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- Short: SNES Emulator for PowerPC (WarpUP) V4.1
- Author: MagicSN@Birdland.es.bawue.de (Amiga Port), chinoclast@softhome.net (Sound Code), Jeremy Koot and Gary Henderson (original Unix Version)
- Uploader: MagicSN@Birdland.es.bawue.de
- Type: misc/emu
-
- New in V4.1:
-
- - Included changes of SNES9x 1.25 sources
- - Small bugfix in joypad code
- - SPC700_C compiler flag enabled finally (like in Linux Version of SNES9x)
- - APU enabled by default (setting controlled by -sound/-nosound)
-
- New in V4.0:
-
- Spotlight --- tadaaaa --- major Version Jump:
-
- V3.5a still based on SNES9x 1.10 Sources, V4.0 bases on:
-
- * SNES9x 1.23 Sources *
-
- Yeah, the latest ones from SNES9x !!! :)
-
- New in V3.5a:
-
- - Crash on exit was not the fault of SNES9xGUI, but of WarpSNES...
- i found the bug and fixed it (on 3.5 it only appeared, if you
- had sound enabled...). Now everything is perfect. Have fun.
- Still AHI Code, faster Paula-Code not yet done.
-
- New in V3.5:
-
- - Sound Support !!! (Thanks go to chinoclast@softhome.net for his
- GREAT Help in coding the sound stuff... actually it was more him
- then me who coded the Sound... :) )
- - Added latest version of SNES9xGUI (Sadly it seems to crash on exit,
- because of this i also added the old version)
-
- Options for AHI-Sound:
-
- -nosound: Switch off Sound (Default: Sound is on)
- -soundskip: values 0-3, only if sound is disabled
- -soundquality:
-
- 0 - off
- 1 - 8192
- 2 - 11025
- 3 - 16500
- 4 - 22050 (default)
- 5 - 29300
- 6 - 33600
- 7 - 44000
-
- Try a bit around what produces the best output !!! Also try
- around with your AHI settings. Usually GOOD is:
-
- * Paula = Set frequency as high as possible
- * Sound Board = Set frequency to EXACTLY the one set in soundquality,
- for example 22050
-
- If the sound jerks, play around with the settings !!!
-
- You can use a different AHI Unit by using
-
- -ahiunit (Default=0)
-
- -stereo (default)
- -mono
- -buffersize: 4096-32768 (default: 16384)
-
- (Try playing around with this too... i think the default gives the
- best results)
-
- Important note to owners of Soundboards:
-
- Appearently it does not work nice with Soundboard (at least not with
- my Prelude). It only jerks. The same happens when i use my Soundboard
- with Abuse 68k. I do not know if the hardware or the AHI Driver is
- the problem.
-
- There exists a
-
- -prelude
-
- Parameter for Prelude native sound. Not yet working in this version
- of WarpSNES, use AHI !!!
-
- The next version hopefully will also support SNES9x 1.18e changes. But
- i wanted to finish sound-support first !!!
-
- New in last version:
-
- - Removed the AGA Speedup again, as it was incompatible with some games (actually
- a LOT of games). These games then only crashed, even if called on a GFX Board
- Screen. I now provided two versions of the executable, WarpSNES without the
- AGA speedup, WarpSNES.old with it (but not all games run on WarpSNES.old).
- WarpSNES is V3.4, WarpSNES.old is V3.3.
-
- New in last version:
-
- - Major speedup for AGA (thanks to the author of SNES9xPPC for hints)
- Note: For optimal speed it is still recommended to use a CD32 Joypad.
- Keyboard controls are rather slow. But AGA display now runs at 80%
- of GFX Board Display.
- - Now also works on systems without TCP/IP Stack installed (actually
- removed TCP/IP part, as it still was not working... will reinsert it
- later... now back to try to make the sound working :) )
-
- New in last version:
-
- - Adapted Sources to new-released SNES9x 1.10 (which means mainly that the DSP Emulation
- improved so that more games run now, MarioKart *nearly* runs fine now)
- - Changed Joypad Buttons, so that they come closer to the real SNES
- - -minimal option added to switch of keyboard code with exception of ESC (did not
- give much of a speedup, though)
- - Network Support of 1.10 SNES9x (Untested, might not work)
- - No unzip support of 1.10 SNES9x (but gzip Support works like always)
- - Sound still does not work, sorry, also no ASM Optimizations yet... (maybe next
- version...). If anybody has an idea about the sound, contact me :)
- - fps should now show the real value for frameskip
- - added a 4th GUI sent to me by the author, Johan Lundell (ghwerig@home.se).
- Thanks for the Support :)
-
- - Last version:
-
- - frameskip now works. Note: the fps counter will show the
-
- Frames Displayed / second
-
- So the number will be much lower than your gaming feeling.
