[MULTI] Mednafen 0.9.29 WIP

[2] @ Niedziela, 28 Lipca 2013 23:13CET

[MULTI] Mednafen 0.9.29 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,

Mednafen 0.9.29-WIP: --

July 26, 2013:

  • Manually replaced m4/iconv.m4 with the copy from the latest gettext, and modified it slightly, to fix build errors on some non-glibc-utilizing platforms(e.g. my Win32 toolchain setup).
  •   Fixed a bug that broke(sometimes crashing Mednafen) displaying of long lines in the console viewport(cheats, netplay).

July 24, 2013:

  • SNES: Fixed a couple of bugs that could cause memory corruption when a corrupted/bad save state is loaded.  (Bad save states being loaded can still cause the emulator to lock up or trigger an assert(), and that's probably never going to be fixed, at least with the SNES emulation core).

July 22, 2013:

  • SNES: Implemented code for more aggressive frameskipping, but currently disabled pending further contemplation. Removed some unused files from the SNES emulation code tree.

July 17, 2013:

  • SNES: Changed hires blending algorithm, and only blend when in pseudo-hires mode(which is "cheating" a bit, but is ultimately the best solution I've found to blend/blur what needs to be while preserving pixel clarity).

July 15, 2013:

  • SNES: Implemented partial frameskipping support(won't affect emulation from the view of the emulated program/game, and it is disabled when interlacing is enabled).
  • SNES: Changed it so the Mednafen core does deinterlacing, instead of the bsnes core; improves performance slightly when games are in interlaced mode.

July 14, 2013:

  • WASAPI: Prevent complete Mednafen lockup when a device invalidation error occurs after successful initialization.
  • WASAPI: Fixed sample format conversion/volume issues with > 16-bit formats.

July 13, 2013:

  • SNES: Smashed some PPU emulation files together just 'cause.
  • SNES: Made minor structural optimizations to S-SMP emulation.

July 12, 2013:

  • SNES: Made minor structural(shouldn't affect emulation accuracy) optimizations to SuperFX emulation.

July 11, 2013:

  • Added support for additional formats and rates to the new, experimental WASAPI exclusive-mode driver; fixes audio output on my Echo Mia MIDI sound card.

May 28, 2013:

  • CDPLAY: Added boolean setting "cdplay.visualization", default value of "1", to allow disabling of the CPU-intensive simplistic waveform visualization effect.
  • CDPLAY: Reduced horizontal and vertical resolutions to 60% of their previous values, to reduce CPU usage.

April 20, 2013:

  • Fixed a typo-bug that would cause Mednafen to crash when, in addition to the host, the port was specified via the /server command in the netplay console.

April 3, 2013:

  • Lynx:  Fixed an audio bug(or alternatively, replaced with kludges ;)) that was breaking the "mwahahaha" audio from the spiderthing in Gates of Zendocon, per a bug report and code patch from "sage".
  • The "autoip" and "autoipsharper" pixel shaders weren't working properly when the screen was rotated(such as via ALT+O); fixed.

March 23, 2013:

  • PSX: Changed Read* and Play CD command processing, and added support for playing CD-DA via the Read* commands coupled with bit0 of the mode set via SetMode; fixes music resumption after pause issue in "Mortal Kombat Trilogy".

March 19, 2013:

  • Rearranged the psg_channel struct in pce_psg.h a bit to potentially allow for tiny performance improvements on some architectures.
  • PCE_FAST:  Made a few micro-optimizations to the BG rendering code.

March 17, 2013:

  • PCE_FAST:  Added a runtime check for "cmov" instruction availability on 32-bit x86, and an alternate VDC BG/SPR mixing function that avoids using it when it's not available.  Fixes an illegal instruction-related crash on older non-Intel CPUs(like AMD K6-III+), and Intel CPUs older than Pentium Pro(though I doubt that even a 233MHz Pentium MMX is fast enough to run it fullspeed anyway).
  • Added a compiler version check to avoid utilization of "fastcall" calling convention when compiling with a version of gcc older than 4.1.0, as the older versions of gcc have code generation bugs relating to fastcall/regparm(though I'm not sure if Mednafen will even compile at all with those older versions...).
  • Repositioned the FPS display position when in SDL software rendering mode such that it won't cause a potentially expensive backbuffer clear operation for every frame which would compromise the accuracy/usefulness of the FPS display.
  • Fixed some bugs with the SDL software rendering mode fallback used when the "opengl" vdriver is selected but OpenGL initialization failed(doubled-buffered video wasn't being specified in this fallback case, which led to massive screen flickering when an OSD element was active).

