Here are the latest news for today.
MESS SVN r12785
"r12780
st_dsk: Add the easy ST formats [O. Galibert]
r12781
Fixed tool compiling (no whatsnew)
r12782
Synced k051649.* from MAME (no whatsnew)
r12783
used k051649 by msx_slot by hap (no whatsnew)
r12784
z80.c: Fixed handling of DD,ED,FD prefixed instructions followed by another DD,ED,FD prefixed instruction without causing big recursion stacks. (nw)
r12785
Previous patch was a bit too aggressive. "
Source
WinVZ300 (2011/09/04)
Source
Fceux SVN r2224
"r2223
fixed bus conflict emulation, no kage no densetsu bug anymore
r2224
TAS Editor usability tweaks:
* fixed column widths
* frame_display can be shown in taseditor mode
* ">>" button now jumps to the end of greenzone
* some other hotkeys now also work in TAS Editor
Fixed hidden bug:
* user could change previous input by clicking on header (thus not changing currFrameCounter) and then continue greenzoning from irrelevant savestate with Frame Advance key"
Source
ykhwong's DOSBox 0.74 SVN Build 03/09/2011
"This build is an enhanced SVN build which incorporates unofficial features and fixes that are not officially part of DOSBox. The best Dosbox version IMHO.
Included Patches:
Direct3D with pixelshaders, OpenglHQ, Innovation, Glide, zip/7z mount, Beep, NE2000 Ethernet, Graphis user interface (menu), Save/Load states, Vertical sync, CPU flags optimization, Various DOS commands (PROMP,T VOL, LABEL, MOUSE, etc) and CONFIG.SYS commands (DEVICE, BUFFERS, FILES, etc), Continuous turbo key, Core-switch key, Show details (from menu bar), Nice DOSBox icon, Font patch (cp437), COPY CON feature, MAKEIMG command, INTRO, Ctrl-break patch, DBCS support patch, Automatic mount, Printer output, MT-32, MP3CUE, Overscan, etc.
Build environment:
Based on MinGW/MSYS under Windows 7 x64
Flags: -s -O2 -pipe -fprofile-use -fomit-frame-pointer -mtune=i686 -march=i586 -mno-push-args -ffast-math -funroll-loops --param max-unrolled-insns=60
Libaries: SDL, SDL_sound, libpng, libphysfs, DirectX SDK library, Freetype, etc.
For advanced users who want to debug or compile, debugger-enabled build and source are available.
WHAT'S NEW
------------------
1. Based on SVN 3751
2. Upgraded to GCC 4.6.1
3. Fixed a crash when unmounting and mounting in GUI
4. Fixed a bug that always shows 100 on the titlebar after pressing Alt-F12 while maximizing CPU cycles.
5. Updated OpenGlide wrapper (gulikoza)
- Fix polygon rendering
6. Updated README (RESCAN)
7. Added CGA w/ Monochrome Monitor Support patch (VileRancour)
- You can set machine=cga_mono
- Alt+F11 cycles between green, amber, and grey + brightness/contrast settings
8. Updated Direct3D patch (gulikoza)
- Added CRT.D3D shader
9. Disables continuous turbo mode by default
- Press Ctrl-Alt-F12 to use the mode when you are using DirectDraw output or DirectX driver
10. Set vmemsize=2 by default
11. Included glide2x.dll for Win9x (robertmo)
- Take a look at win9x-glide2x directory
12. Updated MT-32 emulation (MUNT) patch (64134907cdc788c9927f)
13. Added "Improve PC Speaker emulation accuracy patch" (NY00123, ripsaw8080)
(ex., "trophy" sound from Dangerous Dave)
14. Fixed some minor bugs"
Source
A/NES PRO v1.15
"* Midscreen sprite CHR-bankswapping bugfixed (Batman).
* Initial CHRRAM garbageproblems fixed (Metroid).
* Some mapper 1 bugs fixed.
* Minor audio bugfixes."
