[PSX] Xebra/Arbex 15/12/03

[1] @ Poniedziałek, 4 Stycznia 2016 21:11CET

[PSX] Xebra/Arbex 15/12/03
Skomentuj

Dr.Hell zaktualizował kod tandemu jednego z najlepszych emulatorów SONY PLAYSTATION - XEBRA/ARBEX i zrobił to już spory czas temu, ale jakoż, że pojawił się changelog i jest to jeden z wierniejszych emulatorów psx1 (bez zbędnych wodotrysków) warto go odnotować bardziej niż tylko wpisem w liście nowych plików.

Dla pocieszenia - pojawiła się również mobilna wersja XEBRA dla maszynek z Androidem dostępna w Google Market.

PSX Sony:Playstation:Xebra:Mobile:Android:GUI
Xebra/Arbex trafił również na urządzenia przenośne.

 Changelog 12/03/15:

Modification of the drawing routines of GPU

It is one bit lower calculation accuracy at the time of lighting the texture in the conventional routine (Results would be devoid of larger when you make a dither to the texture as) such because I feel is

Fixed

  • Since the code on the OS ROM can be performed in a ②Mode 2 was supposed to be executed in Mode 1

Fixed.

  • If you are recording a pad history, save and restore execution by the function key image In the (so-called state save and load), it was changed so that the pad history also saved and restored.
  • File extension Along with this was also changed slightly.

Xebra OCT 11th 2015 is up!

CD:

  • Fix the relationship of Setloc and Seek and Read.


Soud Output:

  • Sound of XEBRA was implemented in the most handy PlaySound () at the beginning. Since this API can not be queued, It took the means of loop playback buffer rewriting. However, since the reproduction position of the buffer is not known It had come out trouble overlap rewriting position and the playback position by the timing. (resulting in crackle..Ahem.) Then, How can was changed to API for waveOut system that can recognize the playback position, This time it queuing has disappeared completely from the head, It was still the loop playback buffer rewriting. WaveOut system in this review is that the queuing can be Since found was , adjusting the position of the buffer was no longer required. (meaning, it will be in perfect sync FOREVER!)


 Scale processing correspondence of GDI:

  • The Ya case does not contain only emulation driver as OpenGL It feels as vertical synchronization restrictions are increasingly took environment. Because the case is faster of GDI, we have to be able to scale processing even GDI


CUE2CCD:

  • New CUE Tool.

Xebra 15.08.31

  • Run Mode 2 I've packed only (little fast) some more.
→ [PSX] Xebra/Arbex 10/03/18
→ [PSX] Xebra/Arbex 05/01/18

05 jan 2018

  • Fix modification of drawing function by OpenGL
→ [PSX] Xebra/Arbex 24/12/17

24 dec 2017

  • Enhancement of disc image creation function and rendering function by OpenGL
→ [PSX] Xebra/Arbex 07/12/17

07 dec 2017

 

  • ???
→ [PSX] Xebra/Arbex 02/11/17

02/11/17

 

  • ???
→ [PSX] Xebra/Arbex 11/07/17

17/07/11

  1. Slightly reduce data volume. In GTE, division is performed by reciprocal integration, and its inverse value is inferior in accuracy. It was obvious that the common value for each group was refined.  However, the calculation formula for refinement was unknown (There is only the Newton's law or the Gold Schmidt method as the theoretical formula When dealing with integers, how to round numbers is arbitrary by the designer, It can not be theoretically derived). Although it was unknown, it is not a large amount of data for software on PC I wish I could prepare the whole number as an immediate value table (This is effective also in terms of reducing the amount of computation at the time of execution) 
    When checking the calculation formula of the refinement indicated by nocash this time, since we saw an agreement in total, I decided to adopt the calculation formula.
    As an actual utility, compressed data which was 4000 bytes in old algorithm, It is reduced to 257 bytes with the new algorithm. Although the normal distribution data used by the SPU was held for all the sections, Because it is bilaterally symmetrical, we deleted the half section.
  2. Center display of screen at startup
→ [PSX] Xebra/Arbex 10/06/17
Final Fantasy IX (Square Electronic Arts L.L.C., Nov 14, 2000)