March 14, 2013:

  • Added a configure script option to build without fancy software scalers(hq2x, 2xsai, scale2x, and the like).
  • Replaced ancient rectangle drawing code with newer, slightly different code!

February 24, 2013:

  • Renamed edc_lec_check_correct() to edc_lec_check_and_correct().

February 19, 2013:

  • SNES: Use higher-quality, but more CPU-intensive(and slightly higher latency, on the order of about 1ms), speex resampler instead of Fir_Resampler.
  • PC-FX: Save-game RAM is no longer stored compressed.
  • PCE, PCE_FAST: BRAM save-game RAM is no longer stored compressed.
  • Optimized special scalers slightly by not initializing dynamically allocated memory for pixel data, since it's overwritten in totality by the special scalers anyway.
  • Added a parameter to MDFN_Surface()'s constructor to allow the creation of a surface without initializing its pixel data to zero.
  • Added a kludge to try to clear all OpenGL backbuffers(when necessary) when an OpenGL implementation with forced triple-buffering is used.
  • Changed code so that the video backbuffer won't be needlessly cleared due to OSD presence if the OSD is only displayed in portions of the screen that are overwritten each frame anyway during normal emulated video blitting.

February 18, 2013:

  • When recording a QuickTime movie and the sound output rate is greater than 64000Hz, resample the audio stream written to the QuickTime file to 64000Hz, as the QuickTime format has issues with sound rates greater than 65535Hz.

February 14, 2013:

  • Removed MDFND_KillThread().
  • Worked around x87 excess-precision problems that were causing nonsensical error messages to be printed in some circumstances when parsing the settings file.  I'm so tempted to just compile with -mfpmath=sse when compiling for 32-bit x86...
  • Fixed broken error messages printed out when an error occurs when loading the settings file.
  • SexyAL: Changed DirectSound buffer writing algorithm to write up to an extra ~30ms of sound data beyond the effective buffer size on sound writes, and then synchronize(IE wait) to the effective buffer size after the data is written, to slightly reduce the chance of sound buffer underruns and sound glitches on a loaded system.
  • Changed DirectSound buffer underrun handling to better preserve the flow of emulated time.
  • Use a dynamically-allocated buffer sized to fit 25ms of output-device-format audio as the sound conversion target buffer, rather than a statically-allocated fixed-size buffer that could only fit a very small amount of audio data (time-wise) at higher output sample rates.
  • Added channel deinterleaving into the main audio format conversion code, and removed the driver-specific deinterleaving code from the "ALSA" and "JACK" driver code.
  • Fixed a potential buffer overrun bug when converting 1-channel audio from one sample format to another(it's unlikely to have triggered a crash though, due to the size of the sound buffers used and doing the conversion in chunks).
  • Added logic to the "SDL" and "JACK" output driver code so that the internal software buffers won't overflow if a large amount of data is passed to it at once(which wouldn't have happened anyway, since there's protection code in the SexyAL core to prevent that, but that protection code is in need of removal or updating).

January 27, 2013:

  • Added a floating-point-related compiler code generation bug test to tests.cpp.

January 20, 2013:

  • Changed endian detection in tremor header files to hopefully fix a compilation problem on Haiku.

January 19, 2013:

  • SNES: Renamed some functions to fix a compilation problem on "ALT Linux".
  • MD: Fixed broken default key assignments for emulated 3-button gamepads(for the A, B, and C buttons).

