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authorkristerw <kristerw>2002-07-08 01:04:09 +0000
committerkristerw <kristerw>2002-07-08 01:04:09 +0000
commita3e87fc16852b306d258d162acb687ca1bad1a54 (patch)
treea4fe288f2ac506bc81975a78690769ad6245e890 /fonts/cyr-rfx-koi8-o
parent2364995fdaa0ab3429e6494b867103996721aea7 (diff)
downloadpkgsrc-a3e87fc16852b306d258d162acb687ca1bad1a54.tar.gz
Update snes9x to version 1.39.
Changes since snes9x-1.37.3 include: - Fixed a timing problem caused by a speed up hack that was affecting Top Gear 3000. No the game still isn't playable, but I noticed the problem while investigating the DSP-4 chip used by the game. - Added support for Star Ocean and Street Fighter 2 Alpha decompressed graphics packs from dejap. Used a binary chop search rather than a linear search to locate correct decompressed graphics more quickly - should help emulation speed during later stages of the game. - Included the latest ZSNES DSP-1 code. Now Pilotwings, SD Racer and Suzuka 8 Hours are playable. Aim For The Ace, Super Air Diver 1 & 2 and Syutoko Battle 94 are also playable, but with bugs. Thanks to zsKnight, _demo_, et al for all their hard work. - Another Daffy Duck: Marvin Missions screen flicker problem worked around - writing to the IRQ enable register shouldn't clear any pending IRQs, but Sieken 3 seems to require this or else the game hangs. Special-cased Daffy Duck for now. - An NMI emulation bug was triggering a Panic Bomberman World game bug, crashing it. Basically, if a game enables NMIs after the normal trigger point, the NMI should not trigger if the game has already read the NMI clear register. - Panic Bomberman World requires SPC700 memory to be initialised to zero on reset otherwise the game hangs when a tune finishes and another one should start. - Added an offset hack for Strike Gunner to get the scrolling ground layer to line up correctly - another offset-per-tile bug hacked around for now. - Hmm. The broken cut-scenes in Deep Space 9 seem to indicate that I haven't got the emulated clock speed of the 65c816 CPU correct yet. And not by a little bit - a 9% too slow error. Hacked special timing for the game for now. - Fixed another crash bug in the interpolated mode 7 code - if no scaling was being used (either up or down) and screen repeat was enabled and the screen was flipped horizontally, the routine would crash Snes9x. Was causing Snes9x to crash during rock monster boss stage of Castlevania 4. - Oops. Got the initialisation of the default SNES screen width and height round the wrong way - could cause a X Windows System error message on the UNIX port after loading a ZSNES freeze file. The package has been changed to use the oss sound instead of the sun sound driver. This improves the sound quality.
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