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[SEGA] SSF 0.12 r9 Test Version 12/11/19

[0] @ !!! środa, 13 Listopada 2019 22:14 CET [13-11-2019 21:03 CET]

[SEGA] SSF 0.12 r9 Test Version 12/11/19

Kolejne zmiany w wersji testowej emulatora SEGI SATURN - chyba najwierniejszego emulatora tej konsoli wśród obecnych projektów. 

SSF wymaga instalacji DirectX End-User Runtimes (June 2010)

Hang-On GP (SEGA of America, Inc., 1996)

SSF Test Version (12/11/19) :

  • After all default is left as DirectInput. Because there is a controller setting in the setting file for each game ...
  • Fixed a bug that falls when DSP Dynamic Recompile is turned off
  • PCM resampling default changed to fixed point
  • Also removed from optional items
  • It will remain the same unless you create a new SSF.ini or edit it with a text editor. Note that if the resampling process is changed, the previous state save data cannot be used.
  • Compatible with XInput
  • There is an item in the Program1 tab of Option By default, DirectInput is used
  • Try using XInput for pads that are suspicious with DirectInput. Please note that if you redefine the controller without restarting after changing Use XInput, it will not be reflected. Since it is decided whether to use DirectInput or XInput at startup, it will not be set correctly unless it is restarted
  • There is no particular change in the Android version (maybe)
NOWSZY [SEGA] SSF 0.12 r30 Test Version 25/02/2024

SSF Test Version R30 (25/02/2024) :

  • Added an item to the File menu to create an object cache Creating the object cache may take some time. You can now load your own object cache. The 64-bit version also works without DSP dynamic recompilation. Also, fixed an issue where incorrect code was being output due to a bug in the object cache creation program.
  • ...included ThunderForceV's invincibility as a cheat sample.
  • Added disk number to state save data. Avoided using LLVM

SSF Test Version R28 (4/01/2024) :

Nascar 98 (1997, Electroni Arts, Inc.)

Próba ogarnięcia myślotoku tweetów Shimy (polecam lepsze to lektura niż niejedno Haiku):

... However, the R29 has memory search, input tracking, and sound tests for the built-in sound source. I think it's worth using because of its functionality....
Additional memory search function that allows you to specify WindowsSize up to 4 times Temporary implementation of input optimization Extraction of built-in sound sources & Temporary implementation of SoundTest, etc.
If you turn on Enable Debug on the Program4 tab, the memory search function will be enabled (you need to exit and restart)
Enabling it will slow down the processing...
...By the way, I've included a sample of Cheat.
SpaceHarrier is a cheat that makes LayerSection Credit99 so that the remaining life does not decrease ...

[Program4 Tab]

  • CD Access LED

If checked, the CD access LED will be displayed.

  • No BIOS

If checked, Saturn's BIOS will not be used.
However, we recommend using BIOS as there are some software that will not work without BIOS.
If you don't use BIOS, the backup library will always be hooked.
BIOS is required for ST-V operation.

  • Hook Backup Library

If checked, the backup library will be hooked and the backup capacity will be unlimited.
Data is saved under the Backup folder.

  • Enable FDD

Check this box to enable FDD.
Only if you hook the backup library.

  • Mesh Translucent

If checked, the mesh drawing sprite will be semi-transparent.
It is heavy because sprite processing becomes complicated.
Since this is a function not found in the actual machine, it may not be possible to make it translucent properly.
If the texture itself is made into a mesh, or if the character itself on the BG surface is made into a mesh, it will not become translucent.

  • Deinterlace

Check this to enable deinterlacing.
Simply displaying the height twice is not enough, so software rendering is quite heavy.
・Ignore 68000 AddressError Exception
If checked, 68000 address error exceptions will be ignored.
For now, checking is only required at Wanchai Connection.

  • Use Object Cache

If checked, object cache will be used.
You need to create an object cache in advance.

  • Emulate Speed

Specify the emulation speed as a floating point number.
If the speed does not increase even after increasing this value, the machine power is not enough.
In addition, if you uncheck Auto Field Skip, it will operate without weight.
The values that can be set are 0.1 to 4.0.
When changing the emulation speed, do not check VSynch Wait.

  • Video Frame Rate

Specify the recording frame rate.

  • Enable Debug

Check this to enable the debug function.
Since it is heavy, it is better to check it only when necessary.