 

→ NOWSZY [MULTI] Mednafen x86/x64 1.26.1

Mednafen 1.26.2 November 10, 2020

  • This release fixes compilation errors with clang, fixes compilation errors after configuring with --disable-debugger, fixes a few minor MSU1 handling bugs in the SNES-Faust module, and improves the accuracy of the PS1 SPU reverb emulation.

Changelog

November 8, 2020:

  • PSX: Fixed various inaccuracies in the SPU reverb emulation code.
  • PSX: Fixed quasi-benign dereferencing of a null pointer in the GPU code when playing a PSF.

November 3, 2020:

  • SNES-Faust: Fixed a crash when an MSU1-enabled game tried to play MSU1 audio but no audio tracks existed.
  • SNES-Faust: Only create MSU1 multithreaded audio reader object if at least one audio track is available.

November 2, 2020:

  • SNES-Faust: Fixed a design flaw in the MSU1 audio track loading code that broke loading of audio tracks when the game's filename included a "%" character.

November 1, 2020:

  • SS: Fixed compilation errors after configuring with --disable-debugger.
  • SS: Fixed compilation errors with clang.

Mednafen 1.24.3 May 4, 2020

  • This update implements more complete emulation of the Saturn SCSP's short waveform mode, fixing excessive distortion in a sound effect in "Sega Ages: OutRun", a regression introduced in Mednafen 1.24.2.

Mednafen 1.24.2 May 1, 2020

Minor update.

  • Fixed broken support for systems with no OpenGL implementation available.
  • Apple2: Fixed potential assert() failure after changing disks.
  • SS: Implemented emulation of SCSP slot EG bypass and short waveform mode bits.
  • SS: Implemented the buggy linear interpolation that occurs when SCSP FM is used.
  • SS: Implemented SCSP register mirroring.
  • SS: Fixed a few inaccuracies with the SCSP waveform loop handling.

 

→ NOWSZY [MULTI] Mednafen x86/x64 1.24.1

-- 1.24.1: --

February 27, 2020:

  • NES: Changed some macros in the CPU emulation code to not have leading underscores.

February 25, 2020:

  • Use sem_clockwait() or sem_clockwait_np() when available, instead of sem_timedwait().
  • NES: Don't memset() MDFN_PixelFormat object.

February 23, 2020:

  • Fixed build errors on FreeBSD relating to the multithreading code.

February 22, 2020:

  • Fixed broken semaphore emulation code used on non-Windows platforms when sem_timedwait() is not available(1.24.0-UNSTABLE regression).

February 15, 2020:

  • Altered Linux joystick API detection in the configure script, to avoid compiling with Linux joystick support in lieu of SDL joystick support on *BSD systems with Linux header files installed.

February 11, 2020:

  • Fixed AltiVec-related build errors on 64-bit POWER/PPC.
  • SS: Added kludges to fix NBG2/NBG3 background layer offset problems in "Fighters Megamix".

February 2, 2020:

  • SNES-Faust: Replaced assert() in the DSP-1 emulation code with a SNES_DBG()

January 23, 2020:

  • PSX: Implemented a partial fix for missing notes/instruments in the music of "Dragon Ball GT: Final Bout".

December 30, 2019:

  • PSX: Don't ignore the sample loop address set via ADPCM header when the loop address register was written only before the end of voice on startup delay. Fixes sound effect glitches in "Re-Loaded: The Hardcore Sequel".

-- 1.24.0-UNSTABLE: --

December 19, 2019:

  • PSX: Handle SPU CD volume as signed 16-bit instead of unsigned; fixes lowest volume setting in "Star Wars Dark Forces".

 

December 18, 2019:

  • PSX: Tweaked PAL pixel aspect ratio, tweaked nominal FPS values, added setting "psx.correct_aspect", and fixed light gun Y positioning with PAL games. December 16, 2019: SNES-Faust: Added SDD-1 emulation.

November 26, 2019:

  • SNES-Faust: Allow emulation to switch away from the SPC700 during execution of opcode 0xFA, between the read and write, to fix bonkers audio that leads to a hang in the "Tenshi no Uta" game.
  • SNES-Faust: Extended DMA NMI delay kludge to cover 8-bit LDX #imm to fix hang in "Frisky Tom" in "Nichibutsu Arcade Classics".
  • SNES-Faust: Added DSP-2 emulation.

