This release includes Nintendo Super System DIP switch emulation and improved PPU rendering accuracy, among other things.PS3,Wii,Xbox360,PS2,PSP,NDS,EMU,ROM,MAME,Arcade,Game,汉化,游戏,模拟器#W+n&T+b5t3r!Z.I
Changelog:
[ PS3,Wii,Xbox360,PS2,PSP,NDS,EMU,ROM,MAME,Arcade ]/m/k4I)N+j0J(w
- added Nintendo Super System DIP switch emulation [requires XML setting maps]
- emulated Super Game Boy $6001 VRAM offset selection port [ikari_01]bbs.emu-zone.org)h+A&w*R8U:@9z+L$M/|3]0i
- fixed randomness initialization of S-SMP port registers [fixes DBZ:Hyper Dimension and Ninja Warriors]PS3,Wii,Xbox360,PS2,PSP,NDS,EMU,ROM,MAME,Arcade,Game,汉化,游戏,模拟器4L9D*H8`0O#](\
- mosaic V-countdown caches BGOFS registers (fixes Super Turrican 2 effect) [reported by zal16]
- non-mosaic BGOFS registers are always cached at H=60 (fixes NHL '94 and Super Mario World flickering)
- fixed 2xSaI family of renderers on 64-bit systems
- cleaned up SMP source code
- phoenix: fixed a bug when closing bsnes while minimized
Please note that the mosaic BGOFS fix is only for the accuracy profile. Unfortunately the older scanline-based compatibility renderer's code is nearly unmaintainable at this point, so I haven't yet been able to backport the fixes.
PS3,Wii,Xbox360,PS2,PSP,NDS,EMU,ROM,MAME,Arcade,Game,汉化,游戏,模拟器1{.c!t9?*x"_"K/V+\.X0n
Also, I have written a new cycle-accurate SMP core that does not use libco. The aim is to implement it into Snes9X v1.54. But it would of course be prudent to test the new core first. So if you'd like, please click the discuss link below for a link to a build with this alternate core