  • Enable Extract Sound

If checked, the sound will be extracted from the built-in sound source.
When the built-in sound source is detected and data can be extracted, "Found new sound." will be displayed on the screen.
Enter the sound test using the NUMPAD * key (* on the numeric keypad).

  • Show Registers

If checked, register values such as SH2 will be displayed.
 

[Function Key Tab]
You can set keys such as CD open.
See FunctionKey.txt for details.
 

About hooked backup files
The first 16 bytes of the files under the Backup folder are SSF headers, and the following are raw save data for each game.
The header contents are below
 0 to 11 bytes - NULL comment
 12 bytes - language
 13-15 bytes - Timestamp ((Year-1980) << 23) + (Month << 19) + (Day << 14) + (Hour << 9) + (Minute << 3) + DayOfWeek
About ST-V
Please consider this as a bonus since the protection has not been removed.
It is compatible with MAME's ROM set.
However, you may need to change the extension.
 

Additional information about recording
Save the avi file in the Snapshot folder.
Processing dropouts and field skips are not taken into account.
To avoid dropping frames, you need a certain level of machine specs.
 

About object cache
Create with CreateObject.exe.
See CreateObject.txt for details.
 

About input optimization
As this is a temporary implementation, only 1P is connected and only the control pad is supported.
You must enable debugging to use it.
If you press the End key while the game is running, input data will be tracked.
If successful, the number of data read/write addresses will be displayed on the screen, and the addresses and data will be output to the debug console.
Most software has 1 or 2 addresses.
The data is in parentheses, and if the numbers near the center are 02 FF FF, tracking is almost successful.
You can tell whether input optimization is actually being performed by looking at the window title bar.
If 1 is displayed after "MS6D", optimization is enabled. If it is 0, it is invalid.
If you want to disable input optimization, press the Back key while tracking.
Please note that the settings are not saved as this is a temporary implementation.
If it doesn't work, try turning off SH2 Cache.

When you press the End key, input optimization will begin. The searched data addresses will be displayed on the screen, so if it looks like there is no problem, press the 1P button. If it doesn't work, press the End key to cancel. This is also Readme.txt. There is an explanation at the end

About built-in sound source sound test
Extraction data is saved under the ExtractSound folder.
Enter the sound test using the NUMPAD * key (* on the numeric keypad). Please look at the screen for operation. You can also exit with ESC.
The configuration file is text, so it can be rewritten.
For the FadeRate item, 1 is the shortest and 255 is the longest.
The Title item can be set arbitrarily. Only ASCII characters can be used.
The maximum value for TotalVolume is 15, and the maximum value for Volume for each sound is 127.
Operation is not guaranteed if the maximum value is exceeded.
Please note that you cannot operate options etc. during the sound test. The emulator functions Mute and Volume can be operated.
 

 

NOWSZY [SEGA] SSF 0.12 r28 Test Version 29/01/2022

SSF Test Version R28 (29/01/2022) :

  • The color calculation window processing of GPU rendering has been modified.
  • Also, I put a number at the beginning of the DirectInput error message. If you can tell me the number, you may be able to solve the problem.

SSF Test Version R28 (22/01/2022) :

  • Grandia's drawing is normal ... maybe (GPU rendering)
  • Fixed a bug around the shader
  • I tried not to kill it even if the mouse cooperation level could not be set
NOWSZY [SEGA] SSF 0.12 r27 Test Version 18/09/2021

SSF Test Version R24 (18/09/2021) :

  • Fixed a bug that the CD drive is not recognized
  • A bug in sprite drawing has also been fixed.
  • Supports for CHD. You can select a CHD file with File-> Load CD Image
    However, certain CHD files cannot be loaded well, so please use them as a trial.
  • Shader Model 5.0 is now required for GPU rendering. If you get an error at startup, set GPU Rendering in SSF.ini to 0. SSF.ini can be opened with a text editor

How to deal with software that does not work

  • If CD access seems to be stopped, increase the value of CD Task Per Second
    • If you increase it, most software will not be a problem, but there are some software such as Rig Road Saga 2 that will not proceed unless you reduce it to 100.
  • Try turning off SH2 New Timing
  • Video flickers
    • Turn on SH2 Cache. Note that some software may be suspicious when SH2 Cache is turned on ...
  • Change the speed of Slave SH2. If it doesn't work even if it's 100%, try reducing it
  • Since the internal operation timing has changed, it may not work with the previous settings. If it doesn't work or the operation is suspicious, try deleting the file in the Setting folder. There is a setting file for each game in the Setting folder
     

SSF Test Version R24 (21/06/2021) :

Scud: The Disposable Assassin (SegaSoft, Inc., Jul 01, 1997)
  • Fixed sprite drawing
    Also, there was a problem with drawing the surface of revolution in GPU rendering, so I have fixed it.
  • It was inconvenient to not be able to set SSF.ini (default value) when starting the game, so I provided an option If checked, it will also be saved in SSF.ini.
    The operation should probably be fine ...

