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bsnes-hd's Introduction

2021-06-18: Vitor's Super Mario World widescreen patch is available: https://github.com/VitorVilela7/wide-snes#download

bsnes-hd beta 10.6

  • downloads for the latest betas (there are only beta) / also on the libretro auto-updater
  • GitHub project for source code, issues, feature requests, ...
  • Reddit for announcements and discussions on r/emulation
  • Discord if you prefer chatting (Thanks to everyone who set it up and keeps it running)
  1. What is it?
  2. Help wanted
  3. Settings
  4. Differences in setting/options from bsnes
  5. Widescreen technical

What is it?

bsnes-hd (called "HD Mode 7 mod, for bsnes" in early betas) is a fork of bsnes (great SNES emulator by Near) that adds HD video features, such as:

HD Mode 7

Rendering the rotated, scaled or pseudo perspective backgrounds at higher resolutions. This does not involve new custom imagery or upscaling algorithms. It is a higher resolution version of the process the SNES uses.

Widescreen

Extending the scenes to the left and right, without distorting them. Works for most Mode 7 scenes, but also for some other scenes/games, after some setting tweaking.

  • Demo video: Chrono Trigger ending credits: Beyond Time by retroprez (youtube)
  • Demo video: Chrono Trigger ending credits: Float Away by retroprez (youtube)

Objects/Sprites will not be visible correctly in the widescreen areas. Fixing this will require ROM-hacks. Some technical information is available below.

True color

Color calculation are done at true color instead of the SNES color depth (3x8 instead of 3x5 bit). With the optional line color smoothing color "steps" turn into actual gradients (without influencing the sharpness of the artwork).

Other high resolution features

Smother color gradients and window effect, not limited by the original resolution or integer precision.

plus some non-HD related features

like the ability to disable background layers, sprites and window effects for screenshots for wallpapers.

more to come

Feel free to suggest features. Please remember that this fork focuses on HD and visual output.

Help Wanted

Performance on devices

It would be helpful to know how the framerates of different scale levels is on various devices, especially handhelds and consoles, Android and others.

OpenGL/Vulkan

If anyone with OpenGL/Vulkan programming and/or shader knowledge would assit me, we could work on a fork that improves both quality and performance using the GPU. This is a long-term goal that I won't start on without help.

Logo

I have a view ideas for a banner and an icon, but not the skills to design and render them. I hope someone can help me out with that.

Settings

all in Settings / Enhancements / "HD Mode 7 / bsnes-hd"

names in parentheses are for the options of the libretro core

Scale

The resolution Mode 7 is rendered at. Higher setting drastically increase CPU usage. "disable" uses the classic Mode 7 code, disabling some of the following features. (defaults to 2x, to show the effect with the smallest possible CPU impact)

Perspective correction

Whether and how pseudo 3D perspective are optimized, avoiding limitations of SNES integer math.

  • off: disable correction
  • on: enable correction
  • auto(default): enable correction, but try to detect when it breaks the image and automatically disable it.
  • wide(default)/medium/narrow: the distance between the lines used for the interpolation (and also for the detection, if enabled). Use "wide" unless it causes issues. Only currently known game that requires this is "Tales of Phantasia", requiring "narrow".

Mosaic (HD->SD Mosaic)

How to handle Mosaic effects on Mode 7 backgrounds.

  • non-HD: use 'classic' Mode 7 with Mosaic applied. Looks as intended, but disables HD and widescreen.
  • 1x scale(default): instead of the set Scale use "1x". Provides a good compromise between the other two options.
  • ignore: ignore the Mosaic effect completely.

Supersampling

Allows basing every resulting pixel on the average of multiple pixels. At 1x scale it allows using the higher precision at the original resolution, e.g. for use with CRT-shaders. At higher resolutions it is basically expensive anti-aliasing. (defaults to "none") Keep in mind that to estimate the performance impact you have to multiply(!) this value with the "scale" value.

Widescreen (WideScreen Mode)

Enables experimental widescreen functionality

  • none: do not enable widescreen
  • Mode 7(default): enable widescreen for Mode 7 scenes (works for most games)
  • all: enable widescreen for all scenes (non-Mode 7 scenes only work acceptable in some games, but many have mostly artifacts)

Aspect ratio

Specifies the widescreen aspect ratio. 16:9 at 5x scale results in a width of 1920, which (with the default overscan setting off, see below) results in exactly 1080 HD. (defaults to 16:9)

WS bg (WideScreen Area Background Color)

Sets how the backgrounds of the widescreen areas are filled

  • color: always fill the widescreen areas with the scanline background colors.
  • auto(default): fill the widescreen areas with the scanline background colors, except when the "Widescreen:Mode 7" setting disables widescreen for the scene, then use black.
  • black: the widescreen areas always have a black background, ignoring the background color, even when the scene is widescreen. (do not use unless a a game specifically requires it, none known for now)

WS marker (WideScreen Marker)

Allows highlighting the edges of the widescreen areas in some ways.

  • none(default): no highlighting
  • lines: shows a dashed lined at the edges of each widescreen area
  • darken: darkens the widescreen areas

WSM alpha (WideScreen Marker Alpha)

Specifies how translucent the widescreen markers are. (defaults to 1/1)

BG1/BG2/BG2/BG4 (WideScreen Background 1/.../WideScreen Background 4)

Settings for the background layers.

  • off: no widescreen (e.g. for HUDs)
  • on: widescreen enabled
  • < xy/> xy: widescreen enabled above/below a certain scanline (for backgrounds that contain HUDs and backgrounds), e.g. for "HyperZone" at "BG2: >80".
  • autoHor: Disables widescreen for this background when it is as wide as the screen and has a horizontal position of 0.
  • autoHor&Ver(default): Disables widescreen for this background when it is as wide as the screen and has a horizontal and vertical position of 0.
  • crop: do not draw the left- and right-most 8 pixels (next to the widescreen areas) of the background (for backgrounds blanking some edge pixels, leaving black lines in widescreen, e.g. "Top Gear 2").
  • cropAuto: same as "crop", except for 2 differences. Only black pixel are not rendered. And lines of black pixel starting in the left crop area are removed entirely, e.g. for "Super Mario Kart".
  • disable: Disable the background entirely, e.g. to remove HUDs for screenshots for wallpapers.

