Jun 16, 2011

Emulation News 076: Updates for 6-15-11

Here are today's updates, be sure to check them out!

MESS SVN r11947

S-100 WIP. (nw)"


XM6 2.05 TypeG v20110615

Clear fixed processing speed scrolling graphics register (bank 0 only see the trap that actually)
Correct the fault clearing erase the wrong speed raster graphics

Fixed cylindrical composite sprites (like a well healed hydride 3)
CRTC under the specific conditions of V-DISP Supuraitokontorora and correct the failure of different values

Add a 0.5-fold thumbnail

Modified because the resource was broken English (I'm sorry people OS)
OS support only Japanese people can now choose the mode HELP English
The timing of the switch full-screen renderer is modified to become unstable phenomenon
Toggle full screen within three seconds guard was not accepted continuously "

Jpcsp SVN r2187

Improved compatibility of sceKernelDeleteThread, sceKernelTerminateThread, sceKernelTerminateDeleteThread: the current thread cannot be terminated/deleted.
Improved compatibility of interrupt handlers: trigger only enabled handlers.
Implemented sceIoIoctl cmd=0x01020001 and cmd=0x01020002 based on test results using "iotest" test application. Added iotest.iso to test these commands when starting from a UMD.
Fixed Loader broken by r2159 (warning "Program header has invalid memory offset! Trying to use 0 as baseAddress.")."


Dolphin SVN r7597

Adjusted the IPC_HLE timing to fix the stuck rumble problem in some games. Fixes issue 4532."


D2X-XL v1.15.232

"- Fixed: Glow effects were clipped improperly at any except the fullscreen cockpit mode"


SSNES v0.5.2

"- Fix case where lookup-textures were used in second or later shader pass. (It was flipped).
- Fix linkage with Clang.
- Disable audio sync properly in external driver if desired (audio_sync).
- Fix transition_previous shader semantic.
- Fix crash when XAudio2 is requested 0ms latency.
- Use SDL_image rather than Imlib2 for portability reasons.
- Fix multiplayer. (2-5 players were broken (orly?)).
- Various minor bugfixes.

- Python script support for shaders. In addition to semantics, XML and Cg-shaders can now call on custom Python 3 scripts which will set uniforms for them. The scripts have full read-only access to SNES internal state and input.
- Add new transition_count shader semantic.
- Shader semantics can access input directly (given in native SNES format as one 16-bit int).
- GUI input config allows ignoring analog input as an option. This is useful for devices where digital and analog (pressure sensitive) are tied to same button (notably PS3 controller on Linux).

Win32 specific:
- SSNES now uses DirectInput directly for joypad input rather than SDL in an attempt to better match the ruby:: DirectInput config which is used in GUI. I´ve tested on my Win7 setup and on a friends WinXP setup and it works as expected. If it still doesn´t work for you (crash, hang, otherwise), please paste the results of "show log" in GUI in one of the threads here. Try erasing old config files as well.
- The main Win32 build now includes SDL_image, Python and Cg DLLs, so no more cg-builds. Win32 library package is also updated for those that prefer to build themselves."


PCSX2 SVN r4744

SPU2-X: Change the dead voice read logic to match the live one. (Probably doesn't affect anything.)
SPU2-X: Process input area regardless of ADMA status. Fixes Burnout, maybe others.

This is a guess, not confirmed by hardware testing, but seems logical.
SPU2-X: Debugger was missing one digit of the IRQA, whops :p
SPU2-X: Flag effect area for updating on effect area register writes rather than core attributes change. (For change in testing. Committing separately for regression testing purposes.)"