SSF Test Version R23 (20/06/2021) :

  • I'm developing an Object Cache creation tool. It's still far from complete, but ...
  • Also, Drag & Drop is casually implemented. Put the CUE file in the window and it will restart. This behavior is a little subtle ... Reset and Restart in the menu are different Reset reproduces Satan's reset button press Restart recreates Satan turning off and on again
  • After switching the CD image, it is restarting. Then, even if you change other option items that require restart, you should be able to restart in the same way, right?
    Assigning a Restart menu or key.
  • Oh, I could switch between software rendering and GPU rendering by pressing the left ALT key right after booting. If you get an error with CreatePixelShader, just press left ALT and try software rendering.
  • Mainly fix sprite drawing
  • I also changed the argument of D3D11CreateDevice ()
    I wonder if switching full screen is just borderless
Hang-On GP (SEGA of America, Inc., 1996)

SSF Test Version R19 (30/05/2021) :

  • GPU rendering the default
  • I want to think that R19 is closer to the timing of the actual machine.
  • Somes fixes

SSF Test Version R18 (11/11/2020) :

  • Changed not to set CPU affinity in Windows version It seems that it is faster to leave it to the OS than to set the CPU affinity ... For the time being, there is also an option to set. I wandered a lot, but this should have settled down ... Check the operation and if there seems to be no problem, I will make it the official version this time
  • Fixed the drawing process of VDP1
  • Fixed sound processing
  • SSFV_Encoder.dll and ZIP_Decoder.dll are no longer needed Since it was integrated into SSF.exe
Golden Axe Duel (SEGA of America, Inc., 1996)
NOWSZY [SEGA] SSF 0.12 r18 Test Version 4/11/2020
Darklight Conflict (Electronic Arts, Inc., Jul, 1997)

SSF Test Version R18c (4/11/2020) :

  • Oh, the battle screen of Soul Hackers has also been fixed
  • Gouraud shading calculations such as Daytona USA CE are out of order I also changed the Gouraud shading process ...
  • Should I update the Android version ...? VDP1 drawing will be a little faster, so I wish I could do that ...?
NOWSZY [SEGA] SSF 0.12 r18 Test Version 30/10/2020

SSF Test Version R18c (30/10/2020) :

  • DelayVDP2RAMWriteTiming has been added to the Program3 tab in the config file This is an item that keeps the drawing out of sync with the main thread instead of delaying the drawing by 1V Sync when rendering on the GPU.
  • VDP2 drawing thread is slightly faster
NOWSZY [SEGA] SSF 0.12 r18 Test Version 20/09/2020

SSF Test Version R18b (20/09/2020) :

The changes in R18 are as follows (including the changes in the previous R18)

  • Fixed color arithmetic processing of GPU rendering
  • Correction of blur calculation processing
  • Fixed sprite texture sampling process
  • Implemented high speed shrink of sprite
  • Fix FM synthesis
  • Implementation of gamma correction
  • Implementation of new SH2 synchronization processing
  • Fixed PCM resampling process
  • Adjusting the CD seek timing
  • SCU-DMA fix
  • Fixed VDP2 reset process
  • Changed the behavior of SH2 RTE instructions
  • Correction of blur calculation processing
  • BIOS emulation processing changes
  • Changed SMPC SSHON command processing
Hang on (SEGA of America, Inc., 1996)

SSF Test Version R18 (24/08/2020) :

  • Added an option in the Alternative Decoding video tab.
  • bug fixes
NOWSZY [SEGA] SSF 0.12 r16 Test Version 05/04/2020

SSF Test Version (05/04/2020) :