Sprites

Settings for sprites/objects.

  • clip: Sprites are clipped at the edges of the widescreen areas.
  • safe(default): Sprites are rendered if they are at least partially in the classic content area. So they can only partially reach into the widescreen areas.
  • unsafe: Sprites are rendered, even if they are entirely in a widescreen area. Works fine for a view games, like "Super Mario World", causes artifacts in many.
  • disable: Disable sprites entirely, e.g. to remove characters or HUD elements for screenshots for wallpapers.

Ignore window (WideScreen Ignore Window)

  • none: Apply window effects normally. Widescreen pixels are treated like the nearest non-widescreen pixel.
  • outside(default): "outside" window effects are ignored, i.e. all pixels are treated like they are at the "fallback x-coordinate" for this purpose. This allows Mode 7 widescreen in "Final Fantasy III"
  • outside&always: Same as outside, but also for "always" window effects.
  • all: Same as outside, but for all window effects. Can for example be used to remove the shadow and meter from "F-Zero" for screenshots for wallpapers (requires changing "fallback x-coordinate" from 128 to something like 40).

Fallback x-coordinate (WideScreen Ig Win Coordinate)

The x-coordinate used as fallback for "ignore window". (defaults to 128 (the center))

Line color HD (HD Background Color Radius)

The amount of neighboring lines used to smooth color gradients that are applied to the frame, e.g. to improve perspective Mode 7 effects, by fading to dark for the "far away" top. "0" disables this smoothing. The default is "4".

Window HD (HD Windowing (experimental))

The amount of neighboring lines used to smooth Window effects, like iris transitions, shadows or spell effects. "0" disables smoothing and is the default. (This feature is considered a preview, as the lines at the top and bottom of effects are currently not entirely HD and it still has noticeable issues. Please let me know about any games/scenes/effects that work noticeable badly or well)

Differences in Setting/Options from bsnes

Settings / Output / Show Overscan Area (Show Overscan)

In bsnes the overscan setting allows switching between cropping 8 and 0 lines form top and bottom, which are unused due to the way TVs in the time of the SNES worked. In bsnes-hd it switches between 12 and 8 lines, defaulting to 12 (off). This cuts of 4 lines on both sides that technically contain content, but should not cut important information as these lines are still in an area that wasn't safe to use (12 lines is 5%). The reason to do is that the resulting height of 216 is exactly a 5th of 1080, so you can integer scale to HD and 4K resolutions, e.g. 5x at 16:9 is exactly 1080 HD with every Mode 7 pixel rendered specifically.

Settings / Output / (Pixel) Aspect Correction

Renamed Aspect Correction to Pixel Aspect Correction to avoid confusion with the widescreen aspect ratio.

Widescreen Technical

Dimensions

The amount of pixel columns added to both sides for the various aspect ratios are, depending on some settings:

  • overscan off, pixel aspect correction off: (4:3, 16), (16:10, 44), (16:9, 64), (2:1, 88), (21:9, 124).
  • overscan on, pixel aspect correction off: (4:3, 20), (16:10, 52), (16:9, 72), (2:1, 96), (21:9, 132).
  • overscan on, pixel aspect correction on: (4:3, 0), (16:10, 24), (16:9, 44), (2:1, 64), (21:9, 96).

Maximum width for objects/sprites

The maximum width for widescreen areas that still can have places objects in them is 96 (exactly 2:1 AR with overscan on and pixel aspect correction off or 21:9 with overscan on and pixel aspect correction on).

Object/sprite wrap-around

At that maximum width 352 is the only coordinate that places a large object (width 64) entirely off screen. Smaller value make it reach into the screen from the right, larger ones from the left.

Setting override files

Along with (or instead of) widescreen patches you can override certain settings via a file with the same name as the ROM and the extension ".bso". It is searched in the same way as patches. The easiest way is to place it in the same folder as the ROM.

The file must contain alternating letters and numbers, each pair overriding a setting.

Settings

Description Letter Values
widescreen mode w 0:off 1:on(always) 2:on(mode7)
widescreen sprites s 0:safe 1:unsafe(widescreen) 2:clip
widescreen aspect ratio W 0-200:widescreen-extension 201+:AR (see below)
widescreen background 1/2/3/4 b/B/c/C 0+:WS 10+:crop 20:disab 1000+:line (see below)
widescreen marker m 0:off 1+:line 11+:darken (see below)
mode 7 perspective correction P 0:off 1-3:auto 4-6+:on (see below)
scale factor f 0:off 1-10:factor
disable sprite limit l 0:off 1:on
ignore window i 0:none 1:outside 2:outside&always 3:all
ignore window fallback x-coordinate I 0-255:x-coordinate
overclock CPU O 100+:percentage(100 is normal)
stretch windowing S (for widescreen patches only, see below)
pixel aspect ratio correction p 0:off 1:on (libretro only)
overscan o 0:off(216 / 5th HD) 1:on(224) (libretro only)

Widescreen Aspect Ratio values

Values of 200 and less specify the widescreen extension on each side in pixel columns. The value is rounded to a multiple of 8.

Values larger than 200 specify the aspect ratio as (horizontal*100+vertical), e.g. 16:10, 16:9, 2:1 and 21:9 as 1610, 1609, 201 and 2109, respectively. From this AR the widescreen extension is computed in the same way as for ARs specified in the settings dialog, except that arbitrary ARs can be specified here. The resulting additional columns are rounded to a multiple of 8.

Widescreen Background

0:off, 1:on, 2:auto(horizanotal+vertical), 2:auto(horizanotal), 10:crop, 11:crop(auto), 20:disable. To enable widescreen for the background only above or below a certain line the value must be the line number plus 1000 or 2000 respectively.

