PS模擬器 Xebra 發布新版,更新如下 :
今年の更新はこれで終わりだと思う。
今回もエミュレーションに関する修正は無いので更新の必要性は低い。
CD-ROMイメージファイルの作成方法を変更した。
従来はサブチャネルのために3回連続で同じ値が抽出出来るまでリトライしていたが、
いい具合に傷がついていると3回連続で同じエラーになるだけなので断念し、
subファイルは計算で修正することにした。
一応、n回連続で同じ値で抽出出来るまでリトライするモードも残してある。
追加で作成されるファイルは以下のようになっている。
suaファイル ... TOC関連情報とサブチャネルの生データを結合したもの
subファイル ... サブチャンネルの生データを位置情報に合わせてシフトしための
sucファイル ... subファイルからPQチャネルの修正を行ったもの
sudファイル ... sucファイルからRSTUVWチャネルをクリアしたもの
sueファイル ... エラーログファイル
PS1のディスクは特にそうなのだが、
メインチャネルの位置情報とサブチャネルの位置情報がズレている。
現実がそうなのだから、そのまま出力すれば良いとも思うが、
サブはサブで位置を揃える方針のようなので、それに従っている。
sueファイルを見て、RSTUVWチャネルの非ゼロデータが単なるノイズだと確認できたら
sudファイルをsubファイルにリネームし、他は捨てて良いだろう。
こうやって出来たsub(sud)ファイルは、殆どのドライブで
常に同じファイルになるはずだ。
ちなみに修正方法だが、
Pチャネルは全て0x00か全て0xFFのどちらかなので、
0xFFが過半数なら0xFF、そうでなければ0x00で埋めるている。
QチャネルにはCRCがあるから、
CRCが一致しない場合、上下桁のどちらかが一致すればCRCが間違っていると考え、
そうでなければデータが間違っていると考え、直前の正常なデータから
推測を行っている。トラックが変わった直後にエラーが発生すると
直前の正常なデータというのは前のトラックのものになるから
上手く推測できなくて修正してもCRCが一致しないことがある。
修正してもCRCが一致しない場合は *** を記録してあるから
目印にすると良いだろう。まれに *** が記録されていても
CRCが上下桁ともに間違っているだけで、データは間違っていない場合もある。
知識があれば、手修正する方が早いが、そうでなければ
*** が現れなくなるまで再抽出した方が早いと思う。
http://drhell.web.fc2.com/ps1/index.html
2018年12月30日 星期日
Nintaco (2018-12-30)
FC/NES模擬器 Nintaco 發布新版,更新如下 :
- Made Show | More Than 8 Sprites Per Scanline compatible with rewind time.
https://nintaco.com/news.html
- Made Show | More Than 8 Sprites Per Scanline compatible with rewind time.
https://nintaco.com/news.html
2018年12月29日 星期六
MasterGear v4.5
SEGA Mark3/MasterSystem/GameGear/SG1000/SC3000/SF7000模擬器 MasterGear 發布新版,更新如下 :
- Now truncating all VRAM table addresses to 16kB boundary.
- Fixed accidental crashes when running SC-3000 programs.
- Now only hitting MIDI drums once per screen when recording.
- Moved "Light Gun" option to the "Input" menu in MG-Windows.
http://fms.komkon.org/MG/
- Now truncating all VRAM table addresses to 16kB boundary.
- Fixed accidental crashes when running SC-3000 programs.
- Now only hitting MIDI drums once per screen when recording.
- Moved "Light Gun" option to the "Input" menu in MG-Windows.
http://fms.komkon.org/MG/
2018年12月26日 星期三
SimCity NES Prototype
FC/NES版 SimCity (模擬城市) 工程版已經釋出,以FC機能來說已經是很不錯了,音樂表現也不差,有興趣的朋友可以體驗看看。
http://gamehistory.org/simcity
https://archive.org/details/simcity-nes
MAME 0.205
MAME發布新版,更新如下 :
0.205 2018-12-26
----------------
MAMETesters Bugs Fixed
----------------------
- 02774: [Graphics] (seta2.cpp) grdians: Occasional one-frame glitches. (David Haywood)
- 04053: [Graphics] (ssv.cpp) eaglshot, dynagear: Missing raster effect. (David Haywood)
- 04954: [Graphics] (cps2.cpp) mvscu, xmvsf, mshvsf: Sprite priority problem on final stage with Onslaught. (hap)
- 05732: [Crash/Freeze] All games using MCS-48: Crash when trying to set watchpoint with wpd in MCS-48 games. (AJR)
- 06539: [Crash/Freeze] (konamim2.cpp) All sets in konamim2.cpp: [debug] Assertion failure on VTLB fill. (Phil Bennett)
- 06566: [Crash/Freeze] (vic20.cpp) All sets in vic20.cpp: Mounting Data 20 Video Pak (videopak) causes an exception. (Ryan Holtz)
- 07005: [Crash/Freeze] (vamphalf.cpp) wolrdadv, luplup, poosho (possibly more): Games crash after 36 minutes with DRC. (Ryan Holtz)
- 07022: [DIP/Input] (vtech2.cpp) laser500: Some keys are not working. (Robbbert)
- 07049: [Media Support] (ct486.cpp) ct486: MAME writes to floppy images opened in read-only mode. (AJR)
- 07116: [Save/Restore] Numerous drivers: Memory banking not restored correctly when loading save states. (O. Galibert)
- 07131: [Graphics] (vtech2.cpp) laser500: Hand-drawn character generator ROM contains errors. (nippur72)
- 07165: [Documentation] (bzone.cpp) bzone: Incorrect memory range in comments. (zaxxon)
- 07169: [Sound] (equites.cpp) equites, equitess: No sound effects after changing DIP switches and soft reset. (AJR)
- 07170: [Sound] xaudio2: Module attemts to look up XAudio2 APIs in DirectWrite DLL. (Moe)
- 07172: [Gameplay] (vii.cpp) vii + vii software list entries: Inputs no longer work for vii and vii cartridges. (Ryan Holtz)
