[SEGA] BlastEm 0.5.1

[1] @ środa, 30 Sierpnia 2017 19:44CET

[SEGA] BlastEm 0.5.1
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BlastEm, emulator Genesis, w zamierzeniu ma być najdokładniejszym odwzorowaniem prawdziwej maszyny (cel, który jest świętym Graalem wszystkich współczesnych udawaczy), przy jednocześnie małym zapotrzebowaniem na moc sprzętu, do celu jeszcze trochę brakuje. Jednak i w obecnej postaci emulator powinien zadowolić przeciętnego łowcę pikseli. W chwili obecnej BlastEm jest jednym z nielicznych programów, oprócz Genesis Plus GX, który może prawidłowo wyświetlić część megadema "TITAN 512C Forever" (Overdrive demo), a jedynym emulator oprócz Exodus, który przechodzi wszystkie 122 testów w "Nemesis 'VDP FIFO Testing ROM", a także prawidłowo wyświetla demo "Direct Color DMA".

BlastEm 0.5.1 30/08/17

New Features

  • Drag and Drop is now supported for loading ROMs
  • Save states are now supported for SMS games
  • Texture scaling method (linear or nearest neighbor) can now be selected in both renderers
  • Menu now filters files based on a configurable extension list
  • Lock on carts (Sonic & Knuckles and XBAND) can now be loaded via the menu
  • ROMs can be reloaded via a hotkey (defaults to F5)
  • Last path visited in the menu is now saved between runs (can be turned off via config)
  • Window height can now be specified in the config file

Bugfixes

  • Default shader doesn't look like garbage in interlaced mode anymore
  • Framebuffer pointers are properly released and reacquired on context switch (no more LOCKRECT errors)
  • ROMs specifying SRAM at the normal RAM address no longer cause a crash
  • Fixed an edge case in the s(tep) debugger command
  • Entering the option menu in Dragon's Fury no longer results in a fatal error in 32-bit builds
  • Screen is properly cleared so garbage will not appear when the window does not match the emulated display size
  • Fixed a regression in XBAND keyboard support

Accuracy/Completeness Improvements

  • Locking on Sonic 3 to S&K will now use Sonic 3's save RAM
  • Locking on a 4MB cart to S&K will now behave like on hardware
  • Support for several X-in-1 bootleg carts has been added
  • DMA from byte-wide SRAM now yields correct results
  • VScroll is now latched earlier in the line (fixes minor glithces in Top Gear 2 and Skitchin)
  • Sega/SSF2 mapper support now handles homebrew that uses SRAM
  • ODD flag timing now matches hardware
  • V counter as read from HV port is now correct in single-resolution interlace mode

Other Changes

  • Added a "subtle" CRT shader contributed by AnaĂŤl Seghezzi
  • Mouse is now only captured if an emulated mouse is plugged in to the emulated system
  • Missing mapping warnings will only be displayed for the first mapping of a controller
  • Save states now default to a format native to BlastEm
  • Remaining I2C EEPROM games have been added to the ROM DB
  • When not specified, height now respects the aspect setting rather than assuming 4:3
  • Pre-combined S&K ROMs and large (>2MB) S&K hacks should now work
  • Using ui.exit (default Escape) can now be used to cleanly cancel a load ROM or savestate action
  • Save states are now allowed in a more extensive range of Z80 states, fixing save state saving in some games
→ [SEGA] BlastEm 0.5
GunStar Heroes (SEGA of America, Inc., 1993)