Widescreen Marker

Values from 1-10 and 11-20 enable lines and darkening respectively. The values in the respective ranges vary the opacity.

Perspective Correction

1-3 and 4-6 trigger auto an on respectively. In both cases the 3 settings are in the order: wide, medium, narrow.

Stretch Windowing

A value of 2 causes all windowing coordinates to be stretched, i.e. their distance from 128 is doubled. This allows widescreen patches to extend windowing effects into the widescreen areas at the cost of precision. But it also requires the patch to adapt all windowing coordinates in the ROM.

Sample

To force enable widescreen, including for sprites and setting a widescreen extension of 64 the file can simply be:

w1s1W64

Any character that is not a letter or digit is ignored. So you can also do:

w :  1
s :  1
W : 64

The percent character ("%") disabled and enables interpretation, allowing comments:

  %  HyperZone  %  
B : 2100    % bg 2 includes dashboard (non-ws) and far away bg (ws):
              enable widescreen for line 100 and below %
s :    1    % unlimited sprites (not perfect, but worth trying) %
m :    0    % no ws markers %

bsnes-hd's People

Contributors

derkoun avatar heitbaum avatar inactive123 avatar jdgleaver avatar ryunam avatar

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bsnes-hd's Issues

Lower default sound latency

bsnes-hd defaults audio latency to 512, which delays jump sound effect in SMW until Mario is already at full height.

Upstream bsnes_v115-windows also internally defaults to 512, but ships with a config file lowering it to 128.

Unscientific tests on my machine (Windows 2004, bsnes-hd 10.3, Super Mario World, default settings: audio sync, no dynamic rate, no exclusive mode):

Driver No sound artifacts in game No sound artifacts when toggling fullscreen
WASAPI โ‰ฅ 0 โ‰ฅ 100
XAudio 2.1 โ‰ฅ 20 โ‰ฅ 80
Direct Sound 7.0 โ‰ฅ 40 unachievable
waveOut (default) โ‰ฅ 40 โ‰ฅ 160

That said, for actually playing on my system, I'd probably use the Dynamic Rate Control preset.

Cheat Codes

This new HD emulator is awesome indeed but, I tried to add cheat codes to different games and it seems like the codes don't work (tried with other emulators and worked) is there a way to fix this or until the next emulator update? cheers!

bsnes-hd 10_3 "forgets" how to do widescreen after I close the app.

When I first downloaded bsnes-hd, the widescreen function was fully functional. Then when I close the app and reopen it, even though my settings appear to be the same, the widescreen function is completely nonfunctional. The games are stuck in 4:3. I have to set up the entire emulator in an entirely new folder to get it working again. And as soon as it closes, widescreen stops working again. I have also noticed that when I relaunch it, my settings.bml file is edited. Even when I replace the edited file with the original, functional file, widescreen still doesn't work. I have to keep transferring my game files and save files again and again and keep reinstalling bsnes-hd.

Request: Ingame IO Interface

Hi and sorry for asking here, but since I dont use Reddit it seems the right place.

I got interested into doing Whidescreen HD mods, or simply playing around with it. But i faced myself that im missing this and that "feature" on the emulation side.

First, is the feature to show that "this" rom is supporting hd mode. It could be done by additional header flags. But in fact I wouldnt mind if its done by using an empty IO slot in the emulation.

The second one is that I also would like to be able to detect if the rom is RUNNING on a wide screen device.

I know that both features are not necessary. We could just do "exclusive" hacks. But not only hackers but also game creators might be interested into this feature. Thats why I want to bring this into the game by requesting one IO slot.

Highest Bit 1 = Setting made by the Game, 0 = Setting made by the System
Remaining bits:
0 = inactive
!0 = Wide Screen is supported
2 = Wide Screen is activated

and so on. Its just an example ..

Beta7 crashes with portable config file

With bsnes, you can create a portable emulator folder by moving the settings.bml file to the same folder as the bsnes exe. This keeps the emu from storing the config in %LOCALAPPDATA%, and if you move the folder to another machine or user account you don't lose your config. Starting with beta 7, if the settings.bml file exists alongside the exe, bsnes crashes when opening any of the settings menus (Video, audio, input, etc). This isn't the case when the settings.bml file is in its default directory of %LOCALAPPDATA%\bsnes\

This issue doesn't occur with bsnes-hd beta 6 or prior. Please let me know if I can provide more details. Thanks for reading!

Odd Things Happening to Spell Effects in Ogre Battle

(I'm using the retroarch core of bsnes-hd. Not sure if this is the right place for such bug reports.)

BSNES-HD does some weird things to the spell effects in Ogre Battle.

  1. The effect for the "nitemare" spell (used by many units, including the stock wizard available 5 minutes into the game) is supposed to be partially transparent, but bsnes-hd is rendering a solid grey blob.
  2. The overlay effect used by numerous spells (the basic healing spell is the first example encountered in game) are supposed to be shown only on the unit targeted by the spell, but bsnes-hd is also partially displaying them on opposing units to the extent their vertical positions overlap. (Example: If Unit A and Unit B are on opposing sides, and Unit B's knees are level with the top of Unit A's head, and a healing spell is cast on Unit A, then bsnes-hd will also display the overlay for the healing spell on Unit B from the knees down.)

Feature Request: Overscan Bit Override

Per my forum article here https://www.retrowide.com/forums/viewtopic.php?f=14&p=14&sid=cd234fe23905cce0416eedc03e6a5aef#p14

I'm not sure how you want to implement this, but I think the best way is to move away from "aspect" selections and offer resolution dropdowns instead. For example:

Horizontal:
384
448
480

Vertical:
216
224
240

If you do it like this, then "overscan override" doesn't have to be some separate option that looks alien to people. It can simply be enabled when 240 vertical res is selected.