 

→ NOWSZY [MULTI] Mednafen x86/x64 1.22.2 Stable

Mednafen 1.22.2 Aril 24, 2019

Notable changes since 1.22.1:

  • Apple2: Added basic support for WOZ 2.0 floppy disk images.
  • Lynx: Fixed a potential security vulnerability.
  • PCE: Fixed an an old regression(from around 0.9.0) that degraded DDA sample playback when playing a HES file.
  • PS1: Fixed a regression introduced in 1.22.0-UNSTABLE that broke a few PS1 games(e.g. "SimCity 2000" and "Rise 2").
  • SS: Added the European release of "Theme Park" to the internal database of games to use the data cache read bypass kludge with, to fix infinite boredom during the intro FMV.

-- 1.22.2: --

April 23, 2019:

  • PSX: Fixed a regression introduced in 1.22.0-UNSTABLE that broke a few PS1 games(e.g. SimCity 2000 and Rise 2).
  • Fixed issues with inline functions in the QuickLZ code that could cause linker errors when compiling with optimizations disabled.

April 14, 2019:

  • Apple2: Added basic WOZ 2.0 disk image support.

April 13, 2019:

  • NGP: Fixed a sequence point rule violation that could cause "Gals' Fighters" to malfunction when Mednafen was compiled with clang,     per tip from stellarporter.
  • SS: Added the European release of "Theme Park" to the internal database of games to use the data cache read bypass kludge with, to fix a crash/hang during the intro FMV.
  • Lynx: Fixed an old heap buffer overflow bug that could be triggered if the emulated game set up registers and RAM in a  certain way.

March 18, 2019:

  • PCE: Fixed an old bug(looks like from around a decade ago) in the HES playback code; it caused periodic high IRQ latency, which resulted in timer IRQ-driven DDA playback sounding rougher than it should have.
→ NOWSZY [MULTI] Mednafen x86/x64 1.22.1 Stable

-- 1.22.1: --

January 27, 2019:

  • Changed the default sound device for the OpenBSD sound driver from "/dev/audio" to "/dev/audio0".

January 26, 2019:

  • Semaphores are now implemented with condition variables and mutexes when compiling against a POSIX threads implementation without sem_timedwait().

January 23, 2019:

  • PC-FX: Replaced old RAINBOW IDCT code with newly-written code.

January 20, 2019:

  • Some hotkeys in the debugger's memory editor weren't being ignored properly when in text entry mode; fixed. (Regression introduced in 1.21.0-UNSTABLE)
  • January 1, 2019:
  • Apple2: Corrected minimum allowed value for the "apple2.video.mono_lumafilter" setting(was -2 when it should have been -3).
  • SS: Corrected line-scroll handling in double-density interlaced mode with non-zero LSS; fixes broken background graphics effect in Dural's stage in "Virtua Fighter 2".
  • SS: Added "Linkle Liver Story" to the internal database of games to use the data cache read bypass kludge with, to fix a crash/hang when going to the world map.
→ NOWSZY [MULTI] Mednafen x86/x64 1.21.3

Mednafen 1.21.3

April 29, 2018:

  • SNES: Fixed an off-by-1 bug in the PPU code that would cause writing past the end of the OAM tile list array.

April 24, 2018:

  • SS: Added "House of the Dead (Japan)" to internal database of games to use the data cache read bypass kludge with, to fix a game crash on the gun calibration screen.
  • SS: Added "Virtua Fighter Kids (Java Tea Original)" and "World Series Baseball" to internal database of games to use the data cache read bypass kludge with, to fix gameplay glitches.

April 22, 2018:

  • Removed some unnecessary memory allocations in the old settings to argument parsing glue code.
  • Fixed a crash bug with 2xSaI-family scalers during initialization(regression introduced in 1.21.0-UNSTABLE).
  • Create the Mednafen base directory(e.g. ~/.mednafen) before opening the lockfile to fix a startup error when the directory does not already exist(regression introduced in 1.21.0-UNSTABLE).