BlastEm 0.5 02/06/17

New Features

  • SMS emulation in the form of the Gensis/MD's backwards compatibility mode
  • Added support for SMS controllers
  • Support for the mapper used by Realtec games
  • Support for carts with fixed value registers
  • Support for enough of the XBAND cartridge hardware to allow the menu to boot
  • Basic XBAND keyboard emulation
  • Configurable display overscan
  • Fullscreen mode can now be toggled at runtime
  • Window can now be resized at runtime
  • Support for "semantic" controller button names in the gamepad mapping using SDL2's game controller API
  • Analog axes can now be mapped to emulated gamepad buttons or UI actions
  • System soft reset
  • Keyboard can now be captured when a Saturn or XBAND keyboard is connected to the emulated system
  • Internal screenshots that bypass all output filtering/overscan
  • Homebrew using the "SSF2 Mapper" is now supported via header detection like on the Mega Everdrive
  • Directory used for SRAM, EEPROM and savestates is now configurable
  • Path configuration values can now contain both BlastEm-specific and environment variable references
  • Open GL based rendering can be disabled in favor of the SDL2 render API fallback

Bugfixes

  • Fixed a bug that would cause a crash in certain games that have SRAM and ROM at the same address
  • Fixed some issues with Z80 interrupts that caused issues with sound/music in Sonic 2 and Puyo Puyo 2
  • Z80 debugger no longer crashes when resuming execution
  • Undocumented Z80 instruction "out (c), 0" now decodes properly
  • GDB remote debugging should now work with more recent versions of GDB
  • GDB remote debugging should now work on more recent versions of Windows
  • Overlapping instructions in self-modifying code no longer causes incorrect behavior
  • Z80 instructions "in c" and "out c" now work correclty on 32-bit builds
  • Specifying an output audio frequency higher than the FM frequency no longer deadlocks the emulator
  • Fixed memory map generation for games with 3MB ROM and SRAM at the 3MB mark

Accuracy/Completeness Improvements

  • YM2612 SSG-EG and CSM modes are now implemented
  • VDP Mode 4 is now implemented in both Genesis and SMS mode
  • Basic emulation of refresh delays has been added
  • 68K interrupt latency has been made more accurate
  • CRAM contention artifacts (aka CRAM dots) are now emulated
  • DIVU/DIVS and MULU/MULS are now cycle accurate
  • MOVEM now performs the extra ignored read and has correct timing
  • The timing of serveral other 68K instructions has been fixed
  • Implemented 68K trace mode
  • SBCD flag calculation now matches hardware in 100% of cases
  • 68K -> VDP DMA now properly has a delay at DMA start rather than at the end of the transfer
  • A number of illegal effective address mode/operation combinations now properly decode as illegal instructions
  • Added emulation of the slow rise time of an IO pin that was changed to an input when it was previously outputting 0
  • Partial support for the VDP test register
  • Partial support for the 128KB VRAM mode bit
  • Improved accuracy of low level sprite rendering details
  • Fixed handling of active/passive display transitions so that border extension tricks work
  • Fixed handling of horizontal interrupts in extended display areas
  • More accurate correspondance between horizontal counter and raster beam
  • Partial emulation of serial IO registers

Other Changes

  • Added Japanese version of Street Fighter 2: The New Challengers to ROM DB
  • Added the following EEPROM games to the ROM DB:
    • Ninja Burai Densetsu
    • Rockman Mega World
  • Added ROM DB entries for the following games with incorrect region headers:
    • Another World (E)
    • Alien Soldier (J)
    • Light Crusader (J)
    • Castle of Illusion - Fushigi no Oshiro Daibouken (J)
    • Atomic Robo-Kid (J)
  • Added ROM DB entries for the following games which are incompatible with 6-button controllers:
    • King of Monsters
    • Combat Cars
    • Second Samurai
    • Dungeons & Dragons - Warriors of the Eternal Sun
  • Added ROM DB entries for the following games with fixed value registers:
    • Ya Se Chuan Sho
    • 16 Zhang Ma Jiang
    • Elf Wor
    • Huan Le Tao Qi Shu: Smart Mouse
    • Mighty Morphin' Power Ranges: The Fighting Edition
    • Super Bubble Bobble MD
    • Thunderbolt II
  • Added ROM DBentries for teh following games that have bad/missing SRAM headers:
    • Hardball III
    • Might and Magic - Gates to Another World
    • Might and Magic III - Isles of Terra
→ [SEGA] BlastEm 0.4.1