Release builds for MacOS 10.14 (was: Build fail on macOS) [MacOS 10.14 testers needed]

Process: bsnes [19607]
Path: /Users/USER/*/bsnes.app/Contents/MacOS/bsnes
Identifier: org.byuu.bsnes
Version: 0
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: bsnes [19607]
User ID: 501

Date/Time: 2019-09-10 23:45:00.410 -0500
OS Version: Mac OS X 10.15 (19A546d)
Report Version: 12
Bridge OS Version: 4.0 (17P50541b)
Anonymous UUID: E1EF2A4A-2F5D-5D46-6CF0-3BCC858A5145

Sleep/Wake UUID: 7CA4E508-AD1E-4AB8-9FAA-0229EB85640B

Time Awake Since Boot: 29000 seconds
Time Since Wake: 3300 seconds

System Integrity Protection: enabled

Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000759a38b6ff40
Exception Note: EXC_CORPSE_NOTIFY

Termination Signal: Segmentation fault: 11
Termination Reason: Namespace SIGNAL, Code 0xb
Terminating Process: exc handler [19607]

VM Regions Near 0x759a38b6ff40:
Stack 000070000a79e000-000070000a820000 [ 520K] rw-/rwx SM=COW thread 5
-->
MALLOC_TINY 00007fd1bd400000-00007fd1bd500000 [ 1024K] rw-/rwx SM=PRV

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libobjc.A.dylib 0x00007fff671b8558 objc_release + 24
1 libobjc.A.dylib 0x00007fff671d253a AutoreleasePoolPage::releaseUntil(objc_object**) + 134
2 libobjc.A.dylib 0x00007fff671b8c30 objc_autoreleasePoolPop + 175
3 org.byuu.bsnes 0x000000010c6f2a09 hiro::pCanvas::_rasterize() + 3129
4 org.byuu.bsnes 0x000000010c6f1d17 hiro::pCanvas::setGeometry(hiro::Geometry) + 23
5 org.byuu.bsnes 0x000000010c70c3b0 hiro::mSizable::setGeometry(hiro::Geometry) + 32
6 org.byuu.bsnes 0x000000010c722d5d hiro::mVerticalLayout::setGeometry(hiro::Geometry) + 2189
7 org.byuu.bsnes 0x000000010c72347a hiro::mVerticalLayout::setPadding(hiro::Geometry) + 42
8 org.byuu.bsnes 0x000000010ca1b695 DriverSettings::create() + 613
9 org.byuu.bsnes 0x000000010c96c3cd Program::create() + 205
10 org.byuu.bsnes 0x000000010c910fde nall::main(nall::Arguments) + 2846
11 org.byuu.bsnes 0x000000010c9100ff nall::main(int, char**) + 255
12 org.byuu.bsnes 0x000000010c911429 main + 9
13 libdyld.dylib 0x00007fff6851f2a5 start + 1

Thread 1:
0 libsystem_pthread.dylib 0x00007fff687285b0 start_wqthread + 0

Thread 2:
0 libsystem_pthread.dylib 0x00007fff687285b0 start_wqthread + 0

Thread 3:
0 libsystem_pthread.dylib 0x00007fff687285b0 start_wqthread + 0

Thread 4:
0 libsystem_pthread.dylib 0x00007fff687285b0 start_wqthread + 0

Thread 5:
0 libsystem_pthread.dylib 0x00007fff687285b0 start_wqthread + 0

Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x0000759a38b6ff20 rbx: 0x00007fd1bdd1d000 rcx: 0x00007fd1bdd1d048 rdx: 0x0000000000000001
rdi: 0x00006000035dff20 rsi: 0x00007fd1bd518ab0 rbp: 0x00007ffee351a3f0 rsp: 0x00007ffee351a3c8
r8: 0x0000000000000065 r9: 0x00000000000007fb r10: 0x00006000036c1c20 r11: 0x00007fff2edd567c
r12: 0x00000000000027a4 r13: 0x00007fd1bd5184a0 r14: 0x00007fd1bdd1d038 r15: 0xa3a3a3a3a3a3a3a3
rip: 0x00007fff671b8558 rfl: 0x0000000000010202 cr2: 0x0000759a38b6ff40

Logical CPU: 0
Error Code: 0x00000004 (no mapping for user data write)
Trap Number: 14