Source
Stella SVN r2275
"r2273
Large reorganization of the OpenGL code, separating out FBSurfaces into
distinct GUI vs non-GUI (aka TIA) classes. This makes it easy to proceed
from this point on, since I don't have to worry about breaking one mode
when making changes to the other.
Preliminary support for TIA scanlines in OpenGL mode. It's disabled for
now, but is progressing nicely. This will be part of the new TV effects
in the next major release.
r2274
Updated VS 2010 project files for recent OpenGL class changes.
r2275
Updated VS 2005 project files for recent OpenGL changes. "
Source
Nintendulator 0.975 beta (2011/09/03)
"A rather serious bug in the Game Genie savestate code (would would result in lockups when used with mappers such as MMC3 and MMC5) has been fixed."
Source
Dolphin zcomploc-support Git 3.0-74
"* Clean up a bit the shader code generation for alpha test fails
* Proof of concept zcomploc implementation
Fixes a few depth related graphics bugs. Example in Baten Kaitos (GKBEAF):
Before: http://i.imgur.com/EDdVA.png
After: http://i.imgur.com/h6GuY.png
Still a few bugs in this implementation: zcomploc switching is not yet
implemented, and the color is wrong with this test: http://codepad.org/7GpxklOi
(red on Dolphin, gray on Wii).
* Include the zcomploc bit in the shader UID
Fixes issues with switching zcomploc on/off during execution. "
Source
FourDO SVN r200
"r198
Checking in d3d canvas... not sure if I'll use it
r199
Looks like multitasking mode can eliminate the tearing that occurs to the game's processing.
r200
Looks ready for 1.0.6.0 "
Source
DCMOTO v2011.09.03
"- Fixed wrong test making disk unit 3 impossible to format with DSKINI function.
- Fixed error in PIA emulation when joysticks are not selected in the option dialog box.
- Fixed problem with the joystick fire button detection in some uncommon cases.
- Fixed disk format function. It was wrong with DOS Basic and Assembler cartridge.
- Keyboard repeat delay adjusted for TO8, TO8D, TO9 and TO9+.
- Fixed music speed change after pressing a key with the TO8 and the TO8D."
Source
PCSX2 SVN r4903
"r4902
USBqemu: Integrate into the build system for vs2010. Refactor the config stuff to use a system based on a modified SPU2-X CfgHelpers.cpp.
r4903
Whoops."
Source
OpenBOR v3.0 Build 3416
"History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of Fighters series. The game spread only by word of mouth, but it nonetheless amassed popularity very quickly. Senile Team soon released an edit pack allowing anyone interested to create a mod for the BOR engine. In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They agreed, and OpenBOR was born. Development on the engine was continued by the community, and still is to this day.
Heres whats new:
------------------------------------------------------------------------
r3416 | utunnels | 2011-09-03 10:56:07 -0400 (Sat, 03 Sep 2011) | 4 lines
Changed paths:
M /engine/openbor.c
M /engine/openbor.h
M /engine/openborscript.c
Twist default ai code.
Aggression now affects the chance aimove normal characters go after the target.
AI characters don't attack a grounded target if it doesn't have a bbox, but they will still walk around the target waiting for a chance.
------------------------------------------------------------------------
r3415 | utunnels | 2011-09-02 23:50:08 -0400 (Fri, 02 Sep 2011) | 3 lines
Changed paths:
M /engine/openbor.c
M /engine/source/gamelib/screen.c
M /engine/source/gamelib/screen.h
Clean up bylayer water code in 8bit mode a bit.
Don't clear script variables after a new game or exit a game to avoid lost handles.
------------------------------------------------------------------------
r3414 | utunnels | 2011-09-02 10:56:08 -0400 (Fri, 02 Sep 2011) | 2 lines
Changed paths:
M /engine/openbor.c
Leave global_var_list alone when new game option is chosen.
This solution avoids overwriting sprites handles.
