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Snes9x v1.34 Home 
 

  • 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 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 late date. Update: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.




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