- 07177: [Documentation] swim: Closing parenthesis missing in device description. (AntoPISA)
New working machines
--------------------
Dance Dance Revolution Strawberry Shortcake [Peter Bortas, ClawGrip, The Dumping Union]
Four Play [Robbbert]
Game & Watch: Oil Panic [algestam, Eric Smith]
Game & Watch: Squish [algestam, 4am]
Jong Shin (Japan) [ShouTime, The Dumping Union, Ivan Vangelista]
Magic Purple [David Haywood, Jose IBI, Arcade Vintage, Recreativas.org, The Dumping Union]
Pastel Island (Japan, prototype) [ShouTime, David Haywood]
Player's Edge Plus (X002143P+XP000043) Joker's Revenge Poker [Brian Troha]
Super Ball (Version EC-3.50 N165) [Grull Osgo]
Super Ball (Version EC-3.50 N322) [Grull Osgo]
Venom & Spider-Man - Separation Anxiety (SNES bootleg) [Jorge Silva, Kravex, iq_132]
Video Eight [Robbbert]
New working clones
------------------
Eagle Shot Golf (Japan, bootleg?) [Joshua Inman]
Galaxy Gunners (1990 year hack) [David Torres, ClawGrip, Recreativas.org]
Grand Prix Star (ver 4.0) [Porchy, The Dumping Union]
Iga Ninjyutsuden (Japan, bootleg) [hammy, Jonhughes, digshadow]
Legend of Hero Tonma (World, bootleg with i8751) [hammy, The Dumping Union]
New Biliard 98 (Pool 10 hack) [Roberto Fresca, f205v]
Pit Fighter (rev 1, 2 players) [R.Coltrane, The Dumping Union]
Street Fighter EX2 Plus (Euro 990611)
[Nomax, Brian Troha, Sean Sutton, Henrique Areias Pontes, MetalliC, Evan Korzon, Smitdogg, The Dumping Union]
Street Fighter II': Champion Edition (Red Wave PtII, bootleg) [okada yuko]
Street Fighter: The Movie (v1.14N, Japan) [Jorge Silva]
Triumph-Adler Alphatronic PC (NTSC) [AJR]
Trivial Pursuit (Volumen II, Spanish, Maibesa license) [Sevilla Retro, Arcade Planet, Recreativas.org, The Dumping Union]
Machines promoted to working
----------------------------
Evil Night (ver UBA) [Phil Bennett, Ryan Holtz]
Fruit Bonus 2010 [David Haywood, Canil Babypet]
Tobe! Polystars (ver JAA) [Phil Bennett, Ryan Holtz]
Total Vice (ver EBA) [Phil Bennett, Ryan Holtz]
Clones promoted to working
--------------------------
Break Thru (Tecfri license) [ClawGrip, jordigahan, Recreativas.org, The Dumping Union, Roberto Fresca]
Hell Night (ver EAA) [Phil Bennett, Ryan Holtz]
New machines marked as NOT_WORKING
----------------------------------
15 Lions (10166211, Queensland) [Heihachi_73]
Cardinal Video Terminal [Bitsavers]
DECstation 3100 [R. Belmont, Maciej Rozycki]
Epic 14E (v1.0) [Al Kossow]
Flash Beats [R. Belmont, twistedsymphony]
Fortune 32:16 [Bitsavers]
HP 3478A Multimeter [fenugrec]
HP 95LX [shattered]
Les Fiches (ver 1.3) [f205v]
Monon Color [David Haywood, zhongtiao1]
mupid M-Disk Comp.-A [Dirk Best]
mupid Post-Mupid C2A2 [Dirk Best, rfka01]
Network Computing Devices NCD 16 [R. Belmont, Al Kossow]
Pro Tele Cardioline (Salter Fitness Bike V.1.0, Checksum 02AB) [ClawGrip, Roberto Fresca, Arcade Vintage, Recreativas.org]
Shine/1 [Carlo Santagostino, Alessandro Liberalato, Nigel Barnes]
Super Mario Fushigi No Korokoro Party 2 [ShouTime, Dane Biegert, rtw, The Dumping Union]
Telmac 1800 [Robbbert]
Trivial Pursuit (Volumen IV, Spanish, Maibesa hardware) [Sevilla Retro, Arcade Planet, Recreativas.org, The Dumping Union]
Won! Tertainment Happy Channel (Ver E) [ShouTime, Dane Biegert, rtw, The Dumping Union]
New clones marked as NOT_WORKING
--------------------------------
Black Belt (Zaccaria, French speech) [PinMAME]
Black Belt (Zaccaria, German speech) [PinMAME]
Black Belt (Zaccaria, Italian speech) [PinMAME]
Grundig FL-100 [Dirk Best]
Grundig PTC-100 [Dirk Best, rfka01]
Infonova C2A2 [Dirk Best, rfka01]
Les Fiches (ver 1.2) [f205v]
More Chilli (20289311, Queensland) [Heihachi_73]
New Star's Phoenix (French speech) [PinMAME]
Orchid Mist (0101241V, New Zealand) [Heihachi_73]
OSCOM 1000B [Robbbert]
Pelican Pete - Jackpot Carnival (10226711, Queensland) [Heihachi_73]
Queen of the Nile (0300785V, New Zealand) [Heihachi_73]