------------------------------------------------------------------------
r3413 | utunnels | 2011-09-02 10:15:15 -0400 (Fri, 02 Sep 2011) | 1 line
Changed paths:
M /engine/openbor.c
Rewrite script save/load function anyway since previous ones didn't work as expected.
------------------------------------------------------------------------
r3412 | utunnels | 2011-09-02 02:23:28 -0400 (Fri, 02 Sep 2011) | 1 line
Changed paths:
M /engine/openbor.c
Fix remap in 16/32bit mode.
------------------------------------------------------------------------
r3411 | utunnels | 2011-09-01 21:51:47 -0400 (Thu, 01 Sep 2011) | 1 line
Changed paths:
M /engine/source/gamelib/packfile.c
Still let the engine print a warning message if cdr header size is too large.
------------------------------------------------------------------------
r3410 | utunnels | 2011-09-01 21:33:48 -0400 (Thu, 01 Sep 2011) | 2 lines
Changed paths:
M /engine/source/gamelib/packfile.c
Remove cd header size checking in packfile.c
Large pak file shouldn't be able to play now.
------------------------------------------------------------------------
r3409 | utunnels | 2011-09-01 11:46:11 -0400 (Thu, 01 Sep 2011) | 2 lines
Changed paths:
M /engine/openbor.c
display_ents
Disable platform layer adjust if setlayer is present.
------------------------------------------------------------------------
r3408 | utunnels | 2011-09-01 04:29:49 -0400 (Thu, 01 Sep 2011) | 1 line
Changed paths:
M /engine/openbor.c
Temporary fix for gfxshadow over a platform above a hole. Not perfect, but further checking require going through the entity list multiple times.
------------------------------------------------------------------------
r3407 | utunnels | 2011-09-01 03:24:34 -0400 (Thu, 01 Sep 2011) | 3 lines
Changed paths:
M /engine/openbor.c
Keep normal aimove close enough to the target instead of wander too far away outside the screen.
Don't save game in a new game level 1, so you can keep your old save if you choose new game by accident.
------------------------------------------------------------------------
r3406 | utunnels | 2011-08-31 22:12:52 -0400 (Wed, 31 Aug 2011) | 1 line
Changed paths:
M /engine/openborscript.c
Knockdowncount code missing breaks in switch/case, fixed.
------------------------------------------------------------------------
r3405 | sumolx | 2011-08-31 14:05:33 -0400 (Wed, 31 Aug 2011) | 2 lines
Changed paths:
M /engine/psp/audiodrv.c
M /engine/psp/audiodrv.h
M /engine/psp/sblaster.c
AudioDriver rewrite completed.
All sound issues have been resolved.
------------------------------------------------------------------------
r3404 | utunnels | 2011-08-31 11:30:26 -0400 (Wed, 31 Aug 2011) | 1 line
Changed paths:
M /engine/source/gamelib/screen.c
M /engine/source/gamelib/screen16.c
M /engine/source/gamelib/screen32.c
Fix bglayer water clipping problem (hope this is the last time LOL).
------------------------------------------------------------------------
r3403 | utunnels | 2011-08-31 04:28:20 -0400 (Wed, 31 Aug 2011) | 2 lines
Changed paths:
M /engine/openbor.c
Fix ai character get animation.
Disable bgbuffer(to be removed).
------------------------------------------------------------------------
r3402 | utunnels | 2011-08-31 01:45:29 -0400 (Wed, 31 Aug 2011) | 1 line
Changed paths:
M /engine/openbor.c
Fix 16/32bit bgbuffer for bglayer water.
------------------------------------------------------------------------
r3401 | utunnels | 2011-08-31 00:09:25 -0400 (Wed, 31 Aug 2011) | 1 line
Changed paths:
M /engine/source/gamelib/screen16.c
M /engine/source/gamelib/screen32.c
Fix bglayer water crash in 16 and 32bit without remap.
