2025年6月11日 星期三

PPSSPP v1.19.1

 PSP模擬器 PPSSPP 發布新版,更新如下 :

– Fix selecting background image on Android ([#20477])
– Fix RetroAchievements regression for multi-executable games ([#20469])
– Possible fix for Mac audio device selection issue ([#20482])
– Add workaround for Dragon’s Lair not working with LLE scePsmf ([#20468])
– Prevent trying to load obviously-corrupt CSO/CHD files ([#20466])
– Fix regression for homebrew apps that request extra memory ([#20457])
– Fix grid drawing in the various Robot Taisen games ([#20456])
– Fix crash in UI when viewing a directory with multiple NPDRM ISOs ([#20453])

2025年6月6日 星期五

BigPEmu v1.19

Atari Jaguar模擬器 BigPEmu 發布新版,更新如下 :

- Added some more unaligned read/write edge case handling. This addresses a problem in Theme Park, possibly among other things

- Changed some undocumented RISC instruction behavior to match some of my local hardware tests. One of these changes is known to correct an issue with object directions in Defender 2000

- Added more Jaguar GD functionality. Filesystem functions are stubbed out, but I wasn't sure if anyone really needs/wants this fully implemented, so let me know if it's important to you

- Fixed a few "undefined" Blitter cases (not known to affect any existing titles)

- Linux ARM64 builds are now part of the automated build set. Special thanks to cubanismo for guiding me through the minefield of cross-compiling for ancient Linux targets

- Significant improvements to the network rollback functionality, propagated back from BigInstinct

- All kinds of new platform/framework functionality, also propagated back from BigInstinct. I didn't feel like going through hundreds of changes to make a coherent summary, but one of the more notable additions is a byuu-style run-ahead option

- Exposed a bunch of sound spatialization functionality to the scripting API

- Exposed MOD and MP3 playback to the scripting API

- Added a timing fix for Val d'Isere Skiing and Snowboarding

- Various developer build changes to more accurately reflect hardware and/or detect errors which would break on non-developer builds (this includes enabling M68K address exceptions)

- Lots of "anti-emulator" code will be failing in developer builds at this point, and some related functionality may be propagating to non-developer builds soon; relying on inaccuracies to prevent your software from running in BigPEmu is unwise. If you really want to prevent your software from running in BigPEmu, contact me about better/future-proof methods

https://www.richwhitehouse.com/jaguar/index.php

JoyToKey v7.1.1

 鍵盤 <--->手把映射軟體 JoyToKey 發布新版,更新如下 :

  • Improved the key code emulation for Pause/Break key, and also provided the alternative key code (accessible from the right-click menu).
  • When the button assignment changes due to SHIFT function or active profile switch, there has been a feature to ignore the already pressed input "for the specified time". This feature was enhanced to be also able to ignore the input "until it's pressed again".
  • Added "Tab" key in the right-click assignment menu.
  • Bug fix: When the same button's definition is triggered from multiple buttons, (e.g. Button[20] is called from both LT and RT), it wasn't released at the expected timing.
  • Bug fix: Fixed the occasional display issue when "Options" tab was selected.

PPSSPP 1.19

 PSP模擬器 PPSSPP 發布新版,更新如下 :

  • Audio

    • Brand new sceAtrac implementation, fixing Flatout and multiple other long-standing issues! (#20098#20136#20138#20162)
    • More correctly implemented sceAtrac-through-sceSas functionality, fixing voice in Sol Trigger and multiple minis (#20156)
    • Better support for using sceAudiocodec directly, fixing music in some homebrew apps (#20199#20246#20253#20209)
    • Volume control improvement (#19969#19971)
  • Rendering fixes and performance

