
- #BSNES HD DOWNLOAD MOD#
- #BSNES HD DOWNLOAD MANUAL#
- #BSNES HD DOWNLOAD PATCH#
- #BSNES HD DOWNLOAD ANDROID#
- #BSNES HD DOWNLOAD SOFTWARE#
#BSNES HD DOWNLOAD PATCH#
It’s cool you seen the mmx vram patch I made. I’m not really sure where the best place is to upload the schematics but they will definitely get uploaded somewhere so the entire rom hacking community can have it.
#BSNES HD DOWNLOAD MOD#
After I get the next version of the mod chip built I’m going to upload the schematics somewhere so anyone would be able to build it themselves or even improve it even more. I haven’t tested it out yet but I might be able to get 2 pins to have up to 4 sets of vram or 3 pins to get 8 sets. As far as I can tell yoshi’s island works perfectly by using that extra pin but I never played the whole game with it.

The mod chip currently uses 1 pin for switching between the 2 128kb sets and 1 pin to get to get a better compatibility with unmoded games like yoshi’s island.

I think someone that goes by cydrak might have came up with the idea of using the unused pins on the cpu. Thanks for all the feedback, and the articles and videos. I know I wanted to that first, and I have the fundamentals done, but the widescreen additions just got done quicker. (edit) hi-res backgrounds also cause crashes in widescreenĪuto detection for perspective correction. (edit) The logo intro of Donkey Kong Country crashes in widescreen. My lack of C++ experience makes this difficult. So I won't fix this, until I can do so without impacting performance for everyone. That, however, causes lower frame rates at any settings. The solution would be increasing the size of the arrays that store the pixels. Setting very high scale factors and a widescreen AR at the same time causes the emulator to terminate. More widescreen aspect ratios (16:10, 21:9. If ROM-hackers want to discuss optimizing games for this, feel free to contact me. This will however cause significant artifacts in many games. The new "unsafe sprites" settings allow sprites to enter widescreen areas further if the game keeps updating them. Sprites that are partially inside the non-widescreen area are now drawn entirely when possible. Please post settings for other games here. To avoid HUDs repeating and other unwanted effects I have added settings to disable widescreen for the separate background layers and even just the top or bottom of a layer. Results of course vary between games and even scenes. Also I have moved beyond just Mode 7 and have plans for more. The project is now named "bsnes-hd", as "HD Mode 7 mod" was simply too long. Unofficial source repository by thristian99:
#BSNES HD DOWNLOAD MANUAL#
Post for the latest beta: bsnes-hd beta 8:į-Zero in widescreen (requires some manual settings)
#BSNES HD DOWNLOAD ANDROID#
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#BSNES HD DOWNLOAD SOFTWARE#
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