17/06/10

  • The default value of Stall Rate (GPU - in) from 0x14 to 0x8 at the above review. I tried to change it, so it was quite probable that this was an enemy case It returned to 0x14

17/06/08

  • Transfer rate (GPU-chain) is unknown from when it is about. It was fixed because it was invalidated. Since the tag part and the data part are too different in the rate, We made them separately, and we used coefficients of GPU-in for the data part.
→ [PSX] Xebra/Arbex 25/03/17

Xebra (2017/03/25) Changelog:

  • CD: Correction of physical position information during reading In a recording medium having a large influence of mechanical elements such as thermal expansion, distortion, eccentricity and vibration Since it is impossible to move the header to the correct position with a single shot. After moving to the position it is estimated that you will wait for the target position to be encountered while leading. Then, for specifying the position, the Q channel of the subcode, that is, the physical position information It is inferred that it will be obtained in advance. Therefore, the physical position information during reading is 2 to 3 sectors It is considered to precede.

 

→ [PSX] Xebra/Arbex 17/03/17

Xebra (2017/03/17) Changelog:

  • Timer 1 has a mode to count up by the system clock And a mode to count up by HSYNC, Both of them can stop counting up during VBLANK, Because I did not think there was a situation to stop in the system clock mode, For the sake of simplicity, we have adopted a pseudo-reproduction that counts up slowly without stopping. Recently I found out that there is a problematic game. Even in the system clock mode, it stopped properly.
→ [PSX] Xebra/Arbex 17/01/17

Xebra (2017/01/17) Changelog:

  • Correspondence to incorrect display area setting
Inne treści związane z tematem
[PSP] DevPPSSPP GITv1.6.3-526-g669079454 [PSP] DevPPSSPP GITv1.6.3-526-g669079454;
PPSSPP to projekt emulatora przenośnej konsoli SONY PSP, napisanym w C++ przez jednego ze współautorów emulatora Dolphin udającego konsolę Nintendo Wii/GameCube Henrika Rydgarda, podobnie jak Dolphin, emulator posiada status open source i każdy może korzystać z repozytorium na ...
[PSX2] Dev PCSX2 SVNv1.5.0-dev-2576-g2aedb9779 2018-10-01 23:29:46 [PSX2] Dev PCSX2 SVNv1.5.0-dev-2576-g2aedb9779 2018-10-01 23:29:46;
Kolejna developerska wersja PCSX2 - emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa. Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.
[PSX2] Dev PCSX2 SVNv1.5.0-dev-2577-g08a270a42 2018-10-02 02:16:38 [PSX2] Dev PCSX2 SVNv1.5.0-dev-2577-g08a270a42 2018-10-02 02:16:38;
Kolejna developerska wersja PCSX2 - emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa. Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.
[PSX2] Dev PCSX2 SVNv1.5.0-dev-2578-g7641d6726 2018-10-02 10:20:54 [PSX2] Dev PCSX2 SVNv1.5.0-dev-2578-g7641d6726 2018-10-02 10:20:54;
Kolejna developerska wersja PCSX2 - emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa. Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.
[PSX2] Dev PCSX2 SVNv1.5.0-dev-2580-g694546e87 2018-10-03 05:50:54 [PSX2] Dev PCSX2 SVNv1.5.0-dev-2580-g694546e87 2018-10-03 05:50:54;
Kolejna developerska wersja PCSX2 - emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa. Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.
Dodatkowe informacje
Komentarze

Tshirt "Heavy on Magic"

Newsy Linkownia Emulatory na PC Wideoteka Bajtek Reduks Ready.Run

© Try2emu 1999 - 2018 | Krzysztof 'Faust' Karkosza Google+Kontakt