    • Important: This will be the last major version with D3D9 support. D3D11 will of course continue to be supported, along with Vulkan and OpenGL.
    • Fix smoke effects in Jak'n'Daxter by re-using the fix from Ratchet & Clank (#20032)
    • Software depth buffer rendering added to fix lens flares in multiple games efficiently (Midnight Club LA, Wipeout, Syphon Filter etc) (#19748#19764#20231#19955, etc)
    • Multiple rendering-related crash fixes (#20270#20346#20344)
    • Texture replacement load speed corrected and can now be controlled (#20286), regression fix for zipped packs (#19860)
    • Additional assorted compatibility and other fixes (#20376#20070#19685)
    • Persona 1/2 readback fixes (#20067#20068)
    • Other correctness fixes (#20233#20255#19686)
  • General emulation

    • Allow disabling HLE on a per-module basis (if games ship the module so we can load it). Enabled for sceCcc (#20218), and more importantly scePsmf (#20208), fixing multiple issues.
    • Additional module loading improvements (#20114)
    • More precise sleep function on Windows (#20054)
    • More replacement texture improvements, allow replacing game icons (#19975#19978)
    • Disable certain features like fast-forward when networking is on, to avoid de-syncs (#20311)
    • Fixes mono Atrac3 as video soundtrack (#19800)
    • Improvements to RISC-V support (#20352)
  • Control and input

    • Touch gliding support added (#19983)
    • Allow simultaneous DInput and XInput input (#20347)
  • New "Dear ImGui"-based PSP debugger: ImDebugger

    • Allows very rapid development of debugging features as-needed, and also implements a pretty good Ge debugger for stepping through draws.
    • Unlike the old Win32 debugger (but similar to the unmaintained web debugger), works on all platforms (though cumbersome on touchscreens)
    • Major commits (though there are many more): (#20242#20240#20294)
  • Multiplayer

    • Added Infrastructure multiplayer support, with automatic DNS configuration (#19865#19869#20221#20220#19875)
      • Note: Only games that people have made "revival servers" for will work. See here.
    • Implement more of sceNet (prerequisite for the former feature).
    • Socket re-mapping implemented (#19827)
    • Assorted bugfixes, thanks ANR2ME (#20247#20245#19843#19849#19836)
  • UI

    • Loading spinner now actually spins properly, the app no longer appears to hang (#20341)
    • Minor features: Asks for confirmation on exit in most scenarios (#19996#20023), DPI scaling (#20013), can pause without menu (#19883)
    • As usual a lot of tweaks, perf fixes, and fixes for hangs and crashes (#20343#20332#20305#20303#20299#20163#20152#20143#20079#20137#20374)
    • Two new color themes (#20334#20335), related themability fixes (#19984#19995#20308)
    • Improvements and bug fixes in the savedata manager (#19771#20170)
    • Add "Move to trash" deletion funcionality to multiple platforms (#20230#20261)
    • Add ability to take "raw" screenshots of gameplay (#20029)
    • More files can be loaded directly from ZIP (#20243)
    • Developer Settings are now tabbed for easier access (#20228)
    • Switch to the full libpng API so we can disable gamma correction, like the real PSP (#20033)
    • Support displaying the battery percentage on more platforms (#19973#19967)
    • Allow picking a background image on iOS (#20370)
  • Platform compatibility

    • Exclude older Macs from using Vulkan (too many black screens, hangs) (#20236)
    • Use portable-file-dialogs to provide file-open dialogs on Linux (#20175)
    • "Cache full ISO in RAM" is now correctly hidden where it doesn't work (#20165)
    • Now rendering at proper resolution on newer Macs (#20011)
    • Mouse input improved on Android, including separate button mapping (#19915)
    • Use the correct font again on Mac/iOS (#19874)
    • Multiple file access optimizations made to make the most out of the flawed foundation called Android Scoped Storage (#19668)

2025年6月3日 星期二

Ymir v0.1.4

 SEGA SATURN模擬器 Ymir 發布新版,更新如下 :

