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Update changelog / update minizip to 1.01h / update docs / Mac: chang…
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…ed MusicBox to Cocoa interface
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zones committed Apr 10, 2011
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56 changes: 56 additions & 0 deletions docs/changes.txt
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Snes9x 1.53

- Rebuilt IRQ handling. (zones)
- Improved overall timings, now Snes9x can handle events in
a opcode a little. (zones)
- Improved screen interlace and sprite interlace supports. (OV2, zones)
- Fixed Hi-Res pixel plotter. (BearOso, zones, OV2)
- Fixed C4 for Mega Man X2's "weapon get" screen. (Jonas Quinn)
- Fixed Super Buster Bros. graphics after reset. (Jonas Quinn)
- Improved SA-1 support. (zones)
- Added SA-1 CC2 support. (Jonas Quinn, byuu)
- Fixed SA-1 NMI override mode. (zones)
- Fixed Dual Orb 2 sound glitch. (byuu)
- New APU timing hack, fixes various games that exhibit
problems with Blargg's SNES_SPC library. (OV2)
- Fixed movie snapshot unfreeze inconsistency. (gocha)
- Faster config file saving. (OV2)
- Fixed BlockInvalidVRAMAccess config file option.
(windows port, unix port and gtk legacy config) (Jonas Quinn)
- Remove POSIX dup and access calls, and rename qword to
fix compilation with Cell SDK. (BearOso)
- Fixed PS3 version save state crash by using heap
allocation for soundsnapshot. (danieldematteis)
- Fixed crash relating to double-closed descriptor. (BearOso)
- Removed CPUShutdown speedhack, DisableHDMA and
DisableIRQ options. (zones)
- Removed remaining outdated asm code. (zones)
- JMA 64 bit support. (kode54, Nach, friedrich.goepel)
- GTK+, Win32, Mac: Added optional Hi-Res blending. (BearOso, OV2, zones)
- GTK+, Win32: Support for bSNES-style XML shaders. (BearOso, OV2)
- Win32: Full unicode support. (OV2)
- Win32: Restored OpenGL mode. (OV2)
- Win32: x64 version. (OV2)
- Win32: HLSL shader support. (mudlord)
- Win32: Win7 jumplist synchronizes with recent roms list. (OV2)
- Win32: Updated menu structure. (OV2)
- Win32: Drag&Drop support for ROMs. (gocha, OV2)
- Win32: Reworked movie-recording with size selection. (gocha, OV2)
- Win32: Restored SPC save option. (OV2)
- Win32: Fixed vsync in DirectDraw. (OV2)
- Win32: Improved window position saving. (OV2)
- Win32: Restored compile with DEBUGGER. (gocha)
- Win32: Fixed various edge-case errors and/or possible
leaks. (Brian Friesen)
- Win32: Config file option to always center image. (OV2)
- Win32: Fixed "Turbo Down mode" hotkey assignment. (gocha)
- Win32: Added and fixed Autofire for D-pad. (gocha)
- Win32: Fixed aggressive soundsync wait. (OV2)
- Win32: Added window size presets. (OV2)
- Mac : Added pause and frame advance functions. (zones)
- Mac : Now you can choose any folder for saving files. (zones)
- Mac : Updated Music Box (mostly internally). (zones)
- Mac : Fixed gliches in open/save dialogs on 10.6. (zones)
- Mac : Fixed display configuration in windowed mode. (zones)
- Unix : Fixed segfault and hang-up with -DNOSOUND. (zones)

Snes9x 1.52
- IMPORTANT NOTICE: The structure of savestates (also known
as snapshots / freeze files) is incompatible with older
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2 changes: 1 addition & 1 deletion macosx/English.lproj/Snes9x Help/pgs/02.html
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Expand Up @@ -20,7 +20,7 @@ <h3>Loading Games</h3>
Choose 'Open ROM Image...' in 'File' menu, select the game and start it. You can also drag and drop the ROM image onto the Snes9x icon. You may open a ROM image by double clicking on its icon in the Finder as well.
</p>
<p>
SNES ROM images come in lots of different formats. Snes9x supports zipped ROMs as long as there is only 1 per zip file. Also Snes9x can open gzip/jma compressed file.
SNES ROM images come in lots of different formats. Snes9x supports zipped ROMs as long as there is only 1 per zip file. Also Snes9x can open gzip and jma compressed files.
</p>
<h3>Game Color System</h3>
<p>
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Expand Up @@ -21,7 +21,7 @@ <h3>System Requirements</h3>
</p>
<h3>Software</h3>
<p>
You will need access to SNES ROM images in .smc, .sfc, .fig, etc., format otherwise you will have nothing to run! Some home-brewed ROM images can be downloaded from <a href="http://www.zophar.com/">http://www.zophar.com/</a>.<br>
You will need access to SNES ROM images otherwise you will have nothing to run! Some home-brewed ROM images can be downloaded from <a href="http://www.zophar.com/">http://www.zophar.com/</a>.<br>
Please note, it is illegal in most countries to have commercial ROM images without also owning the actual SNES ROM cartridges, and even then you may be liable under various EULAs.
