[multi] Byuu 1.4

[0] # Byuu Comment | Niedziela, 1 Marca 2020 22:12CET

[multi] Byuu 1.4

Byuu, przepraszam od teraz Near Niyan (polecam zapoznać się z komentarzem skąd zmiana osobowości sieciowej lub jeszcze dokładniej tutaj), opublikował pierwszą publiczną betę swojego nowego emulatora.... Byuu, który ma z założenia stanowić pomost pomiędzy bsnesem i higanem racząc nas prostotą obsługi wziętą z higana i możliwościami bsnesa, Nowy projekt pozwoli autorowi na coś zupełnie nowego.


byuu v1.4 released 2020-02-29 11:01:24

I would like to release new major versions of all three of my emulators in the near future. To help facilitate this, I've posted a beta build of byuu v1.4 for testing.

  • This release adds rewind support to all cores, and run-ahead support to all but the GBA and MSX cores.

Testing and bug reporting would be highly appreciated, thank you!

NOWSZY [multi] Byuu v4

byuu v4 released

  • PC Engine: improved IRQ handling significantly
  • PC Engine: fixed T-flag instructions, and implemented all addressing modes for it
  • PC Engine: improved VDP penalty cycle timing
  • PC Engine: always fire Vblank IRQs every frame, regardless of VDW setting
  • PC Engine: add support for STreet Fighter II CE’s custom mapper
  • PC Engine: emulated MPR latch used by TMA and TAM instructions
  • PC Engine: randomize various registers and memory at power-on
  • PC Engine: do not allow block moves to read from $ff:0800-17ff
  • PC Engine: always set P.B flag (except when pushing P during BRK)
  • PC Engine: delay PSG synchronization when not needed (~8% speedup for accuracy profile)
  • PC Engine: emulate 4-color background and sprite modes
  • PC Engine: emulate grayscale VCE mode
  • PC Engine: emulate extra scanline VCE mode
  • PC Engine: fixed VRAM->VRAM DMA transfers (was transferring one byte less than it should)
  • PC Engine: improve burst-mode emulation (early VRAM->VRAM termination, etc)
  • PC Engine: add display timing latching to the performance profile’s scanline renderer
  • PC Engine: many disassembler improvements
  • PC Engine CD: added skeleton implementation (non-functional)
  • Mega Drive: fix a crash when loading Sonic & Knuckles or the Game Genie without a daughter cartridge connected
  • higan: fix System menu option enabling when « Create New System » is selected
  • icarus: fix typo in save RAM portion of Master System game manifests (was marked as ROM by mistake)
  • byuu: don’t show the program icon briefly when loading a new game
  • byuu: focus the viewport after loading games
  • byuu: add trace log path override option
  • byuu: use save path override for SNES save RAM files as well

byuu v2

  • Famicom: emulated the X24C01 EEPROM for Bandai-FGC boards (no X24C02 support yet)
  • Mega CD: CDC PCM DMA can only write to current bank [EkeEke]
  • Mega CD: CDC DMA address setting now clears d0-d2 for proper transfer alignment [EkeEke]
  • Mega CD: improve power-cycle handling (not perfect; best to restart the emulator between each Mega CD game still …)
  • PC Engine: trigger VDC coincidence IRQs at start of scanline (fixes Bomberman ’94, Air Zonk start screen rendering issues)
  • PC Engine: improved RCR interrupt emulation (fixes Air Zonk in-game)
  • PC Engine: fix VDC DCR writes (fixes Gaia no Monshou, Magical Chase, etc)
  • PC Engine: reduced VDC access delays (fixes Wonder Momo, but may not be hardware accurate)
  • PC Engine: improved instruction timing
  • PC Engine: added Avenue Pad 6 emulation (higan only for now)
  • WonderSwan: window emulation improvements
  • byuu: BIOS firmware settings window improvements
  • byuu: can now load firmware from inside ZIP archives
  • byuu: added trace logging tool
  • byuu: added manifest viewer tool
  • byuu: add path overrides for saves, BPS patches, and DSP firmware files
  • higan: fixed a serious issue with the « Create New System » option from the launch screen
  • nall: fixed a subtle yet important issue with Natural/Integer::bit() that allowed out-of-range bits to be set
→ [multi] Byuu 1.1
Star Oddysey (2011, Super Fighter Team)

