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[MULTI] Mednafen 0.9.23 WIP

[0] @ Sobota, 7 Lipca 2012 17:40CET

[MULTI] Mednafen 0.9.23 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)) i PSX. Równorzędnie do kodu mednafenu jest także rozwijana jest aplikacja serwerowa pozwalająca na grę w multiplayu, na tych platformach, które Mednafen już emuluje - zainteresowani powinni rzucić okiem na  sourceforge..

Mednafen 0.9.23-WIP 07.07.2012

July 5, 2012:

  • PSX: Fixed a very small memory leak in frontio.cpp.
  • Updated internal copy of miniLZO from version 2.01 to version 2.06.

July 4, 2012:

  • SNES: Removed some debug printf()'s that got left in the code from the work a few days ago.

Networking:

  • Don't pass a NULL pointer to the WSAIoctl() output length count pointer argument.
  • More verbose error reporting with Winsock2 network code.
  • Break out of the name resolution loop so that we don't erroneously connect() multiple times.
  • Fixed some socket leaks on error bugs.
  • PSX: Use only one 9-bit SPU RAM write address offset counter for voices 1 and 3, and CD-audio writing to SPU RAM, and never reset it during runtime(sans reset/power condition, of course); fixes audio glitches with the guitar sounds in "Um Jammer Lammy".

July 3, 2012:

  • Wrote netplay code directly targeting BSD/POSIX and Winsock2 APIs, and removed SDL_net support. This change also brings support for IPv6.

July 2, 2012:

  • /server and /connect no longer accept "[HOST]:[PORT]" form, only "[HOST] [PORT]".
  • /server and/or /connect with no arguments in the netplay console will now connect to the server as specified by "netplay.host" instead of trying to connect to an empty string and trashing the "netplay.host" setting in the process.

July 1, 2012:

  • Fixed various internal problems with the netplay user interface code(memory leaks, using free()'d memory, definite multithreading unsafety,
  • /quit not working properly, trying to access the network when the connection is closed, etc.).

June 30, 2012:

  • Further disable state rewinding functionality during netplay.
  • SNES: Backported(sort of) a fix to the serializer code that was breaking 64-bit integer restoring.

June 29, 2012:

  • SNES: Change various instances of "if(scheduler.sync == Scheduler::SyncAll)" to "while(scheduler.sync == Scheduler::SyncAll)" in the bsnes code, for better save state behavior.
  • SNES: Run S-SMP more tightly in sync with S-CPU, to further reduce frame timing jitter.

June 27, 2012:

  • Updated netplay protocol to increase the maximum number of allowed controllers per game from 8 to 16.

June 26, 2012:

  • Changed save-state header magic from the 16-bytes MEDNAFENSVESTATE to the 8-bytes MDFNSVST, to make room for a 64-bit creation timestamp(which will be used in the future).
  • The old header magic is still recognized, for backwards compatibility.

June 25, 2012:

  • Cleaned up and remove VLA usage from core netplay code.

June 24, 2012:

  • NES: Fixed an annoying old compiler warning in "ines.cpp".
  • SNES: Disable some warnings to keep compilation of the bsnes code from spamming the screen with warnings.
  • SNES: Implemented kludges to prevent sound clicks and scratchiness when state rewinding functionality is enabled(but it's still plenty
  • scratchy when actually rewinding ;)). A more proper fix does not seem possible, due to the way bsnes works.
  • SNES: Modified bsnes core to prevent S-SMP(and S-DSP) from running as far ahead of the CPU as it did before, to reduce timing jitter.
  • This change has a small negative speed impact.

June 23, 2012:

  • Tidied up netplay join/leave messages.

May 30, 2012:

  • Fall back to nearest-neighbor scaling when blitting a screen image segment with a height less than 2(or less than 4, for scale4x); fixes an assert-triggered "crash" when using scale2x with PSX emulation(and possibly Genesis and PC Engine emulation with some games, as well).

May 29, 2012:

  • PSX: Fixed a stupid bug in the FB fill GPU command; the height iteration variable was being tested in respect to drawability(interlace mode, dfe, etc.), rather than the actual destination Y coordinate into GPU RAM. Fixes major graphical problems with "Dead or Alive".

May 28, 2012:

  • PSX: Altered data structures to avoid instantiating a templated struct with 0-size arrays.

May 26, 2012:

  • PSX: The Pause CDC command will "complete" much, much faster now if the drive is already paused. Fixes the lack of music after pausing and unpausing in "Dead or Alive".
  • PSX: Corrected GPU line draw command coordinate precision handling, in regards to x,y drawing offset, per tests on a PS1; fixes a flickering line issue in "Triple Play 97".

May 25, 2012:

  • PC-FX: QuickTime movie recording will now (indirectly) take the "pcfx.high_dotclock_width" setting into account, to reduce the size of the raw recorded image data when the setting is set to "256". (Note that this setting should still not be changed from the default of "1024", unless you understand the graphical degradation smaller setting values will cause in some games.)
  • MD: Fixed a bug that was causing the QuickTime movie recording code to instantly crash right after emulator startup with MD/Genesis emulation.

May 24, 2012:

  • PCE_FAST: Some 32-bit x86 inline assembly was listing "rbp" in the clobber list, when it should have been listing "ebp". Fixed.

May 23, 2012:

  • PSX: Improved the emulation accuracy of GPU texture windows(and made the texture window code much simpler), per tests on a PS1.

May 23, 2012:

  • PSX: Mask sprite width and height for custom/variable-sized GPU sprites against 1023 and 511, respectively, per tests on a PS1.
wstecz07/07/2012 17:40
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