April 21, 2018:

  • SS: Added kludge to fix layer offset problem in "Alien Trilogy".
  • SS: Added "WipEout" to internal database of games to use the data cache read bypass kludge with, to fix a hang that occurred when trying to exit gameplay back to the main menu.
→ NOWSZY [MULTI] Mednafen x86/x64 1.21.2

Mednafen 1.21.2

This minor release updates Tremor to address a security vulnerability with Vorbis-encoded CD image audio tracks, and fixes graphical glitches in the Sega Saturn game "Shining Force III - Scenario 2".

April 2, 2018:

  • Updated bundled copy of Tremor to address a security vulnerability.
  • SS: Improved emulation of SCU DSP DMA to program RAM, per tests on a SS(still nowhere near perfect, the way it's implemented on hardware is kind of horrible, but it should work ok if games use it how it's meant to be used); fixes graphical glitches in "Shining Force III - Scenario 2", and perhaps in the other "Shining Force III" games as well.
  • SS: Flush the prefetched SCU DSP instruction when PC is set via PPAF, instead of when END/ENDI executes or when execution is forcibly stopped, per tests on a SS.
  • SS: Disallow SCU DSP LOP from being written in a looped single instruction unless it's the final iteration, per tests on a SS.
  • SS: Allow SCU DSP LOP to underflow to 0xFFF with LPS and BTM, per tests on a SS.
→ NOWSZY [MULTI] Mednafen x86/x64 1.21.1 MFix

Complete ChangeLog -Mednafen 1.21.1

March 9, 2018:

  • Enabling the automatic save state loading/saving feature will no longer cause an error to be outputted on game load if the save state does not exist.

March 3, 2018:

  • Added support for compiling and linking with external LZO instead of the bundled miniLZO.
  • A CD image loading hint will now be appended to the ROM image too large error message in certain circumstances.

February 25, 2018:

  • PC-FX: Added a missing variable to save states.
  • (Re)Added backwards-compatibility "video.driver" setting value aliases.

February 24, 2018:

  • NES: Misc minor fixes for a few bootleg mappers.
  • NES: Added missing data to VS Unisystem save states.
  • NES: Added missing variable to mapper 64 save states.
  • NES: Added missing save state support to the mapper 22 code.
  • NES: Fixed improper handling of an MMC1 variable in save states.

February 22, 2018:

  • Fixed handling of the "osd.state_display_time" setting to allow a value of "0" to work as expected.
→ NOWSZY [MULTI] Mednafen x86/x64 0.9.45

Mednafen 0.9.45 July 1, 2017 - 21:33 PDT

Notable changes since 0.9.44:

  • Tweaked netplay sound buffer underrun kludge code.
  • The netplay server host and port being connected to are now printed to the netplay console at the beginning of a connection attempt.
  • Netplay connection attempts to servers are now non-blocking.
  • SS: Synchronize end of SMPC clock change commands to beginning of vsync instead of beginning of vblank, per tests on a SS.
  • SS: Reworked how the VDP2 rendering thread waits, to make Saturn emulation usable with the default OpenBSD kernel.
  • SS: Added emulation of the light gun("Stunner"/"Virtua Gun").
  • #include'd many commonly-used C and C++ standard library headers in types.h(and removed redundant #include statements from various header and source files), to reduce the probability of portability problems(due to neglecting to explicitly include a header file) when different standard C/C++ libraries behave differently in regards to what header files include what other header files.
  • Added a sound output driver for OpenBSD's /dev/audio.
  • Reworked the sound output format conversion code to be more versatile,
  • NES: Wrote new "Barcode Battler II" emulation code to replace the old "Barcode World" code, based on quick testing with actual hardware(albeit the English version).
  • SSFPlay: Added save state support.

-- 0.9.45: --

May 29, 2017:

  • Tweaked netplay sound buffer underrun kludge code.
  • The netplay server host and port being connected to are now printed to the netplay console at the beginning of a connection attempt.
  • Netplay connection attempts to servers are now non-blocking.


