What's New : ------------ v1.29, Win v1.00 - Implemented triple buffering in full screen mode (Huge thanks to whatabubba for his help on this and cleaning up the code) [whatabubba, pagefault] - Fixed top 8 lines being invisible of FFMQ [zsKnight] - Optimised DirectDraw code some more giving a 10-15% speed increase [pagefault] - Fixed black screen when switching windows [pagefault] - Improved loading and shutdown time [pagefault] - Rock 'N Roll Racing is working again [zsKnight] - Fixed Lennus 2's sprites [zsKnight] - Almost figured out Wizardry 4's rom format. It seems like this game was incorrectly dumped so everything in it is out of order. [zsKnight] - Final Fight 2 is working again [zsKnight] - Vsync option now works in triple buffering mode [pagefault] - Now shows minimize window animation when minimizing [pagefault] - Fixed mouse pointer under full screen mode [kode54] - New ZSNES icon in Windows port (Thanks for all your entries) [enigMa] v1.28b, Win v0.99 - Added a filtered GUI option to allow graphics engines such as 2xSaI to be used in the GUI [zsKnight] - Fixed SA-1 save states [zsKnight] - Fixed Breath of Fire crashing bug when loading [theoddone33] v1.28, Win v0.99 - Added option to allow multiple instances of ZSNES (off by default) [pagefault] - Fixed Lufia 2 sprite disappearing bug [zsKnight] - Fixed quick menu crash problem when the entries other than the first one is selected when the load menu is opened [zsKnight] - Modified SPC700<->65816 timing again to get Hook working [zsKnight] - Added more keyboard shortcuts to GUI [pagefault] - Fixed vram read to get Smash Tennis working again [zsKnight] - Hopefully fixed lockup when exiting Windows port [pagefault] - Added a spc700 timing hack for Super Final Match Tennis until I re-write the timing engine later (but not anytime soon though) [zsKnight] - Kinda got Rendering Ranger 2 to go further, but this game seems to use some picky timing, so this will have to wait until I re-write timing in the future. [zsKnight] - Removed large sound buffer option since it wasn't really useful [pagefault] - Fixed 16bit access to address $001FFF (or equivalent). Fixes Super Tetris 2+Bombliss. [zsKnight] - Implemented 128KB sram support. Dezaemon runs now (but it suffers graphics glitches at the moment) [zsKnight] - Fixed Wordtris (reading from 002100) [zsKnight] - Fixed reset function in William's Arcade Classics [zsKnight] - Tuff-E-Nuff works now (another timing hack *sigh* ) - Added exclusive DirectSound mode option [pagefault] - Fixed corrupt graphics in Rock'n Roll racing (reading from invalid memory) [zsKnight] - Added alternate timer for people having problems with zsnes running too fast [bootgod,pagefault,zsKnight] - Fixed corrupt graphics in Captain America (also reading from invalid memory) [zsKnight] - Implemented latest save state selection in Windows port [pagefault] - Added v-sync to Windows port (enable in options to use it, should fix most graphical tearing issues) [pagefault] - Fixed mid-screen OAM updating. Uniracers works in 2 player mode. [zsKnight] - Combined the new header detection method with the old one, producing a much better method [zsKnight] - Added SA-1 read/write to BWRAM bitmap mode in the lower banks [zsKnight] - Fixed "freeze data" text [hpsolo] - Fixed SA-1 write to BWRAM bitmap mode. It seems like this was the main cause of the level-up screen not working in Mario RPG. [zsKnight] - Fixed cpu usage when ZSNES is in the background doing nothing [pagefault] - Re-wrote character conversion 1 for 2bpp, implemented cc1 for 4bpp [zsKnight] - Fixed vertical high resolution mode for tile priority 1 [zsKnight] - Fixed Terranigma overworld glitch in the new graphics engine 16bit engine [zsKnight] - Enabled RTC in Windows port [pagefault] - Moved the Transparent Message option from the Options to the GUI Optns section. [pagefault] - Added Trainered rom support [zsKnight] - Fixed BG4 graphics in certain games (fixes Digital Devil Story) [zsKnight] v1.26, Win v0.97 - OBC1 support broke in a recent CVS update. Fixed now. [zsKnight] - Added full scanlines to the Win/Linux port [zsKnight] - Added Mouse Wheel switch [zsKnight,pagefault] - Fixed problem with interpolation/2xSaI/scanlines being saved in the windows port [zsKnight] - Improved 512 byte header support. This should improve compatibility with some games [zsKnight] - Added 768x672 and 1024x896 DR, R windowed video modes to Windows port [pagefault] - Windows port now uses the primary DirectSound buffer [pagefault] - Modified 65816<->SPC700 timing. I hope this doesn't break anything [zsKnight] - Fixed a vram read behavior problem (fixed Equinox dungeons) [zsKnight] v1.25, Win v0.93 - Fixed cheat menu text when game was not loaded [pagefault] - Fixed unlabed checkbox in DOS port [pagefault] - DSP1 - Fixed plane controls in Pilotwings [_Demo_] - dosintrf.asm - Fixed header detection in the dos port [zsKnight] - gui.asm - Video mode checking done at initialization [zsKnight] - Enabled mouse wrap in the Windows and Linux ports [pagefault] - Fixed full screen mode switch when the user starts ZSNESw before selecting any full screen modes [zsKnight] - Made default video mode 512x448 windowed in Windows port [pagefault] - Prevented enter key