- Somehow i am not sure if the number is displayed correct. If i
- do -f 0 i get 36 fps, if i do -f 2 i get 15 fps, but the 15 fps
- of -f 2 are definitely faster than the 36 fps :) The 36 fps are
- correctly calculated however... somehow measuring goes strange
- when frameskip is enabled... as the result looks much more like
- 50 fps than like 15 fps...
-
- Use -f 0 to play with every frame displayed.
-
- - Included a new version of SNES9xgui
- - Included wsl GUI which by mistake was not included last time (instead
- theguis.lha included an old version of WarpSNES last time... shame on me :) )
-
- New in last versions:
-
- - Lots of bugfixes
- - If Subdirectory Snapshots exists, saving works
- - Added 3 GUI's sent to me by different people. Use the one you like best :)
- Thanks to Andreas Falkenhahn, Rune J. Keller and Sinan Gurkan for the
- GUI's (personally i prefer snes9xgui from Andreas Falkenhahn)
- - Note about the GUIs: The GUI of Andreas Falkenhahn sets the name of the
- Emulator (it works with both WarpSNES and SNES9x for 68k) in a Tooltype.
- The GUI of Sinan Gurkan assumes the name to be WarpSNES, the GUI of Rune J.
- Keller enables the user to choose a name.
- - Another note: Even if Andreas' GUI display's .zip'ed files, WarpSNES does not
- run these. It can run gzip, not zip !!! That was a misunderstanding between
- me and Andreas, hopefully fixed in the next version of the GUI :)
- - BTW: WarpSNES now also runs .fig format, not only .smc !!!
- - 15/16 Bit for *all* GFX Boards with WORKING Transparency effects
- - Mousepointer is switched off during the game runs
- - Still no sound, sadly. Hopefully next version :)
-
- Notes:
-
- - -speedhack gives 1-2 extra fps, but does not work with all games
- - as long as sound does not work -nosound is also useful, gives 3-4 extra
- fps normally
- - 16 Bit looks much better than 15 Bit, and is not slower
- - 256*256 Screenmodes enable a special optimization that gives 1 extra fps
- - 15/16 Bit is only recommended for PPC 604e + Zorro III Boards, it really
- pushes your system to its limits (on my system Earthworm Jim runs with
- -speedhack -nosound on a 256*256 16 Bit Mode - RGB16PC - at around
- 24-25 fps... probably on a GFX Board without Byte-Swapping 16 Bit is
- faster...)
- - Byteswapping for 15/16 Bit is MUCH optimized. If anyone thinks he can
- do better, contact me :) A piece of code to load 8 Bytes at once from
- memory, Byteswap them and store them to memory, using lfdu/stfdu, would
- be nice... currently i am using "4-Bytes at once".
-
- New in the last version:
-
- - "Wrong-Colors-Bug" of the first version (the colors looked dull at best)
- fixed.
- - Experimental 16 Bit Support integrated. Transparency currently lets things
- look in very strange colors (Transparency can be toggled on/off by pressing
- F10). 16 Bit currently only works on GFX Boards with RGB16PC GFX Modes (for
- example Picasso IV or Piccolo SD64). I do NOT guarantee that you won't get
- crashes in 16 Bit mode, activate it with -hicolor.
- - stretch currently does not work (but why anyways, on Amiga you can do a
- screenmode the size that you get Fullscreen !!!)
- - hires support added (activate it with -hires)
- - snes: assign is not needed anymore
- - Loading of Compressed Files is now supported (use gzip to pack an Image
- File, gzip should be on Aminet, and no, gzip is NOT the same like zip !!!)
- The loading of the packed image files is very fast, as it is PPC Boosted :)
- You then don't need the depacked images anymore on your harddrive. The
- Emulator depacks them to RAM and starts them... :) Thanks to zlib...
-
- If ANYBODY has an idea why 16 Bit stuff looks that strange, please tell me !!!
- I will then add the 16 Bit support for the other GFX Boards, also... hopefully
- the next versionwill also have sound-support. I also hope that till the next
- version Phase 5 have ruled out the problems with their A1200-FlashROM-Software.
-
- BTW: Remember to raise the stack to a higher value.
-
- WarpSNES Documentation
- ======================
-
- Games reported to run/not to run:
- ---------------------------------
-
- Game Runs ? Hardware fps
- ---- ------ -------- ---
-
- Earthworm Jim yes 150 MHz 604e + Picasso IV 27
- R-Type III yes 150 MHz 604e + Picasso IV 32
- Mariokarts no 150 MHz 604e + Picasso IV --
- Ranma 1/2 yes 150 MHz 604e + Picasso IV 30
- Uniracers yes 150 MHz 604e + Picasso IV 28
- Final Fantasy 5 yes 150 MHz 604e + Picasso IV 32
-
- For the AGA users among us, i did also some AGA tests.