New features and improvements

  • App: Added option to pause emulator when the window loses focus. (#181)
  • App: Added shadow under playback indicators to make them visible on white backgrounds.
  • App: Changed background color around screen to black on windowed mode.
  • CD Block: Implement Put Sector command, used by After Burner II. (#78)
  • Core: Performance improvements, especially for ARM builds. (@Wunkolo)
  • Debug: Simple CD Block commmand tracer window.
  • Input: Implemented 3D Control Pad. (#28)
  • Media: Preliminary support for CHD files. (#48)
  • Media: Support multi-indexed audio tracks (BIN/CUE only). (#58)
  • SMPC: Set SF=0 on unimplemented commands so that games can move forward.
  • SH-2: Build infrastructure needed to honor memory access cycles for improved performance and accuracy.
  • SH-2: Slow down accesses to on-chip registers to 4 cycles.
  • VDP: Rewrite VDP2 frame composition code to use SIMD on x86 and ARM for improved performance. (@Wunkolo)

Fixes

  • App: Automatically adjust scaling when system-wide DPI is changed. (@Wunkolo)
  • App: Customized profile paths are now created at the specified location instead of the default. (#119#126@lvsweat)
  • CD Block: Clear partitions and filters on soft resets triggered by Initialize CD System command. Fixes some game boot issues.
  • CD Block: Clear the "paused due to buffer exhausted" flag when SeekDisc command pauses playback. Fixes Sakura Taisen 2 read errors after FMVs.
  • CD Block: Don't clear the file system when opening the tray.
  • CD Block: Fix audio track sector sizes. Fixes some CD audio track playback glitches with certain images (particularly MDF/MDS).
  • CD Block: Fix Delete Sector end position when sector count is FFFF. Fixes some game boot issues.
  • CD Block: Fix directory indexing. Fixes one of Assault Suit Leynos 2 crashes on startup. (#127)
  • CD Block: Free last buffer from partition when ending a Get Then Delete Sector transfer when the last sector isn't fully read. Fixes some game boot issues.
  • IPL: Automatically load IPL ROM when switching disc images. (#128)
  • M68K: Soft reset CPU when executing the RESET instruction. Fixes OutRun getting stuck on its own SEGA logo.
  • Media: Fix crash when parsing CUE sheets with non-contiguous tracks.
  • SCSP: Don't mirror sound RAM on 5A8'0000-5AF'FFFF. Fixes After Burner II audio and M68K crashes.
  • SCU: Rework interrupt handling. Fixes Rayman inputs. (#59)
  • SCU: Set ALU = AC before running DSP operations. Fixes Quake crash on boot. (#156)
  • SCU: Timer enable flag applies to both timers. Fixes background priority issues in Need for Speed.
  • SH-2: Fix PC offsets for exceptions, interrupts, TRAPA and RTE. Fixes some game boot issues.
  • SH-2: Fix PC offsets for movamov.w and mov.l with @(disp,PC) operand (thanks to @celeriyacon).
  • SH-2: Fixes and accuracy improvements to DIVU (thanks to @celeriyacon).
  • SH-2: Fixes and accuracy improvements to FRT (thanks to @celeriyacon). Fixes freezes in Daytona USA. (#7)
  • SH-2: Fixes and accuracy improvements to WDT (thanks to @celeriyacon).
  • SH-2: Lazily update WDT and FRT timers. Provides a 5-10% performance boost and improves accuracy!
  • SMPC: Various INTBACK handling adjustments. Partially fixes Assault Suit Leynos 2 no-boot issues.
  • System: Fix cycle counting on the main loop not taking into account the number of cycles taken by the CPUs, resulting in undercounting timers.
  • VDP1/2: Fix handling of 16-bit sprite data from VDP1 when VDP2 uses 8-bit sprite types. Fixes sprites in I Love Mickey Mouse/Donald Duck.
  • VDP2: Allow 8-bit reads and writes to VDP2 registers.
  • VDP2: Apply transparency to mixed-format sprite data when rendering the special value 0x8000. Fixes Assault Suit Leynos 2 black screen after loading.
  • VDP2: Don't increment vertical mosaic counter if mosaic is disabled. Fixes text boxes and character portraits in Grandia. (#91)
  • VDP2: Fix bitmap base address for RBGs. Fixes several graphics glitches on menus and in-game in Need for Speed.
  • VDP2: Fix line screen scroll in double-density interlace mode. Fixes stretched videos in Grandia. (#91)
  • VDP2: Fix special color calculation bits. Fixes Sonic R water effects. (#150)
  • VDP2: Fix vertical cell scroll effect on games that set up access patterns that don't match the NBG parameters. Fixes Sakura Taisen 2 FMVs.
  • VDP2: RBG0 was always being processed/rendered even when disabled.
  • ymdasm: Fix file length when using a non-zero initial offset with the default length.

