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v0.5.3

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@jsgroth jsgroth released this 21 Nov 01:32
· 1099 commits to master since this release

Features

  • (SNES) Added support for the SA-1 coprocessor, used by 35 games including Kirby Super Star, Kirby's Dream Land 3, and Super Mario RPG
  • (SNES) Added support for the Super FX coprocessor, used by 8 games including Star Fox and Yoshi's Island (9 games if counting Star Fox 2)
    • Also added an option to overclock the Super FX GSU, since some of the Super FX games benefit greatly from running it faster than stock speed
  • (SNES) Added a new horizontal blur shader ("SNES adaptive") that keeps a consistent amount of blur in games that change resolution between 256px and 512px, such as Seiken Densetsu 3 and Kirby's Dream Land 3
    • The blur amount is equivalent to 3-pixel horizontal blur at 512px internal resolution
    • This is particularly good for Kirby's Dream Land 3, which often uses pseudo-hi-res mode for a faux transparency effect that looks quite bad without some sort of blur
  • (All) Added a new Open Recent sub-menu to the GUI for quickly opening any of the 10 most recently opened files

Fixes/Improvements

  • (SNES) Improved rendering behavior when high-resolution mode is off (either BG mode 5/6 or pseudo-hi-res mode)
    • The emulator previously always rendered in 512x224 to account for games being able to change resolution mid-frame, which some games do (e.g. Donkey Kong Country on the splash screen, Seiken Densetsu 3 when displaying text boxes). It now renders in 256x224 by default when high-res mode is off, and if there's a mid-frame change into high-res mode then it will redraw the earlier parts of the frame in 512x224
  • (SNES) Fixed color math in mode 5/6 incorrectly rendering the math screen at 256px instead of 512px; this was discovered while testing Marvelous (SA-1) where the file select screen looked extremely wrong before this fix
  • (SNES) Somewhat improved performance by rewriting the core PPU loop to perform most operations per-line instead of redoing a ton of work per-pixel
  • (SNES) The APU now silences audio output when the console is reset
  • (SNES) The CGRAM debug window now ignores the PPU's brightness setting and always displays colors at max brightness; this fixes the color debug window not working in games that turn brightness to 0 before the end of the frame (e.g. Super Mario Kart)