Spring Carnival (10008011, Queensland) [Heihachi_73]
Star's Phoenix (French speech) [PinMAME]
Werewolf Wild (20290711, Queensland) [Heihachi_73]
New working software list additions
-----------------------------------
bbc_rom:
Accelerator 1.03, Acom, Advanced BASIC 1.01, ATS 2.60 STL, ATS 3.1 Morley, CommSoft 8.6h, DataGem 1.02F, Demon, Diagram II,
Disc Menu 1.00, Disc Menu 1.20, EdiKit 1.00, EXROM: The Extension ROM 3.17, General Utilities, Hebrew, HyperDriver 1.40,
Ice-Box 1.40, Master Operating System: A Dabhand Guide, Matrix, Midwich WDFS, NTQ Font Extension ROM 2, NTQ Font Extension ROM 3,
NTQ Font Extension ROM 4, Plus 4.00, PMS Genie Junior, ROM Master (Computer Village), Side Writer 4.0, Solidisk DFS 2.2F Issue 2,
Solimon 1.02, StarStore II 2.03, STL Toolkit 1.20 15/10/85, STL Toolkit 1.20 22/10/85, STL Toolkit 1.20 27/09/85,
STL Toolkit 1.3 03/03/86, SupaStore 2.0S, System Delta 2.011, T2C3 1.00, TechnoCAD R1, TechnoCAD R2, Teletel Emulator 1.00,
Teletel Emulator 1.12, TNC2-3 Driver, Trek 1.07, Turbo-PROM, UserRAM Demonstration ROM, User to User, UVIPROM 1.0, VDU 1.2,
VT100 1.60, Xcal [Nigel Barnes]
c64_cass:
10 Computer Hits 2, 180, 1985 - The Day After, 1985 - The Day After (alt), 4 Most Megaheroes, 5th Gear, 911 TS, APB, Aardvark,
Ace 2088, Advanced Basketball Simulator, Agent X II: The Mad Prof's Back!, Ah Diddums, Airborne Ranger, Airwolf, Airwolf 2,
Alleykat, Amaurote, Anarchy, Android 2, Andy Capp, Annihilator, Arcade Classics, Arcadia 64, Archon II: Adept, Arkanoid,
Armageddon, Armageddon (Visions), Asylum, Attack of the Mutant Camels, Augie Doggie and Doggie Daddy, Automania (Manic Mechanic),
B.C. Bill, BC's Quest for Tires, BCII: Grog's Revenge, BMX Racers, BMX Racers (alt), BMX Racers (alt2), BMX Simulator, BMX Trials,
Back to Reality, Back to the Future, Barbarian II, Batman, Batman: The Caped Crusader, Battle Island, Battle Ships, Battle Valley,
Bazooka Bill, Beach Buggy Simulator, Beach-Head, Beat-It, Better Dead Than Alien, Beyond the Ice Palace,
Big Nose's American Adventure, Bionic Granny, Blagger Goes to Hollywood, Blaze Out, Blue Angel 69, Blue Thunder, Bomb Jack,
Bomb Jack II, Bombo, Bombuzal, Booga-Boo the Flea, Booty, Booty (Silver), Brainstorm, Breakthru, Bruce Lee, Bubble Bobble,
Bubble Dizzy, Buffalo Bill's Rodeo Games, Bug Blitz, Bug Squad, Bullseye, Bump Set Spike, Burger Chase, C.O.D.E. Hunter,
Cauldron I & II, Cauldron II: The Pumpkin Strikes Back, Cavelon, Cavemania, Caverns of Eriban, Caverns of Xydrapur,
Chain Reaction, Challenger, Championship Basketball - Two on Two, Chiller, Chinese Juggler, Chubby Gristle, Circus Attractions,
Classic Snooker, Cliff Hanger, Combat Lynx, Commando, Commando (Encore), Computer-Orgel, Corporation, Cosmic Convoy,
Cosmic Cruiser, Crazy Balloon, Crazy Cars, Crazy Kong, Critical Mass, Cybernoid: The Fighting Machine, Cybertron Mission,
Cybotron, Cyclons, Cylu, Daley Thompson's Decathlon, Daley Thompson's Decathlon (Hit Squad), Dan Dare II - Mekon's Revenge,
Danger Mouse in Double Trouble, Dark Star, Das Spukschloss, Deadly Evil, Demon Blue, Denarius, Desert Hawk,
Dizzy: Down the Rapids, Donkey Kong, Double Dare, Double Dragon II: The Revenge, Drop Zone, Duck Shoot, Dynamite Dan,
Eagle Empire, Enduro Racer, Engineer Humpty, Erebus, European 5-a-Side, Falcon Patrol, Falcon Patrol 2, Fall Guy, Fast Food,
Fighter Pilot, Finders Keepers, Firelord, Fireman Sam, First Strike, Fist II: La Leyenda Continua, Flak, Flying Feathers,
Footballer of the Year, Force One, Formula 1 Simulator, Frank Bruno's Boxing, Frank Bruno's Boxing (Encore),
Frank Bruno's World Championship Boxing, Frankenstein Jnr., Frightmare, Fruit Machine Simulator, Fruit Machine Simulator 2,
Fun School 2 for 6-8 Year Olds, Fungus, Galactic Games, Gangster, Gaplus, Gary Lineker's Hot-Shot!, Gauntlet, Gauntlet (Kixx),
Gauntlet: The Deeper Dungeons, Ghostbusters, Ghouls, Gilligan's Gold, Glug Glug, Gold or Glory, Golden Axe, Golf, Golf Master,