0.4.1

New Features

  • Basic support for the Saturn Keyboard adapter peripheral
  • You can now navigate up to a drive selection on Windows
  • Added support for binding more "special" keys

Bugfixes

  •  
  • It's now possible to navigate to the root directory on Unix-like systems
  • Fixed a bug in movep.l
  • Fixed a crash bug in the memory management code
  • Fixed a bug in the header parsing code, that caused a crash when the "International Name" field was empty
  • Fixed some minor graphical corruption in Sonic 2 split-screen caused by a bug in vflip combined with interlace mode
  • Corrected the PC value pushed onto the stack for line A emulator and line F emulator traps
  • Fixed a bug in ensure_dir_exists that would cause it to fail to create directories in some cases when mixed path separators were used
  • Fixed a bug that would result in a buffer overflow when starting a game with a long title from the menu

Accuracy/Completeness Improvements

  • All Z80 instructions are now implemented
  • Z80 Half-carry flag is now fully implemented
  • Implemented undocumented Z80 flag bits
  • R register is now incremented appropriately
  • Redundant opcode prefixes are now handled properly
  • Z80 core now passes ZEXALL!

Other Changes

  • Added Buck Rogers to the ROM DB
  • Added Wonder Boy in Monster World to the ROM DB (for real this time)
  • Added Evander 'Real Deal' Holyfield's Boxing to the ROM DB
  • Slightly better handling of directory read errors
  • Added "Special Thanks" to About menu
  • Use local app data folder for saves and config files on Windows rather than Unix-style locations

0.4.0

New Features

  • Genesis ROM based Graphical User Interface
  • command line is no longer required for basic functionality
  • Added support for the Mega/Sega Mouse
  • Configurable low pass filter
  • 68000 overclock and underclock
  • Scanlines can now be controlled via the config file and defaults to off (previously was always on)
  • VSync can now be specified via the config file and defaults to off (previously just used the OS/driver default)
  • Fullscreen mode can now be specified via the config file in addition to the command line flag
  • New 68K debugger command 'co' allows a list of commands to be run each time a breakpoint is hit
  • 68K debugger now supports the 'di' command like the Z80 debugger
  • New debugger command 'yt' displays YM-2612 timer info
  • Added support for controller hotplug (game controllers don't need to be plugged in before starting BlastEm)
  • IO devices can now be automatically configured by ROM DB entries

Bugfixes

  • Fixed calculation of window start column
  • removes graphical glitches in Afterburner 2, Fireshark, Dungeons and Dragons: Warriors of the Eternal Sun and probably others
  • Fixed the implementation of LDD and LDDR
  • Fixed ABCD/SBCD
  • eliminates the score counter problem in Bubsy
  • Fixed btst when used with immediate destination
  • Fixes a crash in NHL 95
  • Fixed YM-2612 attack phase and sustain level
  • Fixed mapping of YM-2612 key on/off bits to operators
  • Fixed YM-2612 LFO AMS shift values
  • Fixed YM-2612 LFO phase modulation
  • Fixed mapping of registers to operators in Channel 3 special mode (for real this time)
  • Fixed a small bug in YM-2612 timer reloads
  • Fixed peripheral ID for 3-button pad
  • Accesses by the 68K to the low 4MB of the address space, but outside of the defined ROM will no longer cause a crash
  • Config files and shaders saved with Windows-style line endings will no longer fail to load
  • Fixed a crash bug on Windows by properly detecting invalid destination modes for immediate variant opcodes

Accuracy/Completeness Improvements

  • All 68000 instructions are now implemented
  • Implemented 68000 privilege, address error and illegal instruction exceptions
  • Z80 half carry flag is now implemented for the trivial cases
  • Fixed timing of the Z80 IM and certain LD variants
  • Implemented interrupt latency
  • Fixes Sesame Street: Counting Cafe
  • Interrupts are know acknowleged based on what the VDP thinks its asserting rather than what the 68K actually is acking
  • Fixes Fatal Rewind
  • Improved timing of 68000 interrupt processing
  • Improved timing of Z80 busack response
  • Fixes a crash in Barkley: Shut Up and Jam
  • Adjusted the amount of time the 68000 is blocked during DMA
  • gets rid of remaining part of "YOUR EMULATOR SUX" text in overdrive
  • Corrected order individual words of a longword are written when the predecrement addressing mode is used as the destination of a move instruction
  • Adjusted relationship between Horizontal counter and render events to better match tests/measurements
  • Adjusted vertical interrupt timing to better match measurements
  • Improved timing of 68K/Z80 interactions based on tests