from affecting gameplay on returning from F1 and F3 menus [zsKnight] - Added minimize button to the Windows port [pagefault] - Added always on top option in GUI options menu [pagefault] - Menu fix for 8bit graphics modes [zsKnight] - ZSNESW now remembers the window position on your desktop (can be disabled in GUI options) [pagefault] - Fixed crashing problem with some IPS's in ZIP's [Teuf, zsKnight] - Ported to DirectX 8.0 which fixed some problems and improved performance (DirectX 8.0 is now required to run ZSNESW) [pagefault] - DSP1 - Fixed map offset problem in Pilotwings [zsKnight] - DSP1 - Fixed rings being mysteriously passed problem in Pilotwings [zsKnight] - Fixed DirectSound crash when a normal priority buffer could not be acquired [pagefault] - Fixed DirectInput compatibility on some computers [pagefault] - Optimized DSP1 code for better performance [teuf] - Added proper full main/sub-screen window clipping in the new gfx 16bit engine (fixed Illusion of Gaia/DKC2 selection screens, etc) [zsKnight] - Added checksum/header name/chip type header display upon game load [zsKnight] - Added PNG snapshot support which is selectable in the F1 menu [Matt Kendora] - Stunt Race FX old graphics engine force fixed [zsKnight] - Fixed MegamanX copy protection schemes [zsKnight, Matthew Kendora] - Fixed TopGear 2 PAL version from detecting a PAL system [zsKnight] - Implemented OBC1 chip (for Metal Combat) [zsKnight] - Fixed Mode 7 bug in Super Ghouls and Ghosts [zsKnight] - Added turbo keys for L & R keys [zsKnight] - OBC1 emulation support. Metal Combat works! [zsKnight] - You can now customizable the colors to the title bar and window colors. [zsKnight] - Optimised global code to provide up to a 50% speed increase on it on most processors [pagefault] - Added black and white mode to Windows and Linux ports [pagefault] - ZSNESW is now packed with the newest version of UPX [pagefault] - Cleaned up the cfg files for windows/linux ports [pagefault] - Fixed command-line crash in the Windows port (Thanks Matt Kendora) [pagefault] - Save/Load state now displays which state is being loaded [hpsolo] - Added double buffering support to Linux port [teuf] v1.20b, Win v0.88 - Final Fantasy Mystic Quest works again. - Fixed Empire Strikes Back crashing bug in the millenium falcon sequence (hopefully this will fix some other games too) - Removed all self-modifying code in ZSNES. This will make ZSNES crash a lot less on certain systems, especially during mode 7 sequences. Thanks Ivar! - Implemented S-RTC chip, using the system clock as the actual time (The game will make you set the time though, but it will just be replaced with the system time in-game). Thanks to John Weidman and Dark Force for the info on this chip! - Fixed crashing bug in certain mosaic scenes (eg. FF3 Phantom Forest) in the new graphics engine - Fixed a nasty crashing/corruption bug in the new graphics engine (both 8bit and 16bit) - SPC7110 emulation! This is based on the information reverse engineered by the hard working folks at dejap translations, Dark Force and John Weidman. - Altered HiROM/LoROM detection a bit - Fievel goes West works now - Open source preparations [teuf] - In-game clock working for the windows port. [kode54] - Fixed a memory leak problem in the new graphics engine [TRAC] - Added Cubic Spline Interpolation [Anti Resonance] - Fixed a assign/compare size bug in the new graphics engine [TRAC] - Fixed b flag setting in BRK instruction in 6502 emulation mode [zsKnight] - Added SPC7110 logger file output to help in the filesize clipping of the SPC7110 data files [zsKnight] - Fixed a memory leak bug, fixing that nasty Win2K crash bug [Matthew Kendora] - Fixed key combination release [Maxim] - Fixed source code warnings/added necessary includes [Maxim] - Added high priority mode for Windows 2000 users and slower computers (works on Windows 9x as well) [pagefault] - Added large sound buffer option for people having DirectSound problems. [pagefault] - Fixed problem with ZSNESW and Opera causing a BSOD. [pagefault] - Fixed up error reporting for people experiencing problems. [pagefault] - Improved performance on 3dfx cards by compiling with DirectX 8 SDK. [pagefault] - Fixed a sound problem with people with messed up config files. [pagefault] - Fixed FF3 flashing line problem [zsKnight] - Fixed mysterious sprite disappearing bug in the new graphics engine [zsKnight] - Reduced noise in ToP opening theme. It works fine in the DOS port, but the windows port still seems to produce some static, probably because of the way how sound is updated in that port. [zsKnight] - Updated Super 2xSaI and Super Eagle code (should be much faster now on MMX processors) [Kreed, added by pagefault] - Added gzip support [teuf] - Added support for ViBRA16 cards [Peter Santing] - No longer requires zlib.dll file, now statically linked. ZSNESw won't crash anymore if you try to load a .zip file without that dll file. [pagefault] - Now compiled using an optimising compiler [pagefault] - Almost a fully re-written DSP-1 emulation engine! [zsKnight, theoddone33, pagefault, teuf]. Also thanks to CrASH_Man for the 3x3 inverse matrix formula. - Fixed memory leak problem in the windows port during exit [pagefault] - And more ...