Bienvenidos a Abandonsocios: El Portal de los Juegos Antiguos
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- corrected PPU OAM address latching with the accurate PPU renderer - fixed offset-per-tile regression with the accurate PPU renderer - fixed very rare PPU mosaic rendering bug with the accurate PPU renderer - corrected a sound stuttering issue when emulating the Super Game Boy 2 [LIJI] - Windows: added a workaround for an issue where bsnes was crashing on exit for a very small number of users - changed gamepak firmware loading names to use the identifier (dsp1, dsp2, etc) label instead of the architecture (upd7725, etc) - do not apply color blending for the first hires pixel with the accurate PPU renderer (fixes green line in Jurassic Park) - added scanline override setting for Suguro Quest++ with the fast PPU renderer - disabled HD mode 7 supersampling when EXTBG mode is active, as it is not compatible - fixed MSU1 and SGB audio when using run-ahead and overclocking modes - implemented correct fix for Kishin Douji Zenki - Tenchi Meidou - improved CPU IRQ handling to fix Shin Nihon Pro Wrestling Kouhin '95 - fixed a GUI typo where "Increment" and "Decrement" "State Slot" labels were reversed - fixed audio balance setting when lowering it below 50% - added BSC-1A7M-10 board and corrected BSC-1AxM-xx masking (fixes RPG Tsukuru 2 and Sound Novel Tsukuru) - improved the driver crash detector to not trip if closing the emulator before initialization could complete - added a hotfix to prevent a rare crash in Rendering Ranger R2 that can happen even on real hardware - made the entire window support drag-and-drop for gamepaks and game ROM files - merged the latest release of SameBoy for improved Super Game Boy support [LIJI] - macOS: add hotplug support to IOKit joypad driver [Sintendo] - macOS: fixed a serious issue with the IOKit joypad driver [kode54] - libretro: updated boards database to the latest version [rtretiakov] - libretro: merged Super Game Boy support improvement patch [fr500] - small improvements to libco and nall libraries
General SPC7110 support BS-X/Satellaview support MSU-1 support Run ahead support Save states: Added load/save state menu Video recorder: Added GIF format export optionDebugger Added performance profiler tool Added assembler tool Added memory access counters viewer Added DSP debugger window Added CX4 debugger window Added "Go To All" tool to quickly navigate between labels/functions/files Allow tile viewer to be used on all types of memory (and improved usability) Improvements to event viewer (list view, sub-pixel display and better filters/colors) Added SPC DSP and SA-1 state to register viewer Improved syntax highlighting in disassembly and added options to customize disassembly style Ability to export changes done to the ROM as an SFC or IPS fileBug fixes DSP: Fixed KOF register initial value to fix missing sound effects in a couple of games SA-1: Fixed some bugs, improved timings and implemented some missing features (Fixes SMRPG) IRQ/NMI: Improved timing/logic, fixes some issues in a number of games. PPU: Fixed issues with mosaic effect Debugger: Fixed some disassembly bugs and improved CA65 integration Audio: Fixed issues with sound resampling that caused the sound quality to be slightly degraded
http://forums.nesdev.com/viewtopic.php?f=12&t=20638
There's nothing special about the Sonic engine that requires a particularly powerful CPU. The scrolling engine is fairly normal, it just updates more tiles per frame than most other engines, but even the NES can handle these scrolling speeds, really.