Grand Larceny, Grand Prix Simulator, Graphic Editor, Graphics Editor, Gribbly's Day Out, Gryzor, Guardian, Guardian Angel,
Gunstar, Gyroscope, H.A.T.E: Hostile All Terrain Encounter, H.E.R.O., Harvey Headbanger, Headcoach, Hektik, Hektik (alt), Hexpert,
Hollywood Poker, Hoodoo Voodoo, Hoppingmad, Horace Goes Skiing, Hunchback, Hungry Horace, Hustler, Huxley Pig, Hyperbowl, I Ball,
I Ball II, I-Xera, IO (Into Oblivion), Ikari Warriors, International Rugby Simulator,
James Bond 007 in Live and Let Die - The Computer Game, James Bond 007: Licence To Kill, Jeep Command,
Jet Set Willy II: The Final Frontier, Joe Blade, Joe Blade 2, Jonah Barrington's Squash, Jonny and the Jimpys,
Junior Maths: Spirates / Snowmen, KGB Superspy, KP Skips Action Biker with Clumsy Colin, Kaktus, Kane, Kentilla, Kentucky Racing,
Kikstart 2, Kikstart 2 (alt), Kikstart: Off-Road Simulator, Killing Machine, Knight Tyme, Knightmare, Kokotoni Wilf,
Konami's Pooyan, Kongo Kong, Krazy Kar, Labyrinth, Lancer Lords, Land of Neverwhere, Lazer Force, Lazer Wheel, Los Angeles Swat,
Lotus Esprit Turbo Challenge, Magic Carpet, Majik, Manic Miner, Manic Miner (MAD), Match Point, Metro Cross, Miami Chase,
Micro Ball, Mike Read's Computer Pop Quiz, Milk Race, Missile Command, Mission Omega, Monkey Magic, Monopole, Mordon's Quest,
More Adventures of Big-Mac the Mad Maintenance Man, Moto X, Motor Mania, Motor Mania (alt), Mr. Wimpy: The Hamburger Game,
Munch Mania, Munch Mania (alt), Mushroom Alley, Mystery of the Indus Valley, Nebulus, Neutral Zone, Neutralizor, New York City,
Night Racer, Ninja, Nonterraqueous, Oh No!, Oink!, Olympic Skier, On Cue, Operation Thunderbolt, Operation Wolf, Orbitron, Outlaw,
P.O.D. - Proof of Destruction, Pacmania, Paint-Box 64, Pakacuda, Panther, Paperboy, Paperboy (alt), Paradroid, Parallax,
Park Patrol, Pedro, Penetrator, Periscope Up, Pilot 64, Pinball Wizard, Ping Pong, Pipeline 2, Platoon, Popeye 2,
Popeye 3: Wrestle Crazy, Poster Paster, Pro Skateboard Simulator, Prodigy, Professional Ski Simulator,
Professional Snooker Simulator, Protium, Prowler, Punchy, Pyjamarama, QUATTRO Adventure, QUATTRO Cartoon, QUATTRO Combat,
QUATTRO Fighters, QUATTRO Racers, QUATTRO Super Hits, Quintic Warrior, Raging Beast, Raid over Moscow, Rainbow Islands,
Rally Driver, Rambo III, Rambo: First Blood Part II, Realm of Impossibility, Red Heat, Red Max, Renegade, Rescue on Fractalus!,
Rigel's Revenge, Rik the Roadie, River Rescue, River Rescue (Alternative), Road Blasters, Road Blasters (Kixx), Road Runner,
Road Runner and Wile E. Coyote, Robin to the Rescue, Rock Star Ate My Hamster, Rock'n Wrestle, Rock'n Wrestle (alt), Rollaround,
Rollerball, Rollerboard, Rolling Thunder, RoomLord, Rupert and the Ice Castle, Rygar,
S*M*A*S*H*E*D: Strangest Mobile Army Surgical Hospital East of Detroit, S.O.S., Salamander, Scorpion, Se-Kaa of Assiah, Sentinel,
Shamus, Silkworm, Skatin' USA, Skool Daze, Slamball, Slap Fight, Slayer, Slimey's Mine, Slinky, Snokie, Solomon's Key, Sorcery,
Space Harrier, Space Walk, Speed King, Speedboat Race, Spike in Transilvania, Spitfire, Split Personalities, Spore, Spy vs Spy,
Spy vs Spy II: The Island Caper, Spy vs Spy III: Arctic Antics, Squirm, Stallone: Cobra, Star Race, Star Wars: Return of the Jedi,
Starlifter, Starquake, Steel, Stellar 7, Stix, Storm, Strangeloop, Street Cred Boxing, Street Gang, Street Surfer,
Street Warriors, Strike, Strike Force Cobra, Strip Poker, Strip Poker (CDS), Strip Poker II, Strontium Dog and the Death Gauntlet,
Stunt Bike, Stunt Bike Simulator, Sub Hunt, Suicide Express, Summer Games, Summer Games (Kixx), Super Cassette 'B', Super Cycle,
Super Gran, Super Hang On, Super League, Super Seymour Saves the Planet, Super Trux, Superkid in Space, T-Bird, Target Renegade,
Terra Cresta, Terrormolinos, Test Master, The Action Pack, The Curse of Sherwood, The Election Game,
The Growing Pains of Adrian Mole, The Halls of the Things, The Helm, The Human Race, The Last Ninja, The Last V8,
