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[NES] Nintendulator v0.975 beta [21/09/2011]

[0] @ !!! środa, 21 Września 2011 13:50 CET [21-09-2011 10:23 CET]

[NES] Nintendulator v0.975 beta [21/09/2011]

Jeszcze jedna poprawka w obsłudze kontrolerów pojawiła się kodzie Nintendulatora - po emulacji  zappera, przyszedł czas na poprawkę Oeka Kids tablet controller wykorzystywanym chyba tylko w tym jednym tytule.

September 21, 2011

  • Apparently, the Oeka Kids tablet controller had the same problem as the Zapper when the pointer was outside the window - this has also been fixed.

September 18, 2011

  • A few Zapper bugs have been fixed - now it can react correctly to the scanline currently being rendered, and moving the pointer outside the window will properly set it as seeing "nothing".

September 16, 2011

  • As mentioned back in January, ANSI builds of Nintendulator will no longer be made after the next official release; in their place, 64-bit binaries will be made available.

September 3, 2011

  • 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.

August 27, 2011

  • Mappers 1, 4, 11, 16, 66, 85, and 159 have been updated to support more than 8KB of CHR RAM when used with NES 2.0 ROM images.

August 26, 2011

  • Nintendulator now respects the NES 2.0 header values for PRG RAM and CHR RAM sizes more closely; their default maximum sizes have been updated from 64KB to 1024KB and 32KB to 256KB, respectively. The logic for setting banks will now obey these limits, so an NES 2.0 ROM which indicates zero PRG/CHR RAM will prevent you from mapping any; consequently, an NES 2.0 ROM with both zero CHR ROM and zero CHR RAM is invalid and will report an error when loaded.

July 11, 2011

  • Today's build updates some of the inner workings of the APU to more closely match the behavior of the hardware as observed in the Visual 2A03.

March 9, 2011

  • A very small bug has been fixed in the PPU savestate code - instead of simply jumping from NTSC to PAL or from PAL to Hybrid each time a state is loaded, it'll now actually load it from the savestate like it's supposed to.
  • Another very small bug has also been fixed in the movie savestate code - if the movie had a non-empty description, loading a savestate for it would corrupt the description and the input data itself.

 

wstecz21/09/2011 13:50
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