May 25, 2017:

  • SS: Synchronize end of SMPC clock change commands to beginning of vsync instead of beginning of vblank, per tests on a SS.


May 23, 2017:

  • SS: Reworked how the VDP2 rendering thread waits, to make Saturn emulation usable with the default OpenBSD kernel.
  • SS: Added emulation of the light gun("Stunner"/"Virtua Gun").


April 28, 2017:

  • #include'd many commonly-used C and C++ standard library headers in types.h(and removed redundant #include statements from various header and source files), to reduce the probability of portability problems(due to neglecting to explicitly include a header file) when different standard C/C++ libraries behave differently in regards to what header files include what other header files.
  • Added a sound output driver for OpenBSD's /dev/audio.
  • Reworked the sound output format conversion code to be more versatile,


April 25, 2017:

  • NES: Wrote new "Barcode Battler II" emulation code to replace the old "Barcode World" code, based on quick testing with actual hardware(albeit the English version).


April 24, 2017:

  • SSFPlay: Added save state support.
→ NOWSZY [MULTI] Mednafen x86/x64 0.9.44.1

Mednafen 0.9.44.1 April 21, 2017 - 21:33 PDT

Notable changes since 0.9.43:

  • Added command-line option "-which_medium", to specify which CD to start with when using multi-CD M3U sets.
  • SNES: Fixed "Tractor Beam" spell graphical glitches in "Star Ocean".
  • SNES: Fixed emulator hang when saving state in "Panic Bomber W".
  • SNES_FAUST: Added PAL support.
  • SNES_FAUST: Made minor optimizations to the BG rendering code.
  • SNES_FAUST: Added setting "snes_faust.correct_aspect", default value of "1".
  • SS: Fixed broken input in "Primal Rage"(a 0.9.43 regression).
  • SS: Added support for a 16MiB RAM cart mapped into the A-bus CS1 area(for "Heart of Darkness" and homebrew).
  • VB: Added support for custom palettes.
  • VB: Reworked how LED on-state duration is translated into RGB values and added setting "vb.ledonscale"; the default value of "vb.ledonscale" is set such that the overall brightness will be lower than in previous versions of Mednafen, to reduce white crush, but the user can set it to a value of "1.9921875" to approximate the old brightness level.
  • WonderSwan: Removed setting "wswan.rotateinput", and added a new device("gamepadraa") that can be selected on virtual input port 1 to automatically rotate inputs when the display is rotated.

Changelog -- 0.9.44.1: --

April 21, 2017:
  • MD: Added a missing MDFN_FASTCALL, the absence of which broke 32-bit x86 builds(either at link time or run time).

-- 0.9.44: --

April 19, 2017:
  • PSX: Restructured the GPU emulation code and data a bit to get a minor performance boost.
April 18, 2017:
  • VB, PCE, WonderSwan, MD, GBA: Use fastcall calling convention(on 32-bit x86) in a few (more) places where it makes sense.
April 16, 2017:
  • SNES-Faust: Added setting "snes_faust.correct_aspect", default value of "1".
  • SNES-Faust: Added PAL support.
April 14, 2017:
  • SNES-Faust: Made minor optimizations to the BG rendering code.
April 9, 2017:
  • Added command-line option "-which_medium", to specify which CD to start with when using multi-CD M3U sets.
April 5, 2017:
  • SNES: Fixed emulator hang when saving state in "Panic Bomber W".
April 3, 2017:
  • Added some simple scripts to cross-compile and package Mednafen for Windows.
  • Added Windows cross-compiler toolchain setup notes.
  • 32-bit Windows builds are now compiled with -march=i686 instead of -march=i586(shouldn't affect compatibility for official builds, since the toolchain and libraries were already effectively being compiled with -march=i686, which was not intended, but since nobody apparently complained... ;p).
March 25, 2017:
  • VB: Added support for custom palettes.
  • VB: Reworked how LED on-state duration is translated into RGB values and added setting "vb.ledonscale"; the default value of "vb.ledonscale" is set such that the overall brightness will be lower than in previous versions of Mednafen, to reduce white crush, but the user can set it to a value of "1.9921875" to approximate the old brightness level.
March 20, 2017:
  • SNES: Made a couple of SDD1 registers readable; fixes "Tractor Beam" spell graphical glitches in "Star Ocean"(thanks to orbea).
March 17, 2017:
  • SS: Added support for a 16MiB RAM cart mapped into the A-bus CS1 area(for "Heart of Darkness" and homebrew).
March 15, 2017:
  • WonderSwan: Removed setting "wswan.rotateinput", and added a new device("gamepadraa") that can be selected on virtual input port 1 to automatically rotate inputs when the display is rotated.
March 14, 2017:
  • Reworked text drawing to not use an excessive number of potentially-large VLAs.
  • Moved statements with important side effects outside of assert()s in settings.cpp.
  • Replaced ancient Unicode conversion code with newly-developed code.
March 7, 2017:
  • SS: Prioritize SMPC command execution over VBlank handler execution, per (limited) tests on a SS. Fixes broken input in "Primal Rage"(a 0.9.43 regression)
→ NOWSZY [MULTI] Mednafen x86/x64 0.9.43