  • GPUレンダリングでもVDP2RAM Write Timingを有効にするオプションを設けました
  • ただ、PCIeの帯域に限りがあるのでデフォルトでは画面中央の1回のみ更新するようにしてます
    更新ラインはiniファイル内にあるProgram3のVDP2RAMWriteTimingLine0で指定します
    -1は画面中央です
    4の倍数のみ指定できます
    Android版も同様にタイミング調整してあります
    VDP2RAMWriteTimingLineは複数指定できます
  • VDP2RAMWriteTimingLine0="44"
  • VDP2RAMWriteTimingLine1="168"
    のように指定できます
    上記はカオスシードで有効な設定です
  • VIM3のAndroidでComputeShaderのスレッド数が多いとDispatch出来なかったのでAndroid版のスレッド数を減らしてましたが、次のバージョンでは元に戻します
    そんなショボイ端末は切り捨てじゃ
    元に戻すだけで描画処理が速くなるんだもん

Google Translator

 

  • Added an option to enable VDP2 RAM Write Timing even in GPU rendering. However, because the bandwidth of PCIe is limited, by default it is updated only once in the center of the screen. The update line is specified by VDP2RAMWriteTimingLine0 of Program3 in the ini file -1 is the center of the screen
    Only a multiple of 4 can be specified
    The Android version has the same timing adjustment.
  • Multiple VDP2RAMWriteTimingLine can be specified
    • VDP2RAMWriteTimingLine0 = "44"
    • VDP2RAMWriteTimingLine1 = "168"
    • Can be specified as
    • The above are valid settings for Chaos Seed
  • In Android of VIM3, Dispatch could not be done if the number of Compute Shader threads was large. I reduced the number of threads in Android version, but in the next version I will restore it Such a Shoboi terminal should be discarded.The drawing process will be faster just by restoring it.

 

NOWSZY [SEGA] SSF 0.12 r15 Test Version 11/02/2020

SSF Test Version (11/02/2020) :

  • 細かい修正のみです
  • BIOS無し時に実機の起動画面後のパレットを再現するようにしました
  • CDイメージ使用時にCD Track/Indexにチェックを入れるとハングアップする不具合を修正
  • Wide Screenにチェックを入れた状態でWindow/FullScreenの切り替えをすると画面が変になる不具合を修正
  • Android版はスレッド処理を変更しました
  • ほんの少しだけ速くなっていると思います…たぶん
  • Windows版の修正も反映されてます

Google Translator

  • Only minor fixes
  • Palette after the start screen of the actual machine is reproduced when there is no BIOS
  • Fixed a bug that hangs when checking CD Track / Index when using a CD image.
  • Fixed the problem that the screen changed when switching between Window / FullScreen with Wide Screen checked.
  • Android version changed threading I think it's just a bit faster ... maybe. Windows version fixes are also reflected
NOWSZY [SEGA] SSF 0.12 r14 Test Version 26/01/2020

SSF Test Version (26/01/2020) :

  • Android版はAndroid10で起動しない不具合を修正
    バイリニアフィルタリングが機能していない不具合を修正
    他は特に変更無かったはず…
  • Windows版はLLVMを9.0.1に変更
    あとはレジストリを直接書き換えた場合の処理
    他は特に変更無かったはず…

Google Translator

  • Fixed bug that Android version does not start on Android 10
  • Fixed a bug where bilinear filtering was not working
  • Windows version changes LLVM to 9.0.1. What happens when you directly rewrite the registry
  • Others shouldn't have changed ...
NOWSZY [SEGA] SSF 0.12 r13 Test Version 28/12/19

SSF Test Version (28/12/19) :

  • 描画周りのタイミングを調整してみました WHIZZはVDP1描画スレッドOFF きゃんきゃんバニー・エクストラは1BlockClockを20くらい
  • CDアクセスタイミングも調整してみました ラストブロンクススペシャルディスクの自己紹介で音声ループが直ってます
  • Waveform Audioでも音量アップできるようにしました
  • CreateCDImageも更新しました トラック1インデックス1の開始位置が00:00:00にならないことがある不具合を修正してあります 以前に作成したイメージで起動しているものは問題ありません
  • あ、今回はAndroid版も更新してあります

Google Translator

  • I adjusted the timing around the drawing WHIZZ turns off VDP1 drawing thread KyunKyun Bunny Extra takes about 20 BlockClocks
  • I also adjusted the CD access timing Voice loop has been fixed by introducing the Last Bronx Special Disc
  • Waveform Audio can be increased in volume
  • CreateCDImage also updated Fixed a bug where the start position of track 1 index 1 might not be 00:00:00 There is no problem running with the image created earlier
  • Oh, this time the Android version has also been updated
wstecz13/11/2019 22:14
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