The Last V8 (alt), The Legend of the Knucker-Hole, The National, The Newzealand Story, The Power Pack,
The Quest for the Golden Egg Cup, The Quest for the Holy Grail, The Very First, The Vindicator, Thomas the Tank Engine & Friends,
Thrust, Thrust (alt), Thunder Blade, Thundercats, Thunderforce, Time Traveller, Tomahawk, Tombs of Xeiops, Tornado Low Level,
Traffic, Trailblazer, Trivial Fruit, Trollie Wallie, Turbo 64, Turbo Boat Simulator, Turbo Esprit, Turtle Jump, U.F.O., Uridium,
Vampire, Vegas Jackpot, Velocipede, Velocipede II, Venom, Wanderer 3D, Wanted! Monty Mole, War Cars Construction Set, War Hawk,
Way of the Exploding Fist, Who Dares Wins II, Who Dares Wins II (Alternative), Wilder Westen, Winter Games, Winter Games (Kixx),
Wiz Biz, Wizball, Word Feud, World Games, World Series Baseball, Xevious, Yeti, Yie Ar Kung-Fu, Yogi's Great Escape, Zoids, Zolyx,
Zone Ranger, Zorro, Zzzzzzz [The Ultimate Tape Archive Team]
nascom_snap:
3D Labyrinth, 3D Maze, Adventure Quest, Asteroids, BLS Pascal V1.2, Breakout, Car Race, Chaser, Colossal Adventure,
Double Mastermind, Dungeon Adventure, Eldorado Gold, Eliza, Extension Basic, Fruit Machine, Fruit Machine Game, Galactic Invaders,
Galaxian Attack, Galaxy Attack, Gener-80, Graphics ROM Editor, Hangman, Hisoft Pascal 4 V1.0, Hisoft Pascal 4 V1.5,
Hisoft Pascal 4 V2.0, HullForth, Invasion, Invasion Earth, Jailbreak in Space, Level 9 Surround, Life, Logichess,
Lollypop Lady Trainer, Lords of Time, Lumberjack, Lunar Lander, Monster, Moon Raider, NAS-Calc, NAS-Forth V1.11, NAS-Pen 2.0,
Nas-Graphpac 1.0, Nascom Extended Basic, Othello, Pac Man, Piranha, Pack-Mann, React, Retriever 2, Return to Eden,
Revenge of the Drosphila, Reversi, Rubic, Sargon Chess v1.2, Sargon Chess v1.3, Serpent, Snowball, Space Invaders, Space Invasion,
Space Zap, Spacewar, The Hole in the Wall, Tic-Tac-Toe, V & T Assembler, Xtal Basic 2.2, ZEAP 2.0 [Nigel Barnes]
nascom_socket: NAS-Pen 1.0, NAS-Print 80, Sys-Ex [Nigel Barnes]
Software list items promoted to working
---------------------------------------
bbc_rom: Solidisk DFS 2.1J Issue 2 [Nigel Barnes]
New NOT_WORKING software list additions
---------------------------------------
bbc_rom: Inter-Base 2.0A, MRM E00 DFS 1.20, Mega3, SatPic 3.0 [Nigel Barnes]
monon_color:
Gangtie xia-yingxiong fanji zhan, Jiangshi lieren, Ji jia xuanfeng-gedou dashi, Kaijia yongshi daluan dou,
Luoke wangguo-bing zhi lan, Luoke wangguo-da maoxian, Luoke wangguo-hei zhi yan, Luoke wangguo-ka pai zhan ji,
Luoke wangguo-mofa zhen, Luoji pin yi pin, Longzhu-wudao dahui, Shen po-shiluo de yiji, Sai er hao-nengyuan da zuozhan,
Sai er hao: Zhanshen dou hun, Yingxiong lianmeng-zhongji gedou [zhongtiao1]
nascom_snap: Starfighters [Nigel Barnes]
Source Changes
--------------
-tmp68301: Improved accuracy of registration and acknowledgment of pending interrupts. [AJR]
-balsente.cpp: Separated emulation (and ROM) of 6VB audio board from driver class. [AJR]
-f8: Fixed LNK instruction by testing carry flag before clearing flags (github #4371). [AJR]
-z8: Overhauled register handling. [AJR]
* Moved internal internal register file to a separate address space, and added port output registers to debug state.
* Lock out interrupts on reset until EI instruction is executed.
-mbc55x: Added 8087 coprocessor. [AJR]
-x86: Step over REP instructions in debugger. [AJR]
-alphatro: Corrected clock frequencies and screen timings, and separated into PAL and NTSC variants. [AJR]
-tv955: Made keyboard begin to work, and added cursor emulation. [AJR]
-eepromser: Don't change state on soft reset (EEPROMs don't actually have reset lines). [AJR]
-rainbow.cpp: Improved monitor auto-detection, fixed palette problems, and cleaned up logging, and updated notes. [Bavarese]
-scsp.cpp: Made SCSP emulation better reflect hardware implementation. [cam900]
* Implemented EXTS mixing and DAC18B output, and removed hard-coded DMA IRQ target device.
