I will rectify that situation as soon as I can. If anyone has any reason whatsoever to switch back to bsnes v073 or bsnes-classic after trying my emulator, please let me know. As consolation, the Sepia shader was converted to OpenGL.Binding the Pause/Break key to an input.Because the palette size was increased from 32768 to 524288, changing a setting causes bsnes-mcfly to freeze while it recreates the palette.Selecting one of multiple files in a single Zip archive.Need to think carefully on how to implement them. All of these have restrictive licenses.Compressed archives: Z (compress), RAR, JMA.JOY1/JOY2/JOY3/JOY4 registers handled on a controller-by-controller basis.Only the Super Scope and Justifier use cothreading instead of every single peripheral.Mixed opcode/cycle timing for the SMP slightly faster while still supporting Tales of Phantasia.SMP and DSP are merged into a single APU class that references blargg's SPC_DSP.High-level emulation of the DSP1, DSP2, DSP3, DSP4, ST010, and Cx4, but firmwares are still required.Performance profile speed hacks (accuracy and compatibility profiles not affected).Only 1 copy of nall for the overall project instead of a separate copy each for bsnes, snesfilter, and snesreader.HDR-TV, Watercolor (these were marked “Archive” in bsnes v083 and not restored when bsnes v085 went back to XML from BML).Curvature and Edge Detection from higan v092.Phosphor3x (was included in some bsnes v08x versions).blargg's snes_ntsc (with 15-bit precision instead of 13-bit precision).!Enabling/disabling of individual PPU layers and DSP channels (the former only in the Compatibility and Performance profiles, the latter in every profile). ![]()
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