Anciennement connu sous le nom de bsnes, il s’agit d’un émulateur de NES/SuperNES/GameBoy/GameBoy Color/GameBoy Advance/WonderSwan/WonderSwan Color/SwanCrystal, (et anciennement Nintendo DS) mais aussi les sous systèmes Super GameBoy, BS-X Satellaview et Sufami Turbo. En fait bsnes existe toujours mais n’est qu’un module de Higan (concernant la Super NES) tout comme bnes (non disponible séparément) avec la NES, bgb (non disponible séparément, et sans rapport avec BGB) pour la GameBoy N&B/Color, bgba (non disponible séparément) pour la GameBoy Advance et BWS pour la WonderSwan N&B/Color/Crystal. Il émule également toutes les puces d’améliorations supplémentaires: Super FX/FX2, CX4, DSP, SA-1 et beaucoup d’autres et se paye le luxe d’ajouter le module MSU-1 qui aurait pu être ce qu’aurait donné un SNES-CD si celui-ci avait été rendu public.
A présent, il n’y a plus qu’un seul binaire orienté sur la stabilité et l’absolu précision (il sert principalement aux développeurs ou à ceux qui cherchent une émulation Low Level de référence). A noter qu’un pack de shaders est disponible ici.
Les changements:
I feel it’s important to stress right away that this is not « version 1.00 », nor is it a major milestone release. Rather than arbitrary version numbers, all of my software simply bumps version numbers by one for each official release. As such, higan v100 is simply higan’s 100th release.
That said, the primary focus of this release has been code clean-ups. These are always somewhat dangerous in that regressions are possible. We’ve tested through sixteen WIP revisions, one of which was open to the public, to try and minimize any regressions. But all the same, please report any regressions if you discover any.
Changelog:
– FC: render during pixels 1-256 instead of 0-255 [hex_usr]
– FC: rewrote controller emulation code
– SFC: 8% speedup over the previous release thanks to PPU optimizations
– SFC: fixed nasty DB address wrapping regression from v099
– SFC: USART developer controller removed; superseded by 21fx
– SFC: Super Multitap option removed from controller port 1; ports renamed 2-5
– SFC: hidden option to experiment with 128KB VRAM (strictly for novelty)
– higan: audio volume no longer divided by number of audio streams
– higan: updated controller polling code to fix possible future mapping issues
– higan: replaced nall/stream with nall/vfs for file-loading subsystem
– tomoko: can now load multi-slotted games via command-line
– tomoko: synchronize video removed from UI; still available in the settings file
– tomoko, icarus: can navigate to root drive selection on Windows
– all: major code cleanups and refactoring (~1MB diff against v099)
Note 1: the audio volume change means that SGB and MSU1 games won’t lose half the volume on the SNES sounds anymore. However, if one goes overboard and drives the sound all the way to max volume with the MSU1, clamping may occur. The obvious solution is not to drive volume that high (it will vastly overpower the SNES audio, which usually never exceeds 25% volume.) Another option is to lower the volume in the audio settings panel to 50%. In general, neither is likely to ever be necessary.
Note 2: the synchronize video option was hidden from the UI because it is no longer useful. With the advent of compositors, the loss of the complicated timing settings panel, support for the WonderSwan and its 75hz display, the need to emulate variable refresh rate behaviors in the Game Boy, the unfortunate latency spike and audio distortion caused by long Vsync pauses, and the arrival of adaptive sync technology … it no longer makes sense to present this option. However, as stated, you can edit settings.bml to enable this option anyway if you insist and understand the aforementioned risks.
A noter que j’ai mis à jour le pack de shaders destiné à Higan, suivre le lien en rapport.