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Jnes Version 0.4 Beta 1



  • Implemented audio updates 4 times per frame via queue, might slow down performance so I waited this long to do something drastic like this, sounds great
  • 16-bit audio and mixing
  • Raw PCM emulated nicer now..
  • Noise and Pulse volume enveloping corrected I hope
  • Tri counters fixed? (Thanks to Matt Conte for the doc on nesdev a while back)
  • Pulse freq sweeps rewritten finally, put this off a long time
  • DPCM rewritten from scratch, big difference in beat style
  • Vertical scroll problem fixed in TMNT
  • Changed the scanlines back to 262, this makes a game I know not work right but I feel having correct timing is the right way to go
  • Another NSF loading problem fixed
  • Sunsoft Mapper fixes and speedups
  • Implemented an accurate real-time zapper read handler, didnt realize necessary..
  • Small transparency fix for some games (Windowed only)
  • Added ability to load external palettes or keep default, 3-byte RGB triplets
  • Integrated NSF support into the j6502 main cpu core, via small hack
  • Rewrote sign flag, and IP handling in j6502, speedup
  • Window 3X mode added
  • Added an option for NES 8-pixel clipping emulation
  • Sprite0 hits tweaked a little
  • Rewritten Game Genie from scratch, max codes is 64 per game
  • Rewritten PPU Rendering, which removed MMX/ASM speedups, still fast tho
  • Rewrote direct draw frame locking technique, dangerous when jnes crashes..
  • Removed 24bpp rendering support, useless, slow etc, use 16/32
  • Rewritten entire banking system for cpu and ppu, speed boost
  • Added a recent menu into the interface, quite nice
  • Rewrote every mapper, less memory used, faster speed, save state friendly
  • Rewrote sound graph, more friendly to direct draw these days
  • Rewrote bitmap capture code from scratch, faster and nicer.
  • Finally released the partial MMC5 support, not the most accurate emulation, but it is good enough to play Castlevania III US well, which is good enough..
  • Tweaked save states to save the new structures as well
  • Rewrote ppu mapper tile handling, works right now, no hack
  • Started allocating and releasing large chunks of memory nicely
  • Direct Input 2-Player code rewritten, smaller, easier to maintain, as well as the option to completely? tweak the devices
  • Changed quick-save to F7 key, F6 was too close to F5 really, you could hit it accidently
  • Added save slots selection to the Cpu menu, it might of been confusing because it was previously only accessible on the keyboard





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