Byuu v1.1 13/02/2020

  • I posted v1.1 to address some rendering issues affecting key Super Nintendo games. Apologies, it will be a touch rocky at the start while I iron out all the kinks in the new renderers. Things should stabilize in the coming months as they did with the bsnes relaunch.
  • byuu currently emulates the Nintendo, Super Nintendo, SG-1000, Master System + Game Gear, Sega Genesis, TurboGrafx-16 + SuperGrafx, MSX + MSX2, Game Boy + Color, Game Boy Advance, WonderSwan + Color, Pocket Challenge V2, and Neo Geo Pocket + Color.
  • I poured my soul into this, and even for a first release, there has been substantial development. As compared to higan v107, byuu v1 features a brand-new, easy-to-use user interface in the general style of bsnes, that loads traditional game ROM images directly, supports native file dialogs, more than doubles the performance of Super Nintendo and Sega Genesis emulation, quadruples the performance of TurboGrafx-16 emulation, and provides a 20% boost to Game Boy Advance emulation. A Ryzen 5 2600 CPU should be able to run any supported system at 150fps or more. As with my other emulators, features like adaptive sync and dynamic rate control come standard.
  • Future plans for byuu v2+ are ambitious: I hope to add support for rewind, run-ahead, a save state manager, a cheat code editor, frame advance, screenshot capture, and much more. Possibly even a hybrid desktop + couch-mode user interface! I also want to expose my Famicom Disk System, Sega CD, and future PC Engine CD emulation to byuu. Furthermore, I hope to expand byuu beyond my own collection of emulators: specifically, I would like to offer Nintendo DS, Nintendo N64, Sony PlayStation, and Sega Saturn emulation in future releases by relying on other leading emulation projects; although I may need help in achieving those goals.
  • And now a heartfelt plea: I'm putting everything I have into this project, and my future in the emulation scene depends upon this project's success. Essentially, I'm getting older, and I have too many emulation cores to maintain as just one person. bsnes brought a revival to higan's SNES emulation, and I am hoping that byuu can do the same for higan's other cores.
  • I am looking for other developers to join on as equal contributors to this project. If this proves highly successful, I'll stick around to guide the project forward. But if not, then I will be looking for a new lead to take over the project. In that case, I would continue to periodically submit patches, time permitting, but would hope for someone else to guide byuu, higan, and bsnes forward. If neither of these two things happen by the end of this year, then my current intention is to regrettably step down from the projects, although I haven't decided on an exact date of when yet. Effectively, I've gone about as far as I could as a sole developer.
  • Essentially, I am hoping for this project to be what I'm remembered by after I'm gone one day, and so I want it to be as much of a success as possible. I also want these emulation cores to live on beyond me, and not just be tied to me as a person. Already bsnes and higan benefited massively thanks to 15+ years of contributions from well over a hundred volunteers. These emulators are so much more than just me. I hope to accelerate that trend, so that one day I can pass on the torch.
  • I hate to ask this, but anything you all can do to help promote this project would be greatly appreciated! Getting the word out about it, creating user guides and video tutorials, writing an article about it, posting about it on a forum, adding it to an existing emulation website, ... anything would help. I am hoping that in naming the project eponymously, that I can short-step some of the time-consuming struggle of establishing a new emulator project, but word of mouth is still vital for people to know that this project exists.
→ [multi] Byuu 0.8 Beta
1943 Kai (Naxat Soft, Mar 22, 1991), Rdzeń Turbographx 16

Planned roadmap:

  • v1: support for gamepad mapping and the save state manager
  • v2: support for other controller types (mice, light guns) and multiple-players
  • v3: support for Famicom Disk System, Super Game Boy, and Sega CD emulation
  • v?: support for per-system input mapping, cheat codes, movie recording, and run-ahead functionality
  • v?+X: optional scanline renderers for each core to boost performance substantially
  • v?+Y: additional emulation cores from outside of higan (PS1, Saturn, N64 would be most promising!)
wstecz01/03/2020 22:12
... bez komentarza
Ostatnio dodane pliki
Newsy Linkownia Emulatory na PC Wideoteka Screenshoty Bajtek Reduks Ready.Run

© Try2emu 1999 - 2024 | Krzysztof 'Faust' Karkosza Kontakt Polityka Prywatności OWU