------------------------------------------------------------------------"
Source
MESS SVN r12785
"r12780
st_dsk: Add the easy ST formats [O. Galibert]
r12781
Fixed tool compiling (no whatsnew)
r12782
Synced k051649.* from MAME (no whatsnew)
r12783
used k051649 by msx_slot by hap (no whatsnew)
r12784
z80.c: Fixed handling of DD,ED,FD prefixed instructions followed by another DD,ED,FD prefixed instruction without causing big recursion stacks. (nw)
r12785
Previous patch was a bit too aggressive. "
Source
WinVZ300 (2011/09/04)
Source
Fceux SVN r2224
"r2223
fixed bus conflict emulation, no kage no densetsu bug anymore
r2224
TAS Editor usability tweaks:
* fixed column widths
* frame_display can be shown in taseditor mode
* ">>" button now jumps to the end of greenzone
* some other hotkeys now also work in TAS Editor
Fixed hidden bug:
* user could change previous input by clicking on header (thus not changing currFrameCounter) and then continue greenzoning from irrelevant savestate with Frame Advance key"
Source
ykhwong's DOSBox 0.74 SVN Build 03/09/2011
"This build is an enhanced SVN build which incorporates unofficial features and fixes that are not officially part of DOSBox. The best Dosbox version IMHO.
Included Patches:
Direct3D with pixelshaders, OpenglHQ, Innovation, Glide, zip/7z mount, Beep, NE2000 Ethernet, Graphis user interface (menu), Save/Load states, Vertical sync, CPU flags optimization, Various DOS commands (PROMP,T VOL, LABEL, MOUSE, etc) and CONFIG.SYS commands (DEVICE, BUFFERS, FILES, etc), Continuous turbo key, Core-switch key, Show details (from menu bar), Nice DOSBox icon, Font patch (cp437), COPY CON feature, MAKEIMG command, INTRO, Ctrl-break patch, DBCS support patch, Automatic mount, Printer output, MT-32, MP3CUE, Overscan, etc.
Build environment:
Based on MinGW/MSYS under Windows 7 x64
Flags: -s -O2 -pipe -fprofile-use -fomit-frame-pointer -mtune=i686 -march=i586 -mno-push-args -ffast-math -funroll-loops --param max-unrolled-insns=60
Libaries: SDL, SDL_sound, libpng, libphysfs, DirectX SDK library, Freetype, etc.
For advanced users who want to debug or compile, debugger-enabled build and source are available.
WHAT'S NEW
------------------
1. Based on SVN 3751
2. Upgraded to GCC 4.6.1
3. Fixed a crash when unmounting and mounting in GUI
4. Fixed a bug that always shows 100 on the titlebar after pressing Alt-F12 while maximizing CPU cycles.
5. Updated OpenGlide wrapper (gulikoza)
- Fix polygon rendering
6. Updated README (RESCAN)
7. Added CGA w/ Monochrome Monitor Support patch (VileRancour)
- You can set machine=cga_mono
- Alt+F11 cycles between green, amber, and grey + brightness/contrast settings
8. Updated Direct3D patch (gulikoza)
- Added CRT.D3D shader
9. Disables continuous turbo mode by default
- Press Ctrl-Alt-F12 to use the mode when you are using DirectDraw output or DirectX driver
10. Set vmemsize=2 by default
11. Included glide2x.dll for Win9x (robertmo)
- Take a look at win9x-glide2x directory
12. Updated MT-32 emulation (MUNT) patch (64134907cdc788c9927f)
13. Added "Improve PC Speaker emulation accuracy patch" (NY00123, ripsaw8080)
(ex., "trophy" sound from Dangerous Dave)
14. Fixed some minor bugs"
Source
A/NES PRO v1.15
"* Midscreen sprite CHR-bankswapping bugfixed (Batman).
* Initial CHRRAM garbageproblems fixed (Metroid).
* Some mapper 1 bugs fixed.
* Minor audio bugfixes."
