1.26, 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]
1.25, 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
- 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]
1.20b, 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 ...
1.17, Win v0.85
- Added slow-down key. You can configure it in Misc -> Game Keys
- Invulnerability bug of the 3rd boss in Demon's Crest in the good checksum roms is fixed through rom mirroring I also noticed that this fix is the same as what the author of SNEeSe told me before about on some MegamanX1 roms, but I never had that rom so I never added this until now. Guess that rom is also fixed too.
- Changed memory initialization values - Lost Viking 2 works again
- 65816: Fixed WAI instruction timing with HIRQ's Top Gear 2 - 2 player mode works now
- Improved IRQ re-execution timing precision
- Starfox 2 beta now runs with sound!
- Fixed flickering problem in Starfox 2 beta
- Added Mode 2 16x16 tile offset per tile mode
- (Win32) Improved the timestamps on UDP headers. This should (hopefully) solve those out of sync (where both sides see different things) problems with certain connections (ie. T1/LAN connections) in netplay.
- (Win32) Added a big notice in netplay.txt. For all of you who used netplay and had poor experiences with a ping time of less than 300ms, read it! Also added a more realistic system requirements description for decent netplay in netplay.txt rather than a cpu speed estimate.
- Changed reverse stereo method to become invisible to the sound registers in emulation
1.14, Win v0.80
- Fixed configuration files from removing spaces from directory names
- (DOS) Fixed 640x480 vesa2 scanline+interpolation display problem
- (Win32) Improved Windows speed in 32-bit windowed mode. Should give around an 18% speed increase in FPS.
- (Win32) More netplay improvements. Shouldn't be as jumpy when one side lacks input.
- (Win32) Starting netplay will now force the max frameskip to 3 if it is less than it and also force on auto frameskip.
- (Win32) MMX optimised netplay with back buffer enabled.
- (Win32) Fixed load state in netplay to load properly instead of sometimes stalling for no reason
- (DOS) Accidently deleted the code to initialize IPX. Fixed now.
- Fixed a configuration loading problem when loading ZSNES from a different directory.
- (Win32) Attempted to fix those out of sync problems (although I don't know if it's fixed now since those problems rarely happen to me)
- (Win32) Displayed the current filename in the load window for those files with extra long names.
- (Win32) Added nickname support to NetPlay. There's a 9 character nickname size limit.
- (Win32) Added actions to chat (similar to how mIRC works - use /me )
- (Win32) Nicknames can be changed in the windowed chat by typing /nick
- Added a small buffer to the in-game chat to allow up to 5 chat strings displayed at once.
- Local chat strings now appear in that buffer
- Thickened black borders on the 5x5 font
- Extended in-game chat length by around 30 characters
- Fixed up Interpolation
1.12, Win v0.74
- (Win32) Hopefully fixed up those green display bugs in scanlines/2xSaI in 1:5:5:5 16bit modes.
- (Win32) Improved lost packet recovery time and reduced the number of lost packet stalls in UDP netplay (should produce more fluid netplay)
- (Win32) Fixed up crashing bug in Tales of Phantasia with a 512 byte header
- Extended filename length of the Quick Menu
- (Win32) Hopefully fixed up the mouse wheel support for certain mice
- Temp .ZIP directory is now cleared if it exists prior to another .ZIP file being loaded.
- (Win32) Improved DirectInput error handling
1.11, Win v0.72
- (Win32) ZSNESw won't crash anymore if you don't have a soundcard or if DirectSound fails to initialize.
- (Win32) Fixed a nasty performance bug with certain types of joystick/drivers installed, causing the FPS to be slower for no reason.
- (Win32) Wrote an MMX optimised blitter for 16bit non-D windowed and full screen modes.
- (Win32) Added simple wheel mouse support.
- Fixed games that turns on the x239 resolution (eg. Chrono Trigger battles) when scanline mode is enabled
- (Win32) Fixed up crashing bugs on extra long filenames with underscores
- (Win32) Hopefully fixed the odd colored interpolation in 1:5:5:5 16bit color settings
- (Win32) Hopefully won't crash anymore when the temporary directory exists prior to unzipping a .zip file
- (Win32) Fixed loading of .zip files with more than 2 '.'s in the filename. Thanks to DCX for helping us troubleshoot this.
- (Win32) Fixed up short filename saveram/save states loading when the long filename has spaces in it.
- Added TCP/IP Support. It is recommended that for playable netplay, you'd have an average ping time of less than 300ms (type ping in dos) and that packet loss is minimal for TCP/IP (not UDP). At the moment, you cannot have more than 2 connections. Thanks for all the testers for testing this, especially DooMStalK, GreenImp, and TeleKawaru! Also added back buffer support. This will sacrifice cpu power for netplay to make it much more playable. WARNING: High cpu speed recommendations (~450mhz+). Please see netplay.txt for details.