VisualBoyAdvance-M SVN r1025

buncha patches by darktjm
sdl fix not applied yet
sdl patched
no Wx tree
Pre-Wx Branch
fucking sourceforge isn't supporting the copy context
all current vba-m Wx patches applied to trunk.
fixed a MSVC specific ism (mudlords own words)
apply the vba config file rename to the trunk, this has come about because older versions use some values slightly differently which would cause those versions to fail to work or have the wrong settings.
same as 1023 but on the nonWx branch
wx about box fix from darktjm"


FBANext-PS3 SVN r452

(PS3 ) Added PSL1GHT packaging scripts for packaging purposes
(PS3) nBurnLayer and nSpriteEnable are always set to 255 (all bits on) - all
are on, sprites are always on - never toggled off - so just comment out the
to do with these for the PS3 port
Set NO_AUTOFIRE for PS3 build
(PS3) Added define NO_PNG - we will rely on built-in PNGDEC for
PS3 instead of libpng
Preliminary Multiman support - when compiled with
MULTIMAN_SUPPORT set to 1 (note - make_self_wc is
actually ps3tool's make_self).

What currently works: shows up in Multiman
Game tab - you can exit back to Multiman using
the option 'Return to multiMAN' in the ingame menu.

What doesn't work right now - we need some different
way of passing the ROM argument than we do with the
other emulators - it seems we can't pass a filename
path to FBA to let it know the ROM we want to load -
you need to have the index of the ROM. So, currently
can't load ROMs from File Browser or Retro column
Multiman support now working - also some input
optimizations for the PS3 port - bCInputOkay
was always true because AppProcessKeyboardInput
always returned true - so got rid of the ifs
and the variable for the PS3 port - ifdeffed
it with SN_TARGET_PS3
(Ps3) No more function pointer for sound buffer
(PS3) inp_interface improvements - ifdeffed
out things we don't need forthe PS3 port -
macros - joystick axises - and so on -
tested against nearly all major games/platforms
(PS3) Video/audio driver cleanup
Cellframework2 audio
(PS3) No resampling for new Cellframework 2 audio
(PS3) Save state slots - unlimited amount
(PS3) Save state saving/loading fixed - the filename
of the saved state was wrong.
(PS3) VSync on/off option now turns Vsync on/off.
(PS3) Updated/added all new shaders to FBA
(PS3) Shader selection works differently now -
press Left and Right to select, and press X
to select the shader. Having the shader be
loaded every time you press Left or Right
can really slow things down ultimately and
is demanding on the Cg runtime compiler.
(PS3) Frame_count shaders work now - water.cg/noise-mudlord.cg (NOTE -
noise-mudlord is supposed to look a bit like the noise filter in Silent
Hill with scratches and all)

(PS3) Rewritten run.cpp a bit - removing function call overhead where


SDLMAME v0.142u5 for Ubuntu

"Tuesday, 14th June 2011
Grab it for Natty, Lucid and Maverick."


ScummVM-PS3 Build 20110605

A homebrew enabled PlayStation 3 console. As of now that mostly means having a custom firmware installed. Obtaining and installing such a software is out of the scope of this document. Sorry, but you’re on your own for that one.
At least one ScummVM supported game. The list of compatible games can be seen here: http://www.scummvm.org/compatibility/
The page http://wiki.scummvm.org/index.php/Where_to_get_the_games references some places where those games can be bought. Demonstration versions for most of the supported games are downloadable on http://scummvm.org/demos/
An USB drive.

From a computer, download the installable package of the PS3 port from ScummVM’s main site. It should be a .pkg file. Copy it to an USB drive.
After having plugged the USB drive to you PS3, the installation package should appear in the XMB under the “Games > Install Package” menu. Installing it copies ScummVM and its dependencies to your PS3′s hard drive. It also adds the “Games > PlayStation 3 > ScummVM” XMB entry which is to be used to launch ScummVM.

Configuring and playing games
The user manual describes how to add games to ScummVM and launch them : http://wiki.scummvm.org/index.php/User_Manual

PlayStation 3 Specifics
Games can be launched either from an USB drive or from the internal hard drive. The internal hard drive has better performance though.
Savegames are wrote in the /hdd0/game/SCUM12000/saves folder.
Left stick => Mouse
Cross => Left mouse button
Circle => Right mouse button
Triangle => Game menu (F5)
Square => Escape
Start => ScummVM’s in global game menu
Select => Toggle virtual keyboard
L1 => AGI predictive input dialog"




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