Other Changes

  • Z80 disassembler now supports a start offset parameter: -s
  • Windows build now uses link time optimization like the others
  • Optimized the VDP code
  • Improved audio resampling
  • Added Mega Man
  • The Wily Wars to ROM database
  • Added Wonder Boy in Monster World to ROM database

0.3.1

New Features

  • BlastEm will now open a new terminal window when starting the debugger if it's not attached to one
  • Errors are displayed in a message box if no terminal is attached
  • Pure SDL render path for when OpenGL 2 is unavailable (thanks Higor Eurípedes)

Bugfixes

  • GDB remote debugging works again
  • Fixed a name conflict that prevented vgmplay from being built on OS X

Other Changes

  • Windows build now includes the disassemblers, VGM player and save state viewer

0.3.0

New Features

  • 32-bit x86 CPUs are now supported
  • BlastEm is now available for OS X and Windows
  • Finished support for the Sega mapper used by Super Street Fighter 2
  • Added support for EEPROM saves
  • Added support for large flat-mapped ROMs (used by some homebrew ROMS)
  • New 68K debugger command bt (backtrace)
  • I/O devices (gamepads and other peripherals) can now be configured in blastem.cfg
  • VDP Debugger views from before 0.1.0 have been restored

Bugfixes

  • Partial emulation of floating bus bits for certain I/O regs (fixes Super Offroad 2)
  • Fixed shadow/highlight mode
  • Implemented AM and fixed LFO update speed
  • Fixed negative detune values
  • Corrected register to operator mapping for channel 3 special mode
  • Initial stab at emulating cycles being stolen from the 68K when the Z80 accesses its bus
  • Better handling of creating a savestate in "uncooperative" games/demos
  • Implemented VSCROLL latching
  • Fixed a bug that would corrupt the Z80's SP register in some situations
  • Fixed PAL flag in VDP status register
  • Fixed HV counter
  • Fixed flag calculation for RRA, RRCA, RLA and RLCA
  • Fixed instruction timing for RR, RRC, RL and RLC when using the IX or IY registers
  • Fixed access to the I and R registers

Other Changes

  • Upgraded to SDL2
  • Dropped suport for the non-OpenGL render path
  • Linux builds should now work on something other than the specific version of Ubuntu I happen to be using at build time
  • BlastEm now syncs at least once per line by default. You can change this behavior with the max_clocks config value

0.2.0

New Features

  • Added Turbo and Slow modes that overclock and underclock the system respectively
  • Added FPS counter
  • New OpenGL render backend that allows filters to be written in GLSL
  • Support 'UI' bindings on gamepad buttons and dpads
  • GDB remote debugging support
  • New debugger 68K debugger commands o, s and zp (see README for details)

Bugfixes

  • Fixed argument handling so that the ROM filename does not need to be specified first
  • Don't allow register writes to Mode 5 only regs when in Mode 4
  • Fixed a bunch of VDP edge case behavior checked by Nemesis's test ROM
  • Fixed operator 1 self-feedback
  • Fixed handling of envelope overflow in attack phase
  • Fixed handling of channel output overflow
  • Adjusted FM and PSG volume to better match real hardware
  • Improved YM-2612 busy flag emulation
  • Properly sync hardware at end of frame when the 68K is blocked by DMA
  • Approximate wait state behavior when the Z80 accesses the 68K's bus
  • Implemented HV counter latch
  • Implemented sprite overflow and collision flags

0.1.0

  • Initial Release

 

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