Binary Images:
0x10c6e4000 - 0x10cb2dff3 +org.byuu.bsnes (0) /Users/USER/*/bsnes.app/Contents/MacOS/bsnes
0x11aa57000 - 0x11aae591f dyld (732.2) /usr/lib/dyld
0x121cb6000 - 0x121cb9047 libobjc-trampolines.dylib (779) <81578FF6-5EE6-3FE5-B69F-31B977F45D58> /usr/lib/libobjc-trampolines.dylib
0x7fff24a62000 - 0x7fff24cb1ff8 com.apple.RawCamera.bundle (9.00.1 - 1200.22) <39A03362-0811-369C-87EB-E9AD4C6F16F3> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera
0x7fff2d270000 - 0x7fff2d270fff com.apple.Accelerate (1.11 - Accelerate 1.11) /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate
0x7fff2d271000 - 0x7fff2d287ff7 libCGInterfaces.dylib (524.1) <3D22C335-4D1D-3D3C-944B-DF6702228E38> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib
0x7fff2d288000 - 0x7fff2d8f3fff com.apple.vImage (8.1 - 524.1) /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage
0x7fff2d8f4000 - 0x7fff2db5cfff libBLAS.dylib (1303) /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib
0x7fff2db5d000 - 0x7fff2de4cfdf libBNNS.dylib (144.0.8) <0E6308C8-54FB-3F9A-90C4-188F402C7BE3> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBNNS.dylib
0x7fff2de4e000 - 0x7fff2e1f3fff libLAPACK.dylib (1303) <1888D401-435E-30AA-A69B-ECB15957AE75> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib
0x7fff2e1f4000 - 0x7fff2e209ff8 libLinearAlgebra.dylib (1303) <64930CA2-65C5-325D-8B5B-1C6C033141A9> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLinearAlgebra.dylib
0x7fff2e20a000 - 0x7fff2e20fff3 libQuadrature.dylib (7) <62A39507-E86F-3D2F-BDFD-CF7AD7EDE3D7> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libQuadrature.dylib
0x7fff2e210000 - 0x7fff2e280fff libSparse.dylib (103) <524FE053-F651-3EE0-A894-909DBF95300C> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib
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0x7fff66582000 - 0x7fff667e1fe9 libmecabra.dylib (878) <0F62A855-6BBE-3775-80CA-AA8A62D77A43> /usr/lib/libmecabra.dylib
0x7fff66b42000 - 0x7fff66b71ff7 libncurses.5.4.dylib (57) <7042B124-AEEA-3E42-87A8-426015A3CEF7> /usr/lib/libncurses.5.4.dylib
0x7fff66ca0000 - 0x7fff67112ff6 libnetwork.dylib (1880.0.18) <4B505B12-37BD-3813-ACF3-70D6A58A6A4D> /usr/lib/libnetwork.dylib
0x7fff671b0000 - 0x7fff671e1fd6 libobjc.A.dylib (779) /usr/lib/libobjc.A.dylib
0x7fff671f4000 - 0x7fff671f8fff libpam.2.dylib (25) <75564E58-E227-360A-B09E-4E4DD8491648> /usr/lib/libpam.2.dylib
0x7fff671fb000 - 0x7fff6722efff libpcap.A.dylib (89) /usr/lib/libpcap.A.dylib
0x7fff672b0000 - 0x7fff672c8ff7 libresolv.9.dylib (67) /usr/lib/libresolv.9.dylib
0x7fff672ca000 - 0x7fff6730dff7 libsandbox.1.dylib (1217.0.26) /usr/lib/libsandbox.1.dylib
0x7fff67321000 - 0x7fff67322ff7 libspindump.dylib (281) /usr/lib/libspindump.dylib
0x7fff67323000 - 0x7fff6750fff7 libsqlite3.dylib (308) /usr/lib/libsqlite3.dylib
0x7fff6775e000 - 0x7fff67761ffb libutil.dylib (57) /usr/lib/libutil.dylib
0x7fff67762000 - 0x7fff6776ffff libxar.1.dylib (420) <13DF92D1-05F3-32DE-999B-C8A8FDDAEAC2> /usr/lib/libxar.1.dylib
0x7fff67775000 - 0x7fff67857ff7 libxml2.2.dylib (32.12) <26E8F246-E4EA-32FB-A6DC-42BD82CCA9F7> /usr/lib/libxml2.2.dylib
0x7fff6785b000 - 0x7fff67883fff libxslt.1.dylib (16.5) /usr/lib/libxslt.1.dylib
0x7fff67884000 - 0x7fff67896fff libz.1.dylib (76) /usr/lib/libz.1.dylib
0x7fff682fa000 - 0x7fff682ffff7 libcache.dylib (83) <22FC61F4-538B-3A51-A821-0449BE269B4C> /usr/lib/system/libcache.dylib
0x7fff68300000 - 0x7fff6830bff7 libcommonCrypto.dylib (60165) <32B7B029-1D15-3FA2-9284-A10BC012097B> /usr/lib/system/libcommonCrypto.dylib
0x7fff6830c000 - 0x7fff68313fff libcompiler_rt.dylib (101.2) <2F0E2A48-B553-3D41-A938-EADE7794DF3B> /usr/lib/system/libcompiler_rt.dylib
0x7fff68314000 - 0x7fff6831dff7 libcopyfile.dylib (166) <70326785-B1AD-3FD9-90E2-AD4A3EE63855> /usr/lib/system/libcopyfile.dylib
0x7fff6831e000 - 0x7fff683b5fc3 libcorecrypto.dylib (866.0.10) <002377DB-5FAB-3AFD-AFE1-9E5905D43A78> /usr/lib/system/libcorecrypto.dylib
0x7fff684cc000 - 0x7fff6850dff0 libdispatch.dylib (1173.0.3) <34C37C35-78B1-3964-82B0-A683608FA708> /usr/lib/system/libdispatch.dylib
0x7fff6850e000 - 0x7fff68543ff7 libdyld.dylib (732.2) <99A0D925-D502-3C52-94FF-BCB99E1BE44B> /usr/lib/system/libdyld.dylib
0x7fff68544000 - 0x7fff68544ffb libkeymgr.dylib (30) /usr/lib/system/libkeymgr.dylib
0x7fff68545000 - 0x7fff68551ff7 libkxld.dylib (6153.0.166) <528DA2B7-9FCB-38DD-B7CB-B3D88A487EF1> /usr/lib/system/libkxld.dylib
0x7fff68552000 - 0x7fff68552ff7 liblaunch.dylib (1738.0.17) <8AFE0CC6-A239-3AE0-895A-127851B85D3B> /usr/lib/system/liblaunch.dylib
0x7fff68553000 - 0x7fff68558ff7 libmacho.dylib (949.0.1) /usr/lib/system/libmacho.dylib
0x7fff68559000 - 0x7fff6855bff3 libquarantine.dylib (110.0.3) /usr/lib/system/libquarantine.dylib
0x7fff6855c000 - 0x7fff6855dff7 libremovefile.dylib (48) <9FD6BC06-83ED-3FB2-858F-742960BF0881> /usr/lib/system/libremovefile.dylib
0x7fff6855e000 - 0x7fff68575fff libsystem_asl.dylib (377.0.1) /usr/lib/system/libsystem_asl.dylib
0x7fff68576000 - 0x7fff68576fff libsystem_blocks.dylib (74) <317D795C-9F03-308F-8E72-F10B3DA5DE5B> /usr/lib/system/libsystem_blocks.dylib
0x7fff68577000 - 0x7fff685feff7 libsystem_c.dylib (1353.0.10) /usr/lib/system/libsystem_c.dylib
0x7fff685ff000 - 0x7fff68602fff libsystem_configuration.dylib (1061.0.2) <77C4B489-1CF2-3F76-93B4-3CB85F537A17> /usr/lib/system/libsystem_configuration.dylib
0x7fff68603000 - 0x7fff68606ff7 libsystem_coreservices.dylib (114) <82E98376-D970-3095-9A56-32A2D7947CBA> /usr/lib/system/libsystem_coreservices.dylib
0x7fff68607000 - 0x7fff6860efff libsystem_darwin.dylib (1353.0.10) <04C8707F-C2C9-3616-908E-A2A2052BAF12> /usr/lib/system/libsystem_darwin.dylib
0x7fff6860f000 - 0x7fff68616ffb libsystem_dnssd.dylib (1096.0.2) <9EC50C47-37CB-395B-A2CB-B6469E817A49> /usr/lib/system/libsystem_dnssd.dylib
0x7fff68617000 - 0x7fff68618ffb libsystem_featureflags.dylib (17) /usr/lib/system/libsystem_featureflags.dylib
0x7fff68619000 - 0x7fff68666ff7 libsystem_info.dylib (538) /usr/lib/system/libsystem_info.dylib
0x7fff68667000 - 0x7fff68693fff libsystem_kernel.dylib (6153.0.166) <531F9D2E-402C-3301-9FA9-CDEC69B0E4EB> /usr/lib/system/libsystem_kernel.dylib
0x7fff68694000 - 0x7fff686dbff7 libsystem_m.dylib (3178) <0D584E17-26D4-37B0-8826-59A2BBB89164> /usr/lib/system/libsystem_m.dylib
0x7fff686dc000 - 0x7fff68703fff libsystem_malloc.dylib (283) <37B5A035-F6C3-3E0B-BB0A-3F0CAC981C1F> /usr/lib/system/libsystem_malloc.dylib
0x7fff68704000 - 0x7fff68711ff3 libsystem_networkextension.dylib (1095.0.20) <17590212-0CCF-3553-BFC8-AE66C20385B3> /usr/lib/system/libsystem_networkextension.dylib
0x7fff68712000 - 0x7fff6871bfff libsystem_notify.dylib (241) /usr/lib/system/libsystem_notify.dylib
0x7fff6871c000 - 0x7fff68725fe7 libsystem_platform.dylib (220) <160B2E8C-48AE-35FD-86B5-6D058B93CCF5> /usr/lib/system/libsystem_platform.dylib
0x7fff68726000 - 0x7fff68730ff7 libsystem_pthread.dylib (416.0.6) <41C3EC4C-E2BA-31A7-B0A6-13F8B272B9B4> /usr/lib/system/libsystem_pthread.dylib
0x7fff68731000 - 0x7fff68735ffb libsystem_sandbox.dylib (1217.0.26) <1FD0F243-AB78-37D9-834A-C406D1B41498> /usr/lib/system/libsystem_sandbox.dylib
0x7fff68736000 - 0x7fff68738fff libsystem_secinit.dylib (62.0.2) <46FAE40F-8C60-3A69-AC13-70FA6BCC833B> /usr/lib/system/libsystem_secinit.dylib
0x7fff68739000 - 0x7fff68740ffb libsystem_symptoms.dylib (1238.0.2) /usr/lib/system/libsystem_symptoms.dylib
0x7fff68741000 - 0x7fff68757ff2 libsystem_trace.dylib (1147.0.3) <5CCFC340-BDAD-3B07-8F07-673E415A8E97> /usr/lib/system/libsystem_trace.dylib
0x7fff68759000 - 0x7fff6875effb libunwind.dylib (35.4) <78F6BBB2-7086-30DD-BB95-C8C41F5743B1> /usr/lib/system/libunwind.dylib
0x7fff6875f000 - 0x7fff68793ff6 libxpc.dylib (1738.0.17) <9AF26A0D-3B3E-3D48-A323-41099647A578> /usr/lib/system/libxpc.dylib