* Added save state support, marked as having imperfects sound, and updated to use explicitly sized integer types.
* Cleaned up unused and duplicated code, removed MCFG macros, and reformatted code.
* stvcd.cpp: Implemented device_mixer_interface, allowing CD audio to be routed correctly.
* coolridr.cpp, model2.cpp, model3.cpp: Corrected SCSP and sound CPU clocks, and corrected sound balance.
* stv.cpp: Corrected SCSP clock.
-coolridr.cpp updates: [cam900]
* Restricted drawing to clipping rectangle and deferred allocating palette memory until start time.
* Reduced code duplication, replaced a bare pointers with an object finder, and improved tags and member names.
-psikyo4.cpp updates: [cam900]
* Fixed sound routing and reduced runtime tag map lookups.
* Reduced code duplication, eliminated use of ACCESSING_BITS macros, and improved member names.
-prehisle.cpp: Cleaned up code, improved member names, and reduced runtime tag map lookups. [cam900]
-seta2.cpp cleanup: [cam900]
* Deferred allocation of sprite RAM until start time, and reduced use of ACCESSING_BITS macros.
* Made more members protected, reduced unnecessary code, and improved member names.
-pgm2.cpp and pgm2_memcard.cpp cleanup: [cam900]
* Made better use of region finders rather than relying on hard-coded sizes and runtime tag map lookups.
* Changed to abbreviated integer types, made use of m_ member prefix consistent, and streamlined handler member signatures.
* Made code prefer explicitly sized integer types, reduced variable scope, and const-qualified more variables.
* Simplified graphics decoding description, reduceds use of MCFG macros, improved region names, and updated notes.
-deco32.cpp: Fixed graphical regression in captaven and clones (github #4417), and restricted ACE mixing to cliprect rectangle.
[cam900]
-sdl_sound.cpp: Re-worked ring buffer code to better encapsulate it and avoid deadlocks. [Celelibi]
-ssv.cpp: Emulated row scroll and plane masking effects. [David Haywood]
-gcpinbal.cpp: Emulated raster interrupts (used for effects in Power Flipper Pinball Shooting). [David Haywood]
-seta2.cpp updates: [David Haywood]
* Added preliminary emulation of raster effects and X offset registers.
* Improved tilemap wrapping in 8x8 mode and screen size/visible area/layer offset handling.
* Implemented alternate sprite format flag user by grdians map screen overlay.
* Simplified graphics decoding, and cleaned up code.
-goldstar.cpp: Added ROM patches to help Fruit Bonus 2010 boot, and improved inputs. [David Haywood]
-mcs51: Added preliminary AppoTech AXC51-CORE disassembler. [David Haywood]
-bus/nes_ctrl: Added Majesco dance mat device (used by the ddrdismx and ddrstraw in nes_vt.cpp). [David Haywood]
-amiga: Added support for the A2058 memory expansion Zorro card. [Dirk Best]
-hp9825, hp9845: Split I/O subsystem out of hp9845 driver, added I/O slots to hp9825, and added 98032 GPIO module. [F.Ulivi]
-Emulated HP 3478 digital multimeter. [fenugrec]
* Analog-side 8048 MCU is not dumped or emulated - main ROM patched to work around its absence.
* Some LCD characters are unverified, and LCD annunciators are not rendered.
* HP-IB/IEEE488 interface is not emulated (uses i8291 controller).
-ampoker.cpp: Fixed NVRAM size. [Grull Osgo]
-Fixed some collateral damage from refactoring. [hap]
-snowbros.cpp: Replaced yutnori ROM patch with protection simulation. [iq_132, Robbbert]
-toypop.cpp: Simplified foreground coordinate calculation. [kunikuni]
-ti99: Raise a fatal error on detecting an over-sized cartridge dump to avoid memory corruption. [Michael Zapf]
-Updated Android support to build with NDK r18b, current Android Studio, and current Gradle (target API version is now 24).
[Miodrag Milanovic]
-nascom1 updates: [Nigel Barnes]
* Improved parsing of snapshots, and added character ROM snapshot for Sargon Chess.
* Added B-Bug monitor BIOS option.
* Corrected LSW1 links location for Restart address.
-bbc updates: [Nigel Barnes]
* Added bus clocks for FDC (8 MHz), 1MHz bus (1 MHz), and Compact expansion port (8 MHz).
* Added Music 2000 and EMR BBC MIDI Interface 1MHz bus devices.
-debugger: Prevent watchpoints from being installed multiple times recursively. [O. Galibert]
-swp30.cpp: Improved sound generation and added save state support. [O. Galibert]
-ymmu100.cpp: Hooked up MIDI ports and added additional logging. [O. Galibert]
-t10mmc.cpp: Reverted seemingly erroneous change to CD audio commands, and added gain setters for each CD-DA channel. [Phil Bennett]
-nascom1.cpp updates: [Phill Harvey-Smith]
* Fixed Nascom 2/3 keyboard handling so CTRL key combinations work.
* Added correct Nascom 2 NasSys 3 BIOS ROMs for default, AVC and NET versions, and added Nascom 3 CP/M boot v3.2 BIOS ROM.
-apple3: Attempted to improve font uploading (still not perfect). [R. Belmont, Rob Justice]
-apple2: Added support for version 2 .WOZ floppy image files. [R. Belmont]
-z80ne: Corrected error in ROM from when it was transcribed by hand. [Robbbert]
-vtech2: Added support for French and German, selectable via machine configuration switches. [Robbbert]
* Note that it will crash when Reset is selected, logged as MT07180.
