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Nowa beta WinUae w ciągu najbliższych dni

[0] @ środa, 13 Października 2010 19:51CET

Nowa beta WinUae w ciągu najbliższych dni

Nigdy nie jest tak dobrze, żeby nie było lepiej, minęło mniej niż 2 tygodnie od publikacji WinUae 2.3.0 i mamy już zapowiedź nowej serii bet, tego w sumie jedynego, emulatora Amigi. Poniższa lista poprawek (a jest ich sporo), dotyczy tylko okresu po opublikowaniu 2.3.0 i są odpowiedzią na problemy występujące podczas jej pracy, warto więc czasami zgłosić błąd, niż przejść nad nim do porządku dziennego.
Tom Wilen zapowiada publikację nowej bety w ciągu 2 tygodni, chociaż praktycznie patrząc na sprawę, już poniższa lista poprawek zasługuje na publikację nowej wersji.

Current changelog only, first beta coming in two weeks(tm).

  • CDTV CDA playback didn't work if play ending track was set to last track (Prehistorik CDTV)
  • reset CD support internal flags when reseting or loading new configuration
  • save chipset extra setting to statefile, previously state restore always restored full advanced chipset configuration and reset chipset extra setting
  • 3-stage 68020 cycle-exact prefetch pipeline (not much difference compared to old one)
  • do not emulate very small audio periods exactly in non-cycle exact modes, this combined with very short samples used huge amounts of CPU power (used by some stupid audio routines) (2.3.0)
  • when restoring state, sound was initialized after first frame, could have caused glitches or missing sound if audio registers were modified during first frame
  • mouse counters (JOYxDAT) were not restored from statefile, fixes random statefile restore mouse jump
  • VPOSW ECS/AGA-only LOL-bit (long line) is hardwired to zero (can't be modified) in standard PAL mode
  • SCSI emulation START/STOP UNIT translated to physical drive load/eject command
  • combined volume and period modulation was broken in 2.3 audio update (probably never used in real world..)
  • added "gamepad" device type to gameports panel, has two differences compared to "joystick", 3 buttons mapped and pullup resistors emulated (most Amiga compatible gamepads have pullups). It is not possible to have pullups automatically in joystick mode because it can break some badly programmed single-button games, some detect always pressed button in this situation.. (fixes Aladdin and other games that only have working 2nd button if buttons have pullup resistors)
  • allow scanning of plain roms (no archives) in winuae root directory
  • A2065 statefile support (autoconfig location saved), max allowed transmit size was too small, big packets were silently dropped, random lost transmit interrupts, broadcast packets being ignored if NIC chip hardware multicast filter was disabled
  • change emulated board filesystem and Z3 board IDs because of ID conflicts with QuickNet Z2 board (2011/2)
  • set default filter to 1x (was FS) and enable new "default" scaling method that only scales if window size is set to large enough than normal Amiga overscan size or so small that image wouldn't fit, always scales in fullscreen modes.
  • "re-recorder" implemented (completely rewritten combined input/state recorder). More information coming later, still some (non-trivial) work to do...
  • many statefile related changes for input/state recorder compatibility, may break something else..
  • WARNING: statefiles created with betas may not be compatible with future versions!
  • save current track's data and density in statefile if disk drive motor is active (regenerated raw track data/density after state restore may not be identical if using ipf or fdi images)
  • state save/restore while disk DMA is active is now fully supported
  • save strings in utf8 (should have been done long time ago during unicode updates..)
  • useless DMAC chunk was saved in non-CDTV configurations (2.3.0)
  • CD state chunks were saved even if selected configuration didn't have any CD drives (2.3.0)
  • 68020 cache and prefetch pipeline saved and restored
  • full blitter statefile support in cycle exact mode, state capture/input recorder only currently. This saves blitter emulation variables, not real hardware state (internal statemachine state, latches, counters etc..) because internal structure is unknown. State capture only because it requires 100% identical state after restore (normal blitter state forces current blit to finish). This is not enabled in normal state saving because it is very difficult to keep state saving compatibility between versions when state is hardcoded to current emulation implementation.
wstecz13/10/2010 19:51
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