External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 20210
thread_create: 0
thread_set_state: 0

VM Region Summary:
ReadOnly portion of Libraries: Total=533.3M resident=0K(0%) swapped_out_or_unallocated=533.3M(100%)
Writable regions: Total=861.0M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=861.0M(100%)

                            VIRTUAL   REGION 

REGION TYPE SIZE COUNT (non-coalesced)
=========== ======= =======
Activity Tracing 256K 1
CG image 292K 5
Foundation 4K 1
Kernel Alloc Once 8K 1
MALLOC 462.1M 519
MALLOC guard page 32K 8
MALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)
STACK GUARD 56.0M 6
Stack 10.5M 6
VM_ALLOCATE 52K 4
__DATA 27.4M 282
__DATA_CONST 96K 2
__FONT_DATA 4K 1
__LINKEDIT 348.9M 4
__OBJC_RO 31.7M 1
__OBJC_RW 1748K 2
__TEXT 184.4M 281
__UNICODE 564K 1
mapped file 55.6M 13
shared memory 656K 16
=========== ======= =======
TOTAL 1.5G 1155
TOTAL, minus reserved VM space 1.2G 1155

Resolutions are incorrect; were correct in beta-9

Hi. Today I recently upgraded to beta-10, and I really enjoy the new features. Sadly, it has one massive bug which seriously affects most monitors/games. In previous builds of bsnes-hd, when set to 16:9, the resolution was set to 400x224. however, now, bsnes-hd runs at 384x224, which cuts off a serious amount of screen resolution. Also, without enabling overscan, the picture cuts off the first few pixels from the top of the image, which can hurt some games. Enabling overscan causes the black bars as seen here, and is quite annoying. None of these issues were present in the classic bsnes-hd. The following screenshots were taken using print-screen on 2 1080p monitors, running in the 16:9 aspect ratio.
weirdresolutions1
On the right is bsnes-hd beta 10 while on the left is bsnes-hd beta 9, the difference is pretty obvious. I haven't tested on the libretro core yet, but I'd assume the same bugs are present.
None of these bugs are seen in regular bsnes, which leads me to believe its a problem either A: on my end, or B: on the emulator's end. Either way, hope this helps.
I hope this helped you fix your wonderful emulator.