-rulechan.cpp: Cleaned up code, and turned Demo DIP switch on by default. [Roberto Fresca]
-brkthru.cpp: Fixed brkthrut PROM addressing and added notes. [Roberto Fresca]
-e132xs.cpp: Fixex CMPB and SUBC instruction emulation and instruction length flags when using the DRC. [Ryan Holtz]
-midtunit.cpp: Converted video emulation to a device and removed static global variables. [Ryan Holtz]
* Also added a DMA blitter graphics viewer that can be enabled with a preprocessor macro.
-midtunit.cpp, midxunit.cpp: Cleaned up code and converted logging to use logmacro. [Ryan Holtz]
-tms32031: Fixed disassembler and eliminated MCFG macros. [Ryan Holtz]
-pocketc.cpp cleanup: [Ryan Holtz]
* Reduced duplication, improved member names, reduced runtime tag map lookups, and converted logging to use logmacro.
* Removed MCFG macros, made better use of language and framework features, re-formatted code, and cleaned up comments.
-Updated bgfx and bx to latest upstream code. [Ryan Holtz]
-cave.cpp: Removed MCFG macros and made common configuration blocks into functions. [Ryan Holtz]
-Eliminated MCFG macros from may devices and drivers, including all but one of the CPUs. [Ryan Holtz, Ivan Vangelista]
-pasopia7: Increased keyboard poll rate to 5 kHz - allows de-bounce code to work. [shattered]
-hp_dio: Added DMA enable to control register of human interface card. [Sven Schnelle]
-mb87030.cpp: Fixed FIFO behaviour (fixes SCSI on HP9000/382). [Sven Schnelle]
-m68kfpu: Added (d16,An) addr mode to WRITE_EA_FPE (used by NetBSD's ps command). [Sven Schnelle]
-Added support for building with clang on FreeBSD/NetBSD, and added a missing header to video/xavix.cpp. [Thomas Klausner]
-gsword.cpp: Dumped gsword MCU and replaced simulation with preliminary emulation. [Vas Crabb, Caps0ff, *=/STARRIDER\=*]
* Demoted gsword to MACHINE_NOT_WORKING and MACHINE_IMPERFECT_SOUND as there are issues with credits registering and sound.
* Removed BAD_DUMP flag from josvolly MCU dump - there's no reason to believe the MCUs contain different programs.
-Updated and improved some command-line option descriptions. [Vas Crabb]
-Fixed failure to construct/destruct non-trivial objects that caused crashes when using DRC back-ends. [Vas Crabb]
-goldstar.cpp: Dumped graphics ROMs for Fruit Bonus 2010. [Canil Babypet]
-brkthru.cpp: Re-dumped ROMs and dumped PROMs for brkthrut. [ClawGrip, jordigahan, Recreativas.org, The Dumping Union]
-balsente.cpp: Added a missing mainboard PAL dump, and improved documentation for Spanish Trivial Pursuit sets.
[ClawGrip, Recreativas.org]
-leapster.xml: Documented some undumped games (there are dozens still missing). [ClawGrip]
-brkthru.cpp: Dumped PALs, added PCB layout and updated notes for darwin. [f205v]
-ymmu100.cpp: Added missing ROMs. [Guru]
-aristmk5.cpp: Improved documentation. [Heihachi_73]
-aristmk6.cpp: Added two BIOS sets, and fixed some PCB locations. [Heihachi_73]
-Brute-forced DES key for Sangokushi Taisen 2 satellite (Chihiro). [Peter Wilhelmsen, Morten Shearman Kirkegaard]
-m24: Added BIOS versions v1.1, v1.21 and v1.36, and added additional comments and links. [rfka01]
-berzerk.cpp: Corrected ROM labels for berzerk1 based on board photographs. [Smitdogg, The Dumping Union]
https://www.mamedev.org/
0.205 2018-12-26
----------------
MAMETesters Bugs Fixed
----------------------
- 02774: [Graphics] (seta2.cpp) grdians: Occasional one-frame glitches. (David Haywood)
- 04053: [Graphics] (ssv.cpp) eaglshot, dynagear: Missing raster effect. (David Haywood)
- 04954: [Graphics] (cps2.cpp) mvscu, xmvsf, mshvsf: Sprite priority problem on final stage with Onslaught. (hap)
- 05732: [Crash/Freeze] All games using MCS-48: Crash when trying to set watchpoint with wpd in MCS-48 games. (AJR)
- 06539: [Crash/Freeze] (konamim2.cpp) All sets in konamim2.cpp: [debug] Assertion failure on VTLB fill. (Phil Bennett)
- 06566: [Crash/Freeze] (vic20.cpp) All sets in vic20.cpp: Mounting Data 20 Video Pak (videopak) causes an exception. (Ryan Holtz)
- 07005: [Crash/Freeze] (vamphalf.cpp) wolrdadv, luplup, poosho (possibly more): Games crash after 36 minutes with DRC. (Ryan Holtz)
- 07022: [DIP/Input] (vtech2.cpp) laser500: Some keys are not working. (Robbbert)
- 07049: [Media Support] (ct486.cpp) ct486: MAME writes to floppy images opened in read-only mode. (AJR)