Source
Stella SVN r2275
"r2273
Large reorganization of the OpenGL code, separating out FBSurfaces into
distinct GUI vs non-GUI (aka TIA) classes. This makes it easy to proceed
from this point on, since I don't have to worry about breaking one mode
when making changes to the other.
Preliminary support for TIA scanlines in OpenGL mode. It's disabled for
now, but is progressing nicely. This will be part of the new TV effects
in the next major release.
r2274
Updated VS 2010 project files for recent OpenGL class changes.
r2275
Updated VS 2005 project files for recent OpenGL changes. "
Source
Nintendulator 0.975 beta (2011/09/03)
"A rather serious bug in the Game Genie savestate code (would would result in lockups when used with mappers such as MMC3 and MMC5) has been fixed."
Source
Dolphin zcomploc-support Git 3.0-74
"* Clean up a bit the shader code generation for alpha test fails
* Proof of concept zcomploc implementation
Fixes a few depth related graphics bugs. Example in Baten Kaitos (GKBEAF):
Before: http://i.imgur.com/EDdVA.png
After: http://i.imgur.com/h6GuY.png
Still a few bugs in this implementation: zcomploc switching is not yet
implemented, and the color is wrong with this test: http://codepad.org/7GpxklOi
(red on Dolphin, gray on Wii).
* Include the zcomploc bit in the shader UID
Fixes issues with switching zcomploc on/off during execution. "
Source
FourDO SVN r200
"r198
Checking in d3d canvas... not sure if I'll use it
r199
Looks like multitasking mode can eliminate the tearing that occurs to the game's processing.
r200
Looks ready for 1.0.6.0 "
Source
DCMOTO v2011.09.03
"- Fixed wrong test making disk unit 3 impossible to format with DSKINI function.
- Fixed error in PIA emulation when joysticks are not selected in the option dialog box.
- Fixed problem with the joystick fire button detection in some uncommon cases.
- Fixed disk format function. It was wrong with DOS Basic and Assembler cartridge.
- Keyboard repeat delay adjusted for TO8, TO8D, TO9 and TO9+.
- Fixed music speed change after pressing a key with the TO8 and the TO8D."
Source
PCSX2 SVN r4903
"r4902
USBqemu: Integrate into the build system for vs2010. Refactor the config stuff to use a system based on a modified SPU2-X CfgHelpers.cpp.
r4903
Whoops."
Source
OpenBOR v3.0 Build 3416
"History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of Fighters series. The game spread only by word of mouth, but it nonetheless amassed popularity very quickly. Senile Team soon released an edit pack allowing anyone interested to create a mod for the BOR engine. In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They agreed, and OpenBOR was born. Development on the engine was continued by the community, and still is to this day.
Heres whats new:
------------------------------------------------------------------------
r3416 | utunnels | 2011-09-03 10:56:07 -0400 (Sat, 03 Sep 2011) | 4 lines
Changed paths:
M /engine/openbor.c
M /engine/openbor.h
M /engine/openborscript.c
Twist default ai code.
Aggression now affects the chance aimove normal characters go after the target.
AI characters don't attack a grounded target if it doesn't have a bbox, but they will still walk around the target waiting for a chance.
------------------------------------------------------------------------
r3415 | utunnels | 2011-09-02 23:50:08 -0400 (Fri, 02 Sep 2011) | 3 lines
Changed paths:
M /engine/openbor.c
M /engine/source/gamelib/screen.c
M /engine/source/gamelib/screen.h
Clean up bylayer water code in 8bit mode a bit.
Don't clear script variables after a new game or exit a game to avoid lost handles.
------------------------------------------------------------------------
r3414 | utunnels | 2011-09-02 10:56:08 -0400 (Fri, 02 Sep 2011) | 2 lines
Changed paths:
M /engine/openbor.c
Leave global_var_list alone when new game option is chosen.
This solution avoids overwriting sprites handles.