</p>
<div style="text-align:center; margin-top:3em"><p>
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Expand Up @@ -186,6 +186,14 @@ <h3>Additional Keyboard Controls</h3>
<td style="width:9em">W</td>
<td>decreases emulated frame time - speeding up the game.</td>
</tr>
<tr valign="top">
<td style="width:9em">O</td>
<td>just pauses and resumes - doesn't exit from the emulation loop.</td>
</tr>
<tr valign="top">
<td style="width:9em">P</td>
<td>advances a frame when paused.</td>
</tr>
</tbody>
</table></li>
</ul>
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Expand Up @@ -17,7 +17,7 @@ <h2>Game Saving</h2>
</p>
<h3>Using the SRAM File</h3>
<p>
It's easy enough, just save the game as you do with the real SNES. Snes9x outputs the contents of the emulated SRAM into a file (.srm) when you load a new game or quit Snes9x. This file is automatically loaded the next time you play the game.
It's easy enough, just save the game as you do with the real SNES. Snes9x outputs the contents of the emulated SRAM into a file (.srm) when you load a new game, pause the emulation loop or quit Snes9x. This file is automatically loaded the next time you play the game.
</p>
<p>
To avoid losing your progress if Snes9x or your system crashes before the .srm file is saved, Snes9x provides auto-saving .srm option - the .srm file is always updated when the SRAM contents are modified. See into 'File' tab in 'Preferences' dialog to turn on this option. You can also update .srm file manually by choosing 'Save SRAM File Now' in 'Option' menu.
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Expand Up @@ -29,7 +29,8 @@ <h3>Re-recording the Movie</h3>
</p>
<h3>QuickTime Movie Export</h3>
<p>
Note that during the QuickTime recording there is no sound, but the exported QuickTime movie has sound. Choose 'Export to QuickTime Movie...' in 'Option' menu and choose the location where the QuickTime movie file will be saved. Press 'Compression...' button and set the compression settings by the general QuickTime dialog. 'Double Size' check box makes the movie size from 256x224/239 to 512x448/478. 'Overscan' check box is for games that use 239 or 478 lines. 'Frame Skip' menu decides frame rate of the movie, for example when the value is 1, NTSC games which have 60 fps are exported as 30 fps movie.<br>
Note that during the QuickTime recording there is no sound, but the exported QuickTime movie has sound.<br>
Choose 'Export to QuickTime Movie...' in 'Option' menu and choose the location where the QuickTime movie file will be saved. Press 'Compression...' button and set the compression settings by the general QuickTime dialog. 'Double Size' check box makes the movie size from 256x224/239 to 512x448/478. 'Overscan' check box is for games that use 239 or 478 lines. 'Frame Skip' menu decides frame rate of the movie, for example when the value is 1, NTSC games which have 60 fps are exported as 30 fps movie.<br>
To make a QuickTime movie from .smv, choose 'Play Movie...' in 'Option' menu and turn on 'Export to QuickTime movie at a Time' check box.
</p>
<div style="text-align:center; margin-top:3em"><p>
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Expand Up @@ -32,7 +32,7 @@ <h3>How to Netplay</h3>
</tr>
<tr valign="top">
<td style="width:9em">Server</td>
<td>Open the ROM image. Pause the game.</td>
<td>Open the ROM image. Pause the game and exit from the emulation loop.</td>
</tr>
<tr valign="top">
<td style="width:9em">Server</td>
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</tr>
<tr valign="top">
<td style="width:9em">Server</td>
<td>Netplay stops when server pauses the game.</td>
<td>Netplay stops when server pauses the game and exits from the emulation loop.</td>
</tr>
<tr valign="top">
<td style="width:9em">Server</td>
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Expand Up @@ -22,7 +22,9 @@ <h3>Where the Files are Stored</h3>
<dt>ROM Folder</dt>
<dd>the files will all be in the same folder as the ROM image being used.</dd>
<dt>Application Support Folder (default)</dt>
<dd>the subdirectories will be created in /Users/yourname/Library/Application Support/Snes9x and searched.</dd>
<dd>the subdirectories will be created and searched in /Users/yourname/Library/Application Support/Snes9x.</dd>
<dt>Other...</dt>
<dd>the subdirectories will be created and searched in any folder you choose.</dd>
</dl>
<h3>Which Display is Used in Full Screen Mode</h3>
<p>
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Expand Up @@ -19,7 +19,7 @@ <h3>What's Emulated?</h3>
<li>Sound DSP, with eight 16-bit, stereo channels, compressed samples, hardware envelope processing, echo, pitch modulation and digital FIR sound filter.</li>
<li>SRAM, a battery-backed RAM.</li>
<li>All background modes, 0 to 7.</li>
<li>All screen resolutions, 256x224, 256x239, 512x224, 512x239, 512x448 and 512x478.</li>
<li>All screen resolutions including interlace mode.</li>
<li>Pseudo hi-res mode.</li>
<li>8x8, 16x8 and 16x16 tile sizes, flipped in either direction.</li>
<li>32x32, 32x64, 64x32 and 64x64 screen tile sizes.</li>
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Expand Up @@ -60,7 +60,7 @@ <h2>Credits</h2>
</p></div>
<p>
Edited for Mac port by: zones ([email protected])<br>
Updated most recently by: 2009/12/20 zones
Updated most recently by: 2011/3/31 zones
</p>
<div style="text-align:center; margin-top:3em"><p>
&lt;<a href="14.html">Prev</a>&nbsp;&nbsp;<a href="../index.html">Top</a>&nbsp;&nbsp;Next&gt;
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