Line byproduct

Sorry if this is the wrong place for this. I was just wondering if there is any way to get rid of the line that shows up on the right side of the screen:

Terranigma (Europe)-200325-220527

I've seen this phenomenon with games that go beyond their original resolution.

When the Aspect ratio is set to none the line no longer shows up at the price of widescreen of course. Could it be possible to implement some sort of adaptive aspect ratio that goes to 16:9 only when Mode 7 is detected or something like that?

Widescreen is always enforced

I prefer playing the games in 4:3 resolutions, but I like the smoother look of the games, so I always disable the widescreen functionality, but I have to do it every single time, because although it remembers the option, the game is still in widescreen. I have to re-pick 4:3 in the enhancements even though it's set to it. All games do this.

VIP Mario 5 (SMW ROM Hack) Mode 7 bug during final battle

There is a minor(?) bug that occurs during the second phase of the final boss in the SMW ROM hack, VIP Mario 5.
The bug, pictured:
image

Bugged lines rendering below the magic circle background (It uses Mode 7 rotation).

Occurs even when using 1x Mode 7 scale, and only goes away if instead using "Disabled".

Relevant resources:
https://www.dropbox.com/s/8p4ig0pk62u2q2h/VIPmario5_mode7bug_for_DerKoun.7z?dl=0

(Patch is applied to an english SMW ROM! Bug can be found in Save state slot 4.)

[Enhancement] asymmetrical aspect ratio

This is a feature request, sorry if this isn't the right place.
What I would ideally like is a 16:9 option where the expected frame is all the way to the right of the 16:9 field of view. The use case would be streaming Super Mario World Kaizo Hacks where I really only care for the normal field of view while playing but would like to render a full 16:9 just for the viewer for visual interest which would be partially covered up by transparent overlays.
If it's not clear I'll include a picture.

bsnes_hd_169_mockup

I was trying to accomplish this by just rendering at 21:9 but it's not quite enough as you can see.

I was looking through the code myself but am not very proficient in C programming. If someone gave me some pointers though I would still want to try this myself.

RetroArch 1.9.0: Where'd bsnes-hd go?

I know that some of the features were merged upstream regarding HD Mode 7, but the widescreen option is missing from that. So I went and tried to find the bsnes-hd core in the Core Downloader, but it was gone.

Any particular reason for that?

Wrong Colors

Beta 10.2 seems to have the color adjustment wrong
here is how it looks
bhdb10 2

here is how it looks on bsnes 114.3
b114 3

Both are using 100% luminance, 100% saturation and 150% gamma.
My guess is something is wrong with with the gamma setting as at 100% they seem pretty close if not the same.

Weird artifacts on the side of the screen, but only with Mario RPG.

https://imgur.com/a/upK6xFy

So, BSNES HD is giving me a hard time with Mario RPG and no other game. It seems create these weird bars on the right and left side of the screen. As if its rendering extra stuff or something. When I move these bars get refreshed and updated with new stuff.

This does not occur with the regular version of BSNES, only the HD flavor.

I have tweaked every option on and off and for the life of me I cannot pin the offending feature. I'm not able to figure it out.

I'm using the latest version of BSNES HD, tried to google it but haven't found anything.

Anyone have any ideas?

No mode7 widescreen in Terranigma

the mode7 sections in Terranigma are not showing anything outside the normal area.
Some betas ago it did (dont remember wich).
all other section show the usual (a repeated screen).

Edit: tried Beta 6 and checking "ignore outside window" fixed it.
the same option on beta 10 doesnt seem to do anything.

Super Castlevania IV - ectoplasms are invisible

I'm using the latest Bsnes HD RetroArch core and the Japanese SCIV rom from the Anniversary Collection. The ectoplasms in Stage 6 are invisible and whenever they attack there's a large colorful beam across the whole screen.
I can supply a save state near the ectoplasms if needed.
Akumajou Dracula (Japan) (Castlevania Anniversary Collection)-200728-184912

Super Scope right screen border fix

for some reason when playing Super Scope lightgun games with the default settings the mouse aiming range seems shorter as it should be: i cannot aim near the right border of the screen.

Gamma/Luminance/Saturation settings don't take effect

Just thought I'd report than any adjustments made to these sliders have no effect, even after restart. Output image is always default values.

Lum/Sat aren't useful, but byuu defaults to a dubious gamma setting, so it's worth making the gamma slider work at least.

HD windowing option not working on libretro

Using bsnes-hd-beta core in libretro, every option works except the experimental HD Windowing feature. On both Windows x64 and Android AARCH64 the windowing stays at native resolution.

Add RetroAchievements support

Almost all bsnes and higan cores in Retroarch support RetroAchievements (even higan Accuracy and nSide Balanced, contrary to the info in the docs).

It would be great to have this excellent core also supporting RetroAchievements. Maybe code from the other bsnes/higan cores can be ported to this one to save time.

According to a contributor on the upstream repository, the missing implementation is this:

// Currently, there is no safe/sensible way to use the memory interface without severe hackery.
// Rely on higan to load and save SRAM until there is really compelling reason not to.
RETRO_API void *retro_get_memory_data(unsigned id)
{
return nullptr;
}
RETRO_API size_t retro_get_memory_size(unsigned id)
{
return 0;
}

Byuu says he won't do it himself but he'll be happy to accept a pull request if anyone implements this.
Is this a tall order, considering all previous higan/bsnes cores already implemented this?

I've also opened this issue here libretro/bsnes#27 on the libretro vanilla bsnes repository.

Feature from the official build: Only upscale when mode 7 is present

Hi, the official bsnes by byuu has a feature in wich the game is only upscaled if it detects mode7.
This is usefull because shaders and upscaling dont mix that well together, so higher res is only used when needed and the shader works as intended on all other instances.

PAL games are cropped

PAL games have cropped bottom and top of the image, even when show overscan is enabled
I think its because the PAL SNES have 540 lines and NTSC 480, and the emulator doesnt support it
show overscan area off:
overscan area off
show overscan area on:
overscan area on

how it should look like:
obrazek

Standalone mac app doesn't run

Error says can't be opened. The app is not executable. This isn't caused by an unidentified developer warning either.

