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[SEGA] TwoMBit 1.1

[0] @ Poniedziałek, 2 Kwietnia 2012 12:14CET

PiCiJi i jego TwoMbit to nowy multiemulator konsol SEGI (SG1000, SEGA GAME GEAR, SEGA MASTER SYSTEM), oparty na szeregu już gotowych bibliotek - blip_buffer, sms_ntsc (blargg), libco (byuu), wymagający od nas posiadania np. NET 2.0 - w zamian oferuje emulację "cycle-accurate" wspomnianych konsol. Trochę spóźniony news, jednak warto wspomnieć o tym projekcie.

 

TwoMbit  v 1.0.1  30.03.2012

[general]

  • switched to gcc for compiler
  • switched to QT 4.8 for Gui ( c# / .net is no more )
  • build libsms (cross-plattform)

[emulation]

  • gamegear emulation
  • sg-1000 emulation
  • emulating additional cart work ram (Ernie Els Golf, the castle, Othello)
  • emulating bus contention
  • emulating game gear bios
  • emulating custom sram sizes (Shining force)
  • emulating eeprom of the baseball series games
  • emulating lightpahser, paddle (japanese and export), sportspad (japanese and export), 3d glasses, Terebi Oekaki
  • emulating gear-2-gear at cycle level
    • parallel (Squinky Tennis in micro machines, Primal Rage, ...)
    • serial
    • different baud rate settings
  • emulating backward compatibillity of gamegear(mastergear) and sms
  • emulating yamaha2413
  • fex(zip, 7z, rar, gzip), bzip2, untar for compressed roms

[bugfixes]

  • removed cache for irq detection, now irqs will be detected one cpu cycle before opcode edge ( simplified the overall process)
  • fixed sample playback
  • differentiate between sg and sms/gg vdp delay and access window behavior.

to do:

  • feature doings
  • cheats
  • savestates
  • replace directx to make TwoMbit platform independant

accuracy doings

  • sn76489: writing to regs will not processed without delay
  • vdp: accurate access windows during sprite processing
  • vdp: split sprite subprocessing in timed steps (like bg processing) and not one sprite at a time
  • yamaha2413: sub sample accuracy
wstecz02/04/2012 12:14
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