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[MULTI] Mednafen 0.9.21 WIP

[0] @ Niedziela, 1 Kwietnia 2012 18:53CET

[MULTI] Mednafen 0.9.21 WIP

Mednafen jest bardzo udanym multiemulatorem, który powstał przede wszystkim z myślą o linuksie, jednak dzięki portowi pod win32, możemy pobawić się nim także pod okienkami. Jest na tyle dobrym udawaczem, że na podwalinie jego kodu powstały takie emulatory jak VBjin (VirtualBoy) i PCEjin (PCEngine) Delikata.

Już emulowane platformy to Atari Lynx, GameBoy (Color), GameBoy Advance, NES, PC Engine(TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color), PC-FX i  WonderSwan (Color)), a  w najnowszej wersji także PSX, którego emulacji poświęcono gro pracy w 0.9.21.

Na dniach zapewne należy także spodziewać się nowego MedGUI, obsługującego nową wersję wip tego multiemulatora.

Mednafen 0.9.21-WIP 01.04.2012

  • Improved PSX emulation.
  • PSX emulation works on big-endian platforms now.
  • PSF1 playback now uses an idle loop detection hack, for much less host CPU usage.
  • Minor optimizations to NGP, VB, and GBA emulation when compiled for PowerPC platforms.
  • Preliminary support for SNSF playback.
  • Updated internal copy of libmpcdec; SV8 Musepack files are now supported.

-- 0.9.21-WIP: --

March 30, 2012:

  • Updated the internal copy of libmpcdec to r475(which supports SV8, whereas the version in Mednafen previously only supported up to SV7), and updated the CD audio file reading code to use the new API, fixing a few problems(with variable initialization, and seeking) in the process.
  • SNES, PSX: Moved cleanup/deallocation code into a separate Cleanup() function, and call Cleanup() instead of CloseGame() in case of error during file loading, to prevent nonvolatile saved memory deletion in case of error.
  • SNES: 8MiB of memory is now allocated for the ROM image buffer passed to bsnes, regardless of actual ROM image size, to work around potential design flaws in the bsnes cart loading code to prevent emulator crashes with malformed or corrupted ROM images.
  • SNES: Added an 8MiB limit maximum ROM image size limit.

March 29, 2012:

  • Updated the internal copy of tremor to SVN revision 18222, and imported and merged in libogg 1.3.0, since SVN tremor no longer has its own libogg implementation(and hasn't for some time apparently!).
  • PSX: Added draw time penalty for texturing on polygons.
  • SNES: Began adding SNSF support.
  • SNES: Added default mouse button assignments to emulated mice, and default key assignments to the emulated gamepad on the first port.

March 28, 2012:

  • Fixed a big bug in the CUE sheet parser that caused wrong track addresses/LBAs with multi-data/bin-file CD rips where the pregap data is included in the binary image via "INDEX 00/INDEX 01" directives in the CUE sheet(which is a common form for PSX CD rips).
  • PSX: Added draw time penalty for goraud/gradient polygon shading.
  • PSX: Reduced draw time penalty for having transparency enabled, and added a draw time penalty for mask evaluation, per a quick, noncomprehensive test on a PS1(more thorough testing in the future is warranted) on a flat-shaded triangle.
  • PSX: Reduced triangle coordinate integer component precision, and reduced the maximum allowed triangle height to 512; fixes some graphical glitches in "Fighting Force 2".
  • PSX: Added SPU RAM editing(as opposed to simply viewing, as before) capability to the debugger.
  • PSX: Noise mode being enabled on a voice will now suppress ADPCM block flags effecting an ADSR release, per tests on a PS1.

March 27, 2012:

  • PSX: Revamped SPU IRQ to fix lockups in "Eithea".  Tests need to be run on a PS1 to make sure the fix is correct, but the fix is derived   from plausible hypothetical behavior.
  • PSX: Added emulation of some bits of the SPU status "register" at 0x1F801DAE.

March 21, 2012:

  • PSX: Brought SPU DMA timing closer to what it is on actual PS1 in game usage cases(more accurate timing than this will require significantly  more SPU emulation work).  This should fix sound glitches in the "Legend of Mana" FMV sequences.

March 20, 2012:

  • PSX: Reverse OT clear DMA is now emulated as halting the CPU, per tests on a PS1(though further tests are needed, the DMA controller "halting" is likely more complex than simply halting the CPU unconditionally while the DMA runs; and even in a C program, the halting effect does not occur immediately, but is slightly delayed, which is not emulated).
  • PSX: Improved CDC DMA timing slightly.
  • PSX: Bit 28 of a channel control register is now cleared on DMA completion of that channel, per tests on a PS1.

March 19, 2012:

  • PSX: Mute/Demute is now implemented for CD-XA playback as well as CD-DA playback.
  • PSX: SPU control register bit14(mask 0x4000, the mute bit) no longer affects CD audio output, per a test on a PS1.

March 4, 2012:

  • PSX: Added emulation of SPU registers available at [0x1F801E00, 0x1F801E80).

February 29, 2012:

  • NGP, VB, GBA: Implemented minor optimizations for when running on PowerPC.

February 28, 2012:

  • PSX: Added support for running on big-endian hosts, and added PowerPC-specific optimizations(AltiVec IDCT for MDEC, and load/store byte-reverse instructions via inline assembly for memory accesses).  A 1.42GHz PowerMac G4 system is more than fast enough to play PSFs(especially with the idle loop detection speed hack added earlier), but is much too slow to play games at full speed.

February 18, 2012:

  • NES: Fixed Famicom Arkanoid controller emulation, thanks to raz0red for reporting that it was completely borked.

February 16, 2012:

  • Fixed a compilation problem with gcc 4.7-prerelease, reported by belegdol.

Feburary 11, 2012:

  • PSX: Fixed a mnemonic typo in the disassembler for "sltu", thanks to zeromus for reporting it.

February 6, 2012:

  • PSX: Altered DMA abort behavior to try to prevent lockups in some games.

February 5, 2012:

  • PSX: Fixed a potential buffer overflow crash when playing a PSF if the PSF tries to enable GPU video output.
  • PSX: Added a simple idle loop detection speed hack to the CPU core, used only during PSF playback.
  • PSX: Removed the InBDSlot variable, rolling its functionality into an interpretation of the lower 2 bits of the "new_PC_mask"   variable.

February 3, 2012:

  • Fixed a spelling error in a 3D mode setting in vb/vb.cpp
  • Added some missing typecasts in src/file.cpp.

January 31, 2012:

  • Fixed a bug in the interpolation pixel shaders code that could cause a shader compilation error on some   OpenGL implementations.
wstecz01/04/2012 18:53
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