------------------------------------------------------------------------
r3413 | utunnels | 2011-09-02 10:15:15 -0400 (Fri, 02 Sep 2011) | 1 line
Changed paths:
M /engine/openbor.c
Rewrite script save/load function anyway since previous ones didn't work as expected.
------------------------------------------------------------------------
r3412 | utunnels | 2011-09-02 02:23:28 -0400 (Fri, 02 Sep 2011) | 1 line
Changed paths:
M /engine/openbor.c
Fix remap in 16/32bit mode.
------------------------------------------------------------------------
r3411 | utunnels | 2011-09-01 21:51:47 -0400 (Thu, 01 Sep 2011) | 1 line
Changed paths:
M /engine/source/gamelib/packfile.c
Still let the engine print a warning message if cdr header size is too large.
------------------------------------------------------------------------
r3410 | utunnels | 2011-09-01 21:33:48 -0400 (Thu, 01 Sep 2011) | 2 lines
Changed paths:
M /engine/source/gamelib/packfile.c
Remove cd header size checking in packfile.c
Large pak file shouldn't be able to play now.
------------------------------------------------------------------------
r3409 | utunnels | 2011-09-01 11:46:11 -0400 (Thu, 01 Sep 2011) | 2 lines
Changed paths:
M /engine/openbor.c
display_ents
Disable platform layer adjust if setlayer is present.
------------------------------------------------------------------------
r3408 | utunnels | 2011-09-01 04:29:49 -0400 (Thu, 01 Sep 2011) | 1 line
Changed paths:
M /engine/openbor.c
Temporary fix for gfxshadow over a platform above a hole. Not perfect, but further checking require going through the entity list multiple times.
------------------------------------------------------------------------
r3407 | utunnels | 2011-09-01 03:24:34 -0400 (Thu, 01 Sep 2011) | 3 lines
Changed paths:
M /engine/openbor.c
Keep normal aimove close enough to the target instead of wander too far away outside the screen.
Don't save game in a new game level 1, so you can keep your old save if you choose new game by accident.
------------------------------------------------------------------------
r3406 | utunnels | 2011-08-31 22:12:52 -0400 (Wed, 31 Aug 2011) | 1 line
Changed paths:
M /engine/openborscript.c
Knockdowncount code missing breaks in switch/case, fixed.
------------------------------------------------------------------------
r3405 | sumolx | 2011-08-31 14:05:33 -0400 (Wed, 31 Aug 2011) | 2 lines
Changed paths:
M /engine/psp/audiodrv.c
M /engine/psp/audiodrv.h
M /engine/psp/sblaster.c
AudioDriver rewrite completed.
All sound issues have been resolved.
------------------------------------------------------------------------
r3404 | utunnels | 2011-08-31 11:30:26 -0400 (Wed, 31 Aug 2011) | 1 line
Changed paths:
M /engine/source/gamelib/screen.c
M /engine/source/gamelib/screen16.c
M /engine/source/gamelib/screen32.c
Fix bglayer water clipping problem (hope this is the last time LOL).
------------------------------------------------------------------------
r3403 | utunnels | 2011-08-31 04:28:20 -0400 (Wed, 31 Aug 2011) | 2 lines
Changed paths:
M /engine/openbor.c
Fix ai character get animation.
Disable bgbuffer(to be removed).
------------------------------------------------------------------------
r3402 | utunnels | 2011-08-31 01:45:29 -0400 (Wed, 31 Aug 2011) | 1 line
Changed paths:
M /engine/openbor.c
Fix 16/32bit bgbuffer for bglayer water.
------------------------------------------------------------------------
r3401 | utunnels | 2011-08-31 00:09:25 -0400 (Wed, 31 Aug 2011) | 1 line
Changed paths:
M /engine/source/gamelib/screen16.c
M /engine/source/gamelib/screen32.c
Fix bglayer water crash in 16 and 32bit without remap.
------------------------------------------------------------------------"
Source
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