 / X3 - the Japanese versions of Megaman X2 / X3.- Fixed the Super FX plot table pointer that I accidentally broke while saving 1Mb of workspace RAM - it was stopping all Super FX games from working.1.33- Noticed another problem with the CPU_SHUTDOWN code - Chrono Trigger locked up during the intro but only when using the asm code CPU core. Found the algorithm difference between the code and made the CPU match what the C version was doing. Still not sure why it caused a problem in the first place.
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