I can update the implementation in bsnes-plus, just let me know how it should work.
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No, I do not think that is correct. I think if bit 0 and 1 are not set for $4201 it will activate the second set
You are probably having problems with the multitap because $4201 is for the joypads and you are zeroing out all of the bits. 2 bits are used for the controllers and the other 6 are not used for anything. There are 8 pins on the cpu for each bit for the joypad I/O ports $4201. The last 2 pins I think bit 7 and 8 are connected to the controls and the other 6 are not connected to anything on the motherboard. When you do your testing I think you need to have 128kb vram activated when you activate 256kb. So try only using those 2 bits/I/O ports.
Is the vram viewer capable of displaying both 128kb sets of vram at the same time? If not, can you make it to where it does so I can run a few test?
(I saw your RHDN thread about this earlier, but I wasn't logged in at work so I didn't reply)
You can enable FastROM without modifying the mapping bits in the header, as long as you still set $420D and use addresses above $800000. The SNES doesn't actually know or care what the contents of the cartridge header are (unless you count the interrupt vectors as being part of the header).
The specific check for $20 when detecting the Cx4 is just a heuristic that bsnes (and possibly other emulators) use to make sure it doesn't get falsely detected for ROMs that don't actually use it. I could modify said check to support $30 as well, but trying that might make it inconsistent with other emulators. It's probably better to just play it safe and keep the values the same as the original games.
Fixed low-res scanlines being horizontally resized too much when fast-forwarding
while a high-res screen mode is active (compat/performance builds only) [Revenant]
Fixed potential issue with modifier keys triggering multiple wrong inputs [Revenant]
Fixed potential crashes when nonexistent cart RAM would be mapped by a manifest
and/or certain coprocessors (such as the SA1) [Revenant]
Fixed potential crash when tracing SA1/SuperFX with trace mask enabled [Revenant]
Fixed trace mask being wrongly enabled when loading a cartridge [Revenant]
Not even the latest release of higan?
I would say people doing fan games should just make their own assets/ideas/etc
1. It's just my personal taste but everything in the debugger being in CAPS would be a lot easier to read.I can add that to the debugger options later, no problem.
I was testing around with the few quick save states BSNES has currently and if you try using even one of the same key for load/save, it'll load and then save instead of loading or saving.Yikes, I'll have to check that out.
IE: Shift + F1 = Save Slot 1 but if you have F1 as the key to load that slot as well, it'll reload the save state and then save instead of just saving. I think it needs to realize that Shift + F1 and F1 are completely separate key commands.
I download the new version but when I opened, my antivirus blocked it.Do you know which file specifically gets flagged?
Added tilemap viewer, revamped VRAM viewer and improved OAM viewer [UnDisbeliever]
Added all BS-X/Satellaview support from bsnes-sx2 [LuigiBlood]
Added PPU breakpoint support to accuracy and performance builds [Revenant]
Added more comparison options to cheat search dialog [Grieverheart]
Added some command line debugger arguments (see `bsnes --help`) [UnDisbeliever]
Added debug window option to show H-count as either dots or clocks [Revenant]
Added option to use WDM instruction as a software breakpoint [Revenant]
Added "allow invalid input" and "allow modifier keys" to settings window [Revenant]
Updated MSU1 support to revision 2 (includes pause/resume support) [Revenant]
Improved handling of debug window GUI state when breaking/running/stepping [Revenant]
Expanded debug properties view for multiple chips on all 3 build profiles [Revenant]
Made power-on state (especially accuracy PPU) randomized the same way as higan [Revenant]
Memory viewer displays current address at bottom of window [Revenant]
Memory viewer now displays APU bus instead of just APU RAM [Revenant]
Memory viewer now displays (most) I/O registers as read-only values [Revenant]
Debug log files are now only opened if a game is actually open [Revenant]
Debugger switches between debug/main window depending on focus policy [Revenant]
Fixed flickering/blanking of game screen when changing/resizing windows [Revenant]
Fixed CPU bug w/ direct page wrapping in emulation mode [AWJ]
Fixed disassembly of PEA/PEI/PER instructions [AWJ]
Fixed some details of S-DD1 memory mapping [AWJ]
Fixed typing in native file dialogs triggering emulator hotkeys [Revenant]
Fixed debug events messing with emulation speed if turbo/slowdown keys were held [Revenant]
Fixed spurious debug events caused by dummy reads during SPC write instructions [Revenant]
Fixed file dialog path being cleared when cancelling a native file dialog [Revenant]
Fixed handling of $00Fx registers when dumping SPCs [Revenant]
Fixed "search next/prev" behavior when wrapping to beginning or end of memory [Revenant]
I thought that's how PAR1 work - every time ram address is read, it applies the code?? Maybe not though.
First: If it was because of copyright infringement, why did Nintendo wait for DocM64 to complete and release the game to C&D him then and not way before?
Second: This is the link with the news on the ROM site raid: http://skirmishfrogs.com/2016/03/19/nintendo-tells-website-to-remove-2200-roms-including-hacks/
Third: Correct me if I'm wrong, but aren't a huge load of the hacks hosted here centered around Nintendo games?