pkgsrc/emulators/snes9x/distinfo

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$NetBSD: distinfo,v 1.8 2002/12/30 21:40:11 kristerw Exp $
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.
2002-07-08 03:04:09 +02:00
SHA1 (s9xs139.zip) = 15acf6d8a31dc51b26a42abf747cec1b72c2aa29
Size (s9xs139.zip) = 666463 bytes
SHA1 (patch-aa) = 20c1d402e26c3e8f49f9d767f02fa3b67cca985c
SHA1 (patch-ab) = b99893934074d8693a9609d49e49953ade2b2062
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.
2002-07-08 03:04:09 +02:00
SHA1 (patch-ac) = e54f4fff397dd4ca3be28711fd23c4fbef57ed54
SHA1 (patch-ad) = 72cc9904c74e0668cce450fcada24453aec344e4
SHA1 (patch-ae) = cb2ed8dc3ad409ffb88cb9851b04c6c42c3b2b0e
SHA1 (patch-af) = 302967c91a1e0b384c4990687fb11bf236202783
SHA1 (patch-ag) = 74c74739f4f0f22b76594ba379939df8cfc52188
SHA1 (patch-ah) = 60bd35e51faca36fbd8d8d6354487554af17fe7a
SHA1 (patch-ai) = 2f522a560577aff89af9efa7a6b129faa99670fd
SHA1 (patch-aj) = 71f228195be1381f52b1fe875506abde54fd8396
SHA1 (patch-ak) = 4154979877ac98976a6eaf364030b840e8715e30
SHA1 (patch-al) = 7c703d57d7b0058d9ef7e598c7a03e18a9a234f8
SHA1 (patch-am) = 0630f836f8f7d44ee5476a73de4f7934897814f2
SHA1 (patch-an) = 2cbcd9376cdd98734a7dcd7eba63698946323474
SHA1 (patch-ao) = 2cb334bed163ef1965fb42ab5f0fa9cd919af835