-
- Earthworm Jim yes 150 MHz 604e + AGA 21
- R-Type III yes 150 MHz 604e + AGA 23
-
- WarpSNES is the first SNES Emulator for the PowerPC. It is really fast.
- WarpSNES needs WarpUP V12 and the rtgmaster.library to run. If you want
- Joystick/Joypad Support, you should also have the lowlevel.library.
-
- An assign snes: has to exist.
-
- WarpSNES bases on the great SNES9x code by Jeremy Koot and Gary Henderson.
-
- At this place the copyright notice:
-
- /*
- * Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
- *
- * (c) Copyright 1996, 1997, 1998 Gary Henderson (gary@daniver.demon.co.uk) and
- * Jerremy Koot (jkoot@euronet.nl)
- *
- * Super FX C emulator code
- * (c) Copyright 1997, 1998 Lestat (lstat@hotmail.com) and
- * Gary Henderson.
- * Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_.
- *
- * DSP1 emulator code (c) Copyright 1998 Lestat and Gary Henderson.
- * DOS port code contains the works of other authors. See headers in
- * individual files.
- *
- * Permission to use, copy, modify and distribute Snes9x in both binary and
- * source form, for non-commercial purposes, is hereby granted without fee,
- * providing that this license information and copyright notice appear with
- * all copies and any derived work.
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event shall the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Snes9x is freeware for PERSONAL USE only. Commercial users should
- * seek permission of the copyright holders first. Commercial use includes
- * charging money for Snes9x or software derived from Snes9x.
- *
- * The copyright holders request that bug fixes and improvements to the code
- * should be forwarded to them so everyone can benefit from the modifications
- * in future versions.
- *
- * Super NES and Super Nintendo Entertainment System are trademarks of
- * Nintendo Co., Limited and its subsidiary companies.
-
- WarpSNES is AFAIK the first Amiga-port of SNES9x, and it is for PowerPC and
- damned fast !!! :)
-
- And before someone asks: I know that the latest Flashrom Update for BlizzardPPC
- has problems with WarpUP. But this is not my problem, it is the problem of
- Phase 5. They should fix it. As long as it is not fixed i can only recommend
- NOT to update the FlashROM if you did not do it already and wait for a bugfixed
- version (the latest FlashROM has not only problems with WarpUP, but also with
- MUI and other things, so it is NOT recommended).
-
- Now we come to the more detailed docs:
-
- WarpSNES does not (yet...) support :
-
- - Sound
- - Emulation of SNES Mouse
- - timing correction
-
- If someone could help me with SNES Sound-Stuff (a coder of a 68k SNES Emulator
- maybe...), simply contact me. Also if you think you can do a nice GUI for it,
- contact me... at MagicSN@Birdland.es.bawue.de...
-
- WarpSNES will get better versions later...
-
- It has to be said, that i only can recommend using a CD32 Pad with this emulation.
- The keyboard movement sucks IMHO (you can't press several keys at the same time !!!)
- Play it with the CD32 Pad for the correct Console-Feeling...
-
- The movement:
-
- (Controller always means that you also can get this function by using a CD32 Controller
- instead of pressing a key...). I tried to stay as close as possible with the original
- SNES9x controls. A lot of functions are available on several keys.
-
- Controller 1:
-
- - cursor right or controller => Right
- - cursor left or controller => Left
- - cursor up or controller => Up
- - cursor down or controller => Down
- - Keypad Enter or controller "Play" => Start
- - Keypad Plus => Select
- - Insert or Controller => TL
- - Remove or Controller => TR
- - Home or Controller => X
- - End or Controller => Y
- - Pageup or Controller => A
- - Pagedown or Controller => B
-
- Controller 2:
-
- - K, Cursorblockright, Controller => Right
- - H, Cursorblockleft, Controller => Left
- - N,J,Cursorblockdown, Controller => Down
- - U,Cursorblockup,Controller => Up
- - Return, Controller => Start
- - Space => Select
- - A,V,Q,Controller => TL
- - Z,B,W,Controller => TR
- - S,M,E,Controller => X
- - X,,,R,Controller => Y
- - D,.,T,Controller => A
- - C,\,Y,Controller => B
-
- - 1-5: No idea what this does, but something... ("BG_Forced")
- - 0: Disable HDMA
- - 8: Toggle BGLayering
- - 6: Swap Joypads
- - Backspace: Toggle DisableGraphicWindows
- - P: Pause
- - <: Something with frame-skip, probably does not yet have an effect
- - +: ""
- - left alt+f2 or del => load snapshot
- - left alt+f3 or help => save snapshot
-
- New options not in the original Unix Version:
-
- -nosecondjoy
-
- disables second joypad for less contextswitches
-
- -showfps
-
- shows the fps rate on the game screen
-