Known issues

Several games exhibit graphics or sound glitches. See Issues for details. Specific cases:

  • After Burner II: some sprites that should be transparent are rendered in a black box
  • Akumajou Dracula X: sound effects sometimes play too quietly or are silent
  • Die Hard Arcade/Dynamite Deka: missing sound effects
  • Doom: minor graphics artifacts. Sound effects only play on the left channel when using Stereo audio (#192)
  • Fighters Megamix: some graphics are slightly offset to the left (#190)
  • I Love Donald Duck: sprites persist through some screens
  • I Love Mickey Mouse: status bar and other HUD elements are missing
  • Final Fight Revenge: the ground is just a plain color (#104)
  • Groove on Fight: character sprites are glitched (#70)
  • Marvel Super Heroes vs. Street Fighter: flashing graphics
  • NiGHTS into Dreams: doesn't play the intro video (#46). You can skip it by pressing start on the black screen
  • Phantasy Star Collection:
    • Phantasy Star I: audio is quiet and only plays during the intro
    • Phantasy Star II and III: audio is played on the right channel only
    • Phantasy Star IV: goes to a black screen and only plays music
  • Sonic Jam:
    • Main menu text sometimes isn't rendered (#131)
    • The status bar at the top of the screen in Sonic World is partially drawn (#131)
    • Music stops playing after a while (#83)
  • Sonic R: some sound effects (like the pause jingle) play back incorrectly
  • Virtua Fighter: glitchy in-game graphics (#40)
  • Thunder Force Gold Pack 2: no audio in either game (#145)
  • X-Men vs. Street Fighter: flashing graphics

Netlink-capable games are not supported yet; these either boot back to system menu or hang on the SEGA logo:

  • Daytona USA CCE Netlink Edition
  • Daytona USA Circuit Edition (Japan)
  • Duke Nukem 3D (USA) (#136)
  • Saturn Bomberman (#63)

The following games softlock or freeze during gameplay:

  • Advanced V.G.: freezes when selecting a character
  • Assault Suit Leynos 2: freezes on a black screen in-game
  • Clockwork Knight 2: freezes on a black screen when starting the game
  • Grandia: freezes if VDP threading is enabled. The 3D graphics glitch out if VDP threading is disabled. (#91)
  • Sakura Taisen: freezes during certain dialogue lines (#90). Can be worked around by mashing B to skip sound clips before the softlock happens
  • Sakura Taisen 2: freezes during certain dialogue lines
  • Vampire Hunter: freezes if you let the intro sequence play past the "Vampire" logo

The following games stay stuck on the SEGA copyright screen, on a black screen or boot back to the system menu:

  • Astal (#132)
  • Capcom Generation - Dai-5-shuu Kakutouka-tachi (#68)
  • Crusader - No Remorse (#108)
  • Discworld
  • Jung Rhythm (#85)
  • The King of Fighters '95 (#75)
  • Mega Man X3

Miscellaneous issues:

  • Switching discs or returning to the system menu with A+B+C+Start while using a Japanese IPL (BIOS) ROM may cause the system to display the "Game disc unsuitable for this system" or "Cartridge unsuitable for this system" messages. As a workaround, force a hard reset (Ctrl+R by default) to fix this.
  • Rayman: inputs are inconsistent (feels like pushing a turbo/repeat button) (#59) and has some graphics issues

This game currently only works with SH-2 cache emulation enabled: