I hope everyone has a good weekend. Now here are the latest emulation news!
NesDS v0.54a
"0.54a:
Big nose freak out update.
mapper225 226 227 229 230 231 255 added.
Sound enhanced.
Raw PCM update, nearly perfect.
sprite0y update.
nifi update.
NOTE: unstable with devkitARM r33, using r32 instead."
Source
8-Bit Hits v1.1.5
"- Ability to configure the controls. Fixed default controls.
- Updating the PPU to accelerate getTitle.
- Update configuration properties for the AppEngine HalfNES.
- Added mappers.
- Update web.xml HalfNES.
- Added initial port of HalfNES on GWT. Everything works except sound and the SRAM."
Source
Dolphin SVN r7671
"r7671
DX9: Fix issue r4638: Invalid Call error when resizing the window."
Source
DeSmuME SVN r4056
"r4056
win32: add another @!#*(@#$ing language, braziliano this time. now another 3% of the world population can use desmume without having to be arsed to learn internetional."
Source
FBANext-PS3 SVN r478
"(Changes since r454)
(PS3) Set audio samplerate from 48030 to 48020 - still no audio crackles
(PS3) Cleaned up PSGL video driver - cut down on code duplication, made a lot of the OpenGL namespace static functions into macros (so they can be inserted straight into vid_psgl.cpp - where they are needed) - moved the static variables from vid_psgl.h to vid_psgl.cpp
(PS3) Removed broken shader 2xSaL-HD.cg
(PS3) You can change the aspect ratio now from the ingame menu.
(PS3) Aspect ratio revamp of code - the following aspect ratios are now possible - 4:3, 5:4, 7:5, 8:7, 12:7, 16:9, 16:10, 16:15, 1:1, 2:1, 3:2, and Custom (Resized) aspect ratio mode. Custom resize aspect ratio mode is the previously existing resized mode - you can also switch to this resized mode in case you have selected another aspect ratio from the ingame menu by going to 'Screen Resize' and then exiting again.
(PS3) Shaders can now be switched from the ingame menu - press left or right on D-pad or analog stick to switch between shaders, and load the shader by pressing the CROSS button.
(PS3) Bugfix - when a shader was loaded - only the fragment program was loaded - and the vertex program from the previous shader would remain active. Now both vertex and fragment programs get updated with the ones from the shader being loaded.
(PS3) Implemented frame advance in ingame menu - press either the CROSS button or press and hold R2 at your leisure to frame advance.
(PS3) Main emulation loop improvements - audio function is now a straight call to audio_check instead of first going through the audio interface class (audio.check) - put the 'case EMULATING:' block inside a do-while loop - not only is this faster (because we don't have to go through the whole switch again to see if GameStatus == EMULATING is true - but it will also allow us to do frame advance from within the ingame menu.
(PS3) No more seperate sound class to go through - AudioInterface for PS3 now implements audio_check, audio_init, audio_constructor, audio_destructor and on in its member functions (static functions).
(PS3) Neo Geo driver performance improvements - nBurnBpp is always 4 for PS3 (32bit color) - so the function pointers for sprite and text layer rendering are not necessary and the switches can be avoided
(Core) CPS1/CPS2 performance improvements - CPS2 games now have their own Frame function - Cps2Frame - also removed a lot of the CPS1/CPS2 branches that occurred along the way - cut down on function pointer usage
(Core) Neo-Geo - Split up NeoFrame into two - one is for games that do not render line by line (the vast majority of the games - NeoFrame) and the other is for the games that do (Zedblade, Neodrift, and another game).
(360/PS3) Replaced most sound-related while loops into do-while
(PS3/360) Performance improvements for CPS1/CPS2 driver - moved qs_z and qs_c.cpp to qs.cpp - made a lot of static functions into macros - plus did some other optimizations. A lot faster now on PS3. * (PS3) Ifdeffed all branches for nInterpolation - is always set at 1 - so we can avoid the branches per frame. Will perhaps make for a nice optimization for 360 as well.
(PS3/360) Made more SH2 opcodes into macros
(PS3/360) Turned most SH2 opcode inline functions into macros. NOTE: This is necessary on PS3 because the compiler doesn't inline shit and dabbling with the inlining limit switches only ends up with worse performance - ghetto inlining/macroizing functions is the most reliable way of inlining. Should not have any adverse effects on 360. Improved performance on PS3.
(PS3) Audio driver performance optimizations - big lag decrease
(PS3/360) InputTick only used once - so dropped straight into place where it's called.
(PS3 / 360) Avoid most of the indirect function calls for input / video"
Source
DCMOTO v2011.07
"- Fixed processor emulation error. Correct screen is now displayed with MEMO5 version of LOGO.
- File dcmoto-printer.txt is automatically closed to allow opening without closing the emulator.
Simulation of keystrokes with clipboard or text file.
- No warning for $41 and $42 opcode when "Stop on invalid operation code" option is unchecked.
- Joystick initialization improved. HID devices on USB port are now working.
- Fixed interrupt processing error with "La Malediction de Thaar" TO8 version.
- Fixed TO8 keyboard emulation error with "Micro-Scrabble" and "Las Vegas".
- Fixed inverted french and english messages in main menu.
- Fixed memory page switching error with TO8 in TO7/70 compatibility mode. Game X-RAY is now working."
Source
Virtual Jaguar SVN r364
"r359
Merging qt-experimental into trunk.
r360
New artwork for CD loading.
r361
Fixed 24BPP mode (used R twice instead of B), fixed problem with Object
Processor not running correctly (should be from VC=0), added some keys to the
cartridge dialog to allow dismissing and running using ESC & Return.
r362
Fixed OP scaling bug for sizes of 7.0 and up.
r363
Various UI enhancements, like keyboard list searching in cart dialog.
r364
Removed no longer used config options from config dialog."
Source
WinArcadia & AmiArcadia v16.21
"* Miscellaneous improvements and bug fixes."
Source
ColEm v2.6 Beta for Android
"On July 5 2011, I have published a beta version of ColEm-Android. It is currently free for everyone to download and use, as long as you supply your own COLECO.ROM. Please, give it a try and report any encountered problems in the discussion group.
ColEm will run software written for the ColecoVision video game console. Before using ColEm, make sure you place the ColecoVision BIOS file, named COLECO.ROM, onto your SD card.
Please, do not run the software you do not own with ColEm. The author cannot and will not tell you where to find free ColecoVision games.
This program is currently in the beta testing stage."
Source
Wine v1.3.24
"- Various DirectInput improvements.
- Support for line breaking in Uniscribe.
- More UI elements in builtin Shell Explorer.
- Some more D3DX9 functions.
- Improved support for shell known folders.
- Various bug fixes."
Source
Pypdp8tk v2.0
"- Rewrote the entire program with wxWidgets graphics library in Python
- Adapted the core for the new program
- (Editor) Highlights of keywords, numbers and operators for the code
pdp8 assembly lines and counting
- (Emulator RAM) Enhanced visual memory and adding the possibility
to select a memory cell to display the contents in HEX
and the address in HEX
- Various improvements to the code"
Source
ProGrammaX v1.05.0
"-language support (Available languages: English and Slovak),
-profiles can be saved in UTF-8 format (not compatible with previous versions of ProGammaX),
-fixed bugs."
Source
Zx Spectrum 4 .Net v1.0.4207 Build 11083
"- Added new model: ZX Spectrum +2
- To change models choose 'Hardware' in the Menu."
Source
WinVZ300 (2011/07/09)
"I took a few weeks break from coding, just got back online today to read the
messages.
The next obvious step will be to finish the sound.
And I suspect that there must be at least one remaining bugged opcode as can be
seen in the graphics/text of 3d-Maze being mis-aligned a few pixels (same for
galaxon).
There will be more updates."
Source
DS Pack v1.9
"* Compiled with libnds libnds 1.5.1+ & devkitarm R34
* News machines added (Frogger, Amidar, Crazy Kong, Digdug, Super Qix, ...)
* Alphabetically sorted listing"
Source
D2X-XL v1.15.240
"- Fixed: The heavy fighter's shield could be charged to 200% with an energy -> shield converter
- Improved: Player ships will not endlessly bounce off walls when being driven against them while having thrust"
Source
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