Aug 4, 2011

Emulation News 124: Updates for 8-2-11



Here are today's updates!

MESS SVN r12450

"r12450
mac: Corrected register meanings for vikbw (nw)"

Source

Jpcsp SVN r2248

"r2245
Improved the compatibility of sceIoReadAsync: the async read is now performed in the async thread and not directly when calling sceIoReadAsync.
r2246
Implemented faked sceHprmReadLatch/sceHprmPeekLatch
r2247
Improved compatibility of scePsmf functions: the psmf structure can now be moved in memory by the application, it will still be recognized.
Improved scePsmfCheckEPmap, scePsmfGetEPWithId, scePsmfGetEPWithTimestamp, scePsmfGetEPidWithTimestamp: return correct error code when no EPMap is defined.
r2248
Fixed problem in sceIoWaitAsync introduced by r2245"

Source

1964 SVN r97

"r97
1964 Input changes
~ Change around code so xInput doesn't override all other settings, it should now be possible to have different inputs, however at the moment xInput controllers are loaded in as, 1, 2, 3, 4
This means that if you are player 3 and want to use an xInput device you have to have 3 xInput devices connected.
Also the plugin does not currently load back in xInput settings, i have no idea how the loading of ini files work as the system seems to use hashs that i am unable to replicate"

Source

OpenTTD v1.1.2 RC2

"- Fix: Cost of adding an extra road type to a bridge or tunnel was undercalculated [FS#4680, FS#4681] (r22700, r22699)
- Fix: Only insert cleared object tiles into _cleared_object_areas if clearing actually succeeds, else subsequential tests of the same tile will be skipped and considered successful [FS#4694] (r22698)
- Fix: When building a house it could be built at the wrong place if multitile houses failed some tests (r22697)
- Fix: [Network] Failed network address resolving could trigger temporary freezes [FS#4697] (r22696, r22695)
- Fix: [NewGRF] The override managers were not reset in some cases like creating a new scenario [FS#4691] (r22693)
- Fix: [NewGRF] Aircrafts defined with IDs above the default aircrafts always defaulted to passenger cargo (r22690)"

Source


PCSX2 SVN r4838

"r4835
microVU:
- Fixed a bug with mVU's ESIN implementation. This finally fixes the flower-petal bug in Radiata Stories (and hopefully the clouds-bug in VP2 but havn't tested). Rama and I have wanted to fix this for a long time, but never knew the problem :p
- Improved implementation of some undefined behavior that happens on branches to take into account pipeline stalls.

gif / vif:
- Added some logging code that parses gif packets. It can be enabled by the PRINT_GIF_PACKET macro in Gif.h
- Deleted some old gif code.
- On ReadFIFO_VIF1() clear the out-reg to prevent uninitialized results in case GSreadFIFO() doesn't modify it...
- Create a fallback for GSreadFIFO2() so that its always defined (as long as the plugin implements GSreadFIFO())

pcsx2:
- Organized the virtual folders in vs2008 a bit...

Note: vs2010 and Linux builds need to be modified to add Gif_Logger.cpp and delete GIFpath.cpp
r4836
Fix VS2010 compiling. Patch by miseru99, thanks :)
r4837
Hack for GSdx hardware to fix inverted videos that showed up with the new GIF rewrite.
The problem as I understood is is incomplete COLCLAMP support.
Thanks to sudo for the hack :)

(Unfortunately we couldn't find out more about why these FMV also *all* flicker.)
r4838
V2 of the previous GSdx hack: Now also works in pointlisted FMV's (FFX-2, Legend of Legaia)."

Source


D PSP Emulator SVN r306

"r306
- Removed halffloatToFloat code and using D "alias CustomFloat!(10, 5, CustomFloatFlags.ieee) hfloat" instead.
- Check! Ignore division by zero on DIV/DIVU
- Moved ignored VFPU instructions to the active VFPU instructions
- Check! Implemented ThreadManForUser.sceKernelNotifyCallback
- Fixed ThreadManForUser.sceKernelSetVTimerHandler. Fixed VTimer and unittesting (tested on real hardware)."

Source


iMAME4all v1.8.0-1

"Release Candidate

-> changes:

* Compiled with iOS4. Added iOS4 multitasking.

* Added a new analog touch control . Improves playability on digital games also. Lets play starwars and other roms using touch screen. Digital older one is selectable in options disabling the analog stick.

* Improves digital touch control also. keeps finger tracking and not overlap other touch controls when dragged.

* Added 8-4-2-way restrictor (selectable and saved in per game options).
A restrictor gate limits the joystick's range of motion. The most common reason to use a gate in an actual arcade setting is the retrofitting of an older machine that is not compatible with a new 8-way stick. A classic example of this is Pac-Man. The game was originally designed for a 4-way stick, and is programmed to respond only when a new input occurs. If the user is holding the stick in the down position, then suddenly makes a motion to move to the right, what often happens is that the stick first moves into the down-right diagonal, which the game does not recognize as new input since down is still being held. However, right is also now considered held, and when the user completes the motion to move right, it is also not a new input, and Pac-Man will still be moving down.

*new iPad control layout.

*changed load screens.

-> changes from Bryn Thomson

some nice new icons (wait for more skin changes on release version)

-> changes from Simon Quinn

* correct rate, stereo, fps from MAME engine are processes correctly by the AudioQueue sound functions and buffers.
* sound going out of sync fixed
* stereo support.
* multiple sound rates supported
* 44khz stereo seems to work well with most games on iPad 1.
* it seems to have fixed jerky gameplay, possibly it was the AudioUnit code causing that. Much smoother."

Source


XRoar v0.26
"* SAM-VDG interaction fix - 48 byte-per-line mode now works.
* More resilient fast tape loading."

Source

My Nes v2.6.186.0

"* Fixed SlimDX Audio frequency control.
* SlimDX Video mode improved to be faster.
* Added mapper # 185, 187, 188, 189, 226, 228, 229, 230, 231, 232, 233, 240, 241, 242, 243, 244, 245, 246, 248, 249 and 251"

Source



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