Addressing proper defaults

You may have noticed Ocesse's Metroid videos have audio crackling in the background. bsnes regular has, IMO, terrible defaults. As a result, first impressions can be poor and there's a lot of hoop jumping to get things looking and sounding unaltered.

The vast majority of games are also designed for square pixels and unevenly stretching those that aren't is simply creating a bigger visual problem. The reasons why and numerous examples is my next article on the forums, but you can get a shallower breakdown here https://www.youtube.com/watch?v=ssluTgfkdlg.

This is what needs changed to remove all video and audio alterations (uneven stretching, blurring, crackling, and black crush):
Video
-Shader: None (changed from Blur)
-Blocking: true (changed from false)
-AspectCorrection: false (changed from true)
-Gamma: 100 (changed from 150)
-Output: Center (changed from scale)

Audio
-Blocking: false (changed from true)
-Dynamic: true (changed from false)

ps: for what reason did you want the "none/mode7/all" selection process? Aren't people just using bsnes regular for unconverted games?

Shape distortion with Super Mario Kart posistion numbers with HD windowing

I feel the title explains it all, but to elaborate more: The posistion numbers in Super Mario Kart become a bit distorted when using higher scale factors for HD windowing.

3x scale (Very little, likely not noticeable distortion on the 1:)
SMKnumberdistortion1

7x scale (Much more prominent on the 1:)
(Screenshot on Imgur. Internet in my home has issues uploading larger files elsewhere!)
https://i.imgur.com/clXgBHo.png

This issue is most prominent in Super Mario Kart, but other games that try to draw complex shapes using windowing may also exhibit similar issues possibly.

Rudra no Hihou rendering issues w/ uprezzing

Self explanatory: Rudra no Hihou has issues displaying dialogue on the overworld, and in general seems to have issues regarding hires mode, as well as several effects rendering incorrectly with uprezzing.

Example 1 (Broken rendering during dialogue when upscaled)

Example 2 (Various in-battle animations being broken)

Scaling disabled:

5x scale:

Scaling disabled:

5x scale:

Scaling disabled:

5x scale:

Relevant savestate (Load Slot 2 and then push A!)
https://www.dropbox.com/s/cggjdf7s0oxv69g/Rudra%20no%20Hihou%20%28J%29.bsz?dl=0

Demoscene ROM rendering errors with perspective correction.

As the title says. Some Mode 7 scenes don't render correctly with perspective correction.

elix-smashit-pal:
Perspective Correction ON, incorrect rendering
image

Perspective Correction OFF, correct rendering
image

2.68 MHz Demo:
(Not pictured here, but with perspective correction ON, the Mode 7 bugs out some)
image

hello.sfc by Binary Counter:
Perspective Correction ON, incorrect rendering
image

Perspective Correction OFF, correct rendering
image

crash with "Illegal instruction"

Hello,

first : thanks for all the hard work, which looks very promising.
All beta binaries available for linux crash on my system (Linux fractal 5.0.0-31-generic Ubuntu 19.04 - Graphics driver Nvidia418) with "Illegal Instruction"
Is there something obvious I'm missing ?

Is there somewhere a list of all dependencies needed to compile source code on linux ?

(I came here because I'm looking for widescreen + HD mode 7 on Super Soccer !)

Incorrect shapes in some cases when uprezzing HDMA

Another issue. This has to do with some shapes becoming deformed when being uprezzed.
Super Mario Kart (5x scale):
Super Mario Kart (USA)-009
1x scale, how it's supposed to look:
Super Mario Kart (USA)-010

Super Mario RPG (5x scale):
Super Mario RPG - Legend of the Seven Stars (USA)-010

1x scale, how it's supposed to look:
Super Mario RPG - Legend of the Seven Stars (USA)-009

Windowing uprezzing is broken

Title is self explanatory. HDMA uprezzing is bugged out. What I mean by that is, here's some example screenshots.

Super Mario Kart:
image

Super Mario RPG (4x scale):
image

Super Mario RPG (1x scale):
image

Fine Black Seams

(I'm using the retroarch core of bsnes-hd. Not sure if this is the right place for such bug reports.)

I'm getting fine black seams at random places. I have trouble spotting them with the naked eye, but shaders can wind up sampling from them, and then I sure as heck notice. For instance, when scaling up to 4K, xbr-mlv4-multipass is sampling from the seams and generating some pretty noticeable black artifacts.

Enabling "show overscan" is a partial workaround in that it seems to remove the seams, but then you're stuck with the overscan.

MSU-1 incompatible.

All other versions of BSNES work with MSU-1 patches so, it feels awful to not have the feature and therefore to have to choose between the unique features of this version of BSNES, and not be able to take advantage of MSU functionality.

Tales of Phantasia minor rendering bug with HD windowing

Self explanatory. There is a minor rendering bug with one of the 'spell' (If ingame they're considered spells?) animations in Tales of Phantasia when using HD windowing. Can be seen as early as starting a new file where an introductory cutscene takes place. (Triangle rendered here is not perfectly rendered on the top right corner)

Screenshot taken with 5x windowing resolution & running in 16:9 (Not related to the issue).
image

Can attach savestate if needed, but can easily be accessed by just starting a new save file.

Feature Request: Game Specific Options

As we know when it comes to weird graphics settings, not all games are equal. This request is for bsnes-hd to be able to remember specific settings for specific games.

For example, GLideN64 can remember game-specific settings so that I could enable a graphic setting for one specific game without affecting others. This is essentially what I am requesting.

Please let me know if this needs clarification, or if this is already planned, or is out of scope for bsnes-hd and will never happen. Thanks for reading!

Doom 4:3 has weird sidebars

Doom is not the only game that has this issue, but some games just create these sidebars, it also doesn't seem to be possible to have it stretched to the full height of the monitor.
image

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