Short: Snes9X / Amiga v1.26 (WarpOS port) Uploader: jesper fxrealm com (Jesper Svennevid) Type: misc/emu Requires: WarpOS, a CGFX-compatible system Architecture: ppc-warpup Authors: Amiga port by jesper@fxrealm.com (Jesper Svennevid), original by Gary Henderson and Jerremy Koot This is a port of the SuperNES-emulator Snes9x, that is available for a vast variation of platforms. DO NOT DOWNLOAD THIS IF YOU ONLY HAVE AN AGA-SYSTEM! It doesn't currently support AGA, I've been working very much on the gfxcard-support, and will add AGA-support soon. PowerUP and m68k port will follow shortly. And no, there is no sound (yet). I've done this port from scratch, and prioritized a decent gfxcard- support at first. After this, I'll try my hardest to get sound working without slowing the emulation down. There are a few switches that I've added that aren't in the original version: -hicolor Selects 16-bit hicolor rendering instead of 8-bit CLUT rendering -transparency Enables transparency in 16-bit hicolor -modeselect Brings up a screenmode-requester (use only if you can't get a proper mode) -directhack This disables the locking of the bitmap, use if you know that the display won't be swapped into fastmem. (This will remove the context-switches needed for the locking) This version of Snes9x is compiled with EGCS 1.1.2 (91.66), with almost no modifications to the original source(except for a few ones that reduced the executable-size with over 400kB :D). I've also used PhxAss and vlink to assemble and produce elf-objects of the m68k-code, so it could be linked properly to the ppc-code in a proper way, producing a mixed-binary. (Both by Frank Wille, frank@phoenix.owl.de) The input is driven entirely on the m68k, and there is no communication whatsoever between the ppc and 68k for input, and with -directhack there should be NO context-switches whatsoever when running. I did a quick speed-test against warpsnes: Running 'Super Mario World' from where the screen opens until the intro fades down(with options -nosound -f 2), and the results where amusing :) WarpSNES did the entire intro in 52 seconds, and this port flew thru it in just 32 seconds :D Using -directhack did not change the time either. (As a side-note, WarpSNES had to run in 320x256, as it did not like my 256x240 mode. Neither could I get WarpSNES to work properly on a 15/16-bit display, it just kept rendering as in 8-bit) Keys are as follows: Esc - Quit emulation Up - Up on joypad 1 Down - Down on joypad 1 Left - Left on joypad 1 Right - Right on joypad 1 Z - A on joypad 1 A - B on joypad 1 X - X on joypad 1 S - Y on joypad 1 C - TL on joypad 1 D - TR on joypad 1 F1 - Toggle BG 0 F2 - Toggle BG 1 F3 - Toggle BG 2 F4 - Toggle BG 3 F5 - Toggle OBJs F6 - Swap joypad 1/2 F8 - Swap layering F9 - Toggle transparency F10 - Toggle HDMA There seem to be something fishy about the keyhandling right now, I'm working on it. (Atleast with F1-F10) Joypads can be connected to both ports, simulating both pads on the SuperNES. Here follows the original copyright: Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. (c) Copyright 1996, 1997, 1998, 1999 Gary Henderson (gary@daniver.demon.co.uk) and Jerremy Koot (jkoot@snes9x.com) Super FX C emulator code (c) Copyright 1997, 1998, 1999 Ivar (Ivar@snes9x.com) and Gary Henderson. Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_. DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson. DOS port code contains the works of other authors. See headers in individual files. Snes9x homepage: www.snes9x.com 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.