Notable changes since 0.9.42:

  • PSX: Reduced DualShock rumble latency by 1 frame.
  • SS: Added multitap emulation, enableable via settings "ss.input.sport1.multitap" and "ss.input.sport2.multitap".
  • SS: Added steering wheel emulation(for "Virtua Racing", and other racing games that lack 3D Pad analog support).
  • SS: Added Mission Stick and Dual Mission Stick emulation.
  • SS: Added 101-key US keyboard emulation.
  • SS: Fixed hang in "F1 Challenge".
  • SS: Fixed missing voice acting and related hangs in "Magic Knight Rayearth".
  • Reworked how input grabbing is handled. The new way uses only one key combo(CTRL+SHIFT+Menu), and will adapt its behavior based on any keyboards being selected on any virtual input ports or not(refer to the documentation for full details). A new setting is added, "command.toggle_grab", and two settings were removed, "command.toggle_grab_input" and "command.toggle_cidisable".
  • Emulated keyboard(FKB, Tsushin, Saturn) key state is now only updated when input grabbing is toggled on.

-- 0.9.43: --

February 24, 2017:

  • Reworked how input grabbing is handled.  The new way uses only one key combo(CTRL+SHIFT+Menu), and will adapt its behavior based on any keyboards being selected on any virtual input ports or not(refer to the documentation for full details).  A new setting is added, "command.toggle_grab", and two settings were removed, "command.toggle_grab_input" and "command.toggle_cidisable".
  • Emulated keyboard(FKB, Tsushin, Saturn) key state is now only updated when input grabbing is toggled on.

February 22, 2017:

  • SS: Fixed SMPC read handling of an empty input port.
  • SS: Implemented emulation of SMPC 0-byte port read mode.
  • PSX: Reduced rumble latency by 1 frame.

February 20, 2017:

  • Reworked how keyboard key state is handled, to prevent extremely short button presses from being lost(like what can happen with the Pause key, or other keys when slow-forwarding is active).
  • SS: Added 101-key US keyboard emulation.

February 17, 2017:

  • SS: Allow SMPC commands to be dual-issued; fixes hang in "F1 Challenge", and hangs/missing sound in "Magic Knight Rayearth".
  • SS: Added emulation of the 6-Player Adaptor(multitap).

February 15, 2017:

  • SS: Added emulation of the Mission Stick and Dual Mission Sticks.

February 13, 2017:

  • SS: Added emulation of the steering wheel("Arcade Racer"), for use with "Virtua Racing", "High Velocity - Mountain Racing Challenge", "The Need for Speed", and other Saturn racing games that apparently lack 3D pad support.

Tagi: Nintendo, Atari, Nes, Neogeo, Playstation, Psx, Pce, Gameboy, Lynx, Neo Geo, Pcengine

wstecz28/07/2013 23:13
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