- Added save states to netplay (just use them like you normally do)
- Save Ram is now defaulted to load/save on the server's side. Save Ram are not supported in SA-1/SuperFX games due to their size, but you can use save states instead in that case.
- Increased chat line length in the out-of-game chatbox by a lot
- Partly increased the chat line length in-game
- in-game chat text now stays longer on-screen by 2 seconds
- Added reset in netplay
- Fixed up movie recording feature
- (Win32) Mouse shouldn't get stuck on the left side anymore.
- (Win32) Video mode 3 (256x224FS) shouldn't crash anymore. Thanks to kode54 for his assistance on the above 2 bugfixes.
- (Win32) Fixed the instability bug where the window can sometimes start shaking for no reason and takes away windows resources.
- (Win32) Re-wrote keyboard character input routines
- Fixed up FF2(4)'s music in lower sampling rates
- (Win32) Coded in the UDP protocol as a replacement for TCP/IP. Some network configurations won't work with UDP. However, it is strongly recommended that you use UDP if you can because of the speed increase. In order to disable UDP and use TCP/IP, both sides must de-select UDP.
- (Win32) Added a small multiplayer game list (multi.txt)
- Added an updated Windows FAQ, courtesy of TuxedoMsk of VGNetwork who updated it.
- Added a more user friendly input selection routine (changed Direct Input to Keyb/Joystick and it also auto-sets keyb/Joystick when you set a key)
- Hopefully fixed up the sprite priority problems (eg. FF2/4's damage points)
- (Win32) Added rewind support for up to 8 levels (in 8 second intervals) (NOTE: Windows Port only! - Sorry DOS Port users). In order to activate this, assign a key to the Rewind Key in the Misc -> GameKeys option.
- Implemented C4 emulation :
- C4 Sprite structure -> OAM conversion routines
- Sprite Rotate/Scale ability
- Sprite disintegrate function
- All in-game used math co-processor functions (hopefully)
- Both wireframe modes
- There are still some problems with C4 emulation, but I'd consider them to be quite minor to just leave them there.
- Thanks to StarCreator for recording a bunch of movies off of the real snes for me to compare!
- Tweaked ADSR a bit
- Decreased envelope when key on is issued while sound is still playing. This fixed static/popping sound bugs that affected many games.
- Added the ability to select the Add-on device (Snes Mouse/Super Scope) from the GUI through the Add-on option in the Config Menu
- Added a hack to allow the mouse to control the cursor in Lethal Enforcers (Press '7' 4 times to activate or select it from the Add-on option in the Config Menu). Unfortunately, this method has problems (ie. mouse moves things that it shouldn't) but it should be good enough, especially for those who asked for this. I doubt this works in LE2, however.
- Added a manual load entry box so that you can type in the filenames/directories manually or type in part of the filename and the GUI will seek to whichever filename contains or closely contains that part
- Pharos coded a water effect, getting help from Scott Scriven's water effect code.
- You can enable/disable the Water Effect and Snow Effect from the GUI Options (MISC Menu in the GUI)
- Implemented Sprite Windowing to the new gfx 8bit engine. This completes all the features that I have planned for that engine.
- Fixed a really nasty stereo bug that caused volume levels/pans to sound completely off on one of the speakers
- Added player 5 as a normal player instead of just being available in modem/ipx play
- Implemented an option to turn in-game messages/fps display to be transparent
- Added a Set Keys feature to the Input Routines in the GUI that allows you to set all of the standard SNES keys all at once instead of clicking on the inputs separately to set them
- Ported the new graphics 8bit engine to 16bit:
- All the standard snes features from the 8bit engine
- Works with all 16bit resolution modes/effects
- Ported high resolution Mode 7
- Added proper main/sub screen support and windowing support
- Added all transparencies modes
- Added Direct Color Mode7
- 2xSaI and 50/75% scanlines can now co-exist with high resolution modes
- This is now the default engine for 16bit. Some games won't work well with this engine such as some SuperFX games (eg. Stunt Race FX in the menus). You can switch back to the old graphics engine by pressing the '8' key.
- Implemented a dual cache system in the tile modes. I don't know how much of a speed increase this gives since my system can already run the old graphics engine at full speed and framerate.
- Full 15bit transparencies for MMX cpus only.
- High Resolution Mode7 can be toggled on/off in the Video Options. It is disabled by default since this feature requires a fast CPU.
- Added 48khz sound sampling rate
- Tweaked VBlank timing a bit
- Tweaked 65816 CPU cycle execution a bit
- Added Kreed's Super 2xSaI engine. It's written in C, so it requires a really fast cpu to run it.
- Added picture preview to the save states in the F3 window. Newly created save states will contain a small picture in them. Pictures will not appear in old save states, however.