- 07116: [Save/Restore] Numerous drivers: Memory banking not restored correctly when loading save states. (O. Galibert)
- 07131: [Graphics] (vtech2.cpp) laser500: Hand-drawn character generator ROM contains errors. (nippur72)
- 07165: [Documentation] (bzone.cpp) bzone: Incorrect memory range in comments. (zaxxon)
- 07169: [Sound] (equites.cpp) equites, equitess: No sound effects after changing DIP switches and soft reset. (AJR)
- 07170: [Sound] xaudio2: Module attemts to look up XAudio2 APIs in DirectWrite DLL. (Moe)
- 07172: [Gameplay] (vii.cpp) vii + vii software list entries: Inputs no longer work for vii and vii cartridges. (Ryan Holtz)
- 07177: [Documentation] swim: Closing parenthesis missing in device description. (AntoPISA)
New working machines
--------------------
Dance Dance Revolution Strawberry Shortcake [Peter Bortas, ClawGrip, The Dumping Union]
Four Play [Robbbert]
Game & Watch: Oil Panic [algestam, Eric Smith]
Game & Watch: Squish [algestam, 4am]
Jong Shin (Japan) [ShouTime, The Dumping Union, Ivan Vangelista]
Magic Purple [David Haywood, Jose IBI, Arcade Vintage, Recreativas.org, The Dumping Union]
Pastel Island (Japan, prototype) [ShouTime, David Haywood]
Player's Edge Plus (X002143P+XP000043) Joker's Revenge Poker [Brian Troha]
Super Ball (Version EC-3.50 N165) [Grull Osgo]
Super Ball (Version EC-3.50 N322) [Grull Osgo]
Venom & Spider-Man - Separation Anxiety (SNES bootleg) [Jorge Silva, Kravex, iq_132]
Video Eight [Robbbert]
New working clones
------------------
Eagle Shot Golf (Japan, bootleg?) [Joshua Inman]
Galaxy Gunners (1990 year hack) [David Torres, ClawGrip, Recreativas.org]
Grand Prix Star (ver 4.0) [Porchy, The Dumping Union]
Iga Ninjyutsuden (Japan, bootleg) [hammy, Jonhughes, digshadow]
Legend of Hero Tonma (World, bootleg with i8751) [hammy, The Dumping Union]
New Biliard 98 (Pool 10 hack) [Roberto Fresca, f205v]
Pit Fighter (rev 1, 2 players) [R.Coltrane, The Dumping Union]
Street Fighter EX2 Plus (Euro 990611)
[Nomax, Brian Troha, Sean Sutton, Henrique Areias Pontes, MetalliC, Evan Korzon, Smitdogg, The Dumping Union]
Street Fighter II': Champion Edition (Red Wave PtII, bootleg) [okada yuko]
Street Fighter: The Movie (v1.14N, Japan) [Jorge Silva]
Triumph-Adler Alphatronic PC (NTSC) [AJR]
Trivial Pursuit (Volumen II, Spanish, Maibesa license) [Sevilla Retro, Arcade Planet, Recreativas.org, The Dumping Union]
Machines promoted to working
----------------------------
Evil Night (ver UBA) [Phil Bennett, Ryan Holtz]
Fruit Bonus 2010 [David Haywood, Canil Babypet]
Tobe! Polystars (ver JAA) [Phil Bennett, Ryan Holtz]
Total Vice (ver EBA) [Phil Bennett, Ryan Holtz]
Clones promoted to working
--------------------------
Break Thru (Tecfri license) [ClawGrip, jordigahan, Recreativas.org, The Dumping Union, Roberto Fresca]
Hell Night (ver EAA) [Phil Bennett, Ryan Holtz]
New machines marked as NOT_WORKING
----------------------------------
15 Lions (10166211, Queensland) [Heihachi_73]
Cardinal Video Terminal [Bitsavers]
DECstation 3100 [R. Belmont, Maciej Rozycki]
Epic 14E (v1.0) [Al Kossow]
Flash Beats [R. Belmont, twistedsymphony]
Fortune 32:16 [Bitsavers]
HP 3478A Multimeter [fenugrec]
HP 95LX [shattered]
Les Fiches (ver 1.3) [f205v]
Monon Color [David Haywood, zhongtiao1]
mupid M-Disk Comp.-A [Dirk Best]
mupid Post-Mupid C2A2 [Dirk Best, rfka01]
Network Computing Devices NCD 16 [R. Belmont, Al Kossow]
Pro Tele Cardioline (Salter Fitness Bike V.1.0, Checksum 02AB) [ClawGrip, Roberto Fresca, Arcade Vintage, Recreativas.org]
Shine/1 [Carlo Santagostino, Alessandro Liberalato, Nigel Barnes]
Super Mario Fushigi No Korokoro Party 2 [ShouTime, Dane Biegert, rtw, The Dumping Union]
Telmac 1800 [Robbbert]
Trivial Pursuit (Volumen IV, Spanish, Maibesa hardware) [Sevilla Retro, Arcade Planet, Recreativas.org, The Dumping Union]
Won! Tertainment Happy Channel (Ver E) [ShouTime, Dane Biegert, rtw, The Dumping Union]
New clones marked as NOT_WORKING
--------------------------------
Black Belt (Zaccaria, French speech) [PinMAME]
Black Belt (Zaccaria, German speech) [PinMAME]
Black Belt (Zaccaria, Italian speech) [PinMAME]
Grundig FL-100 [Dirk Best]
Grundig PTC-100 [Dirk Best, rfka01]
Infonova C2A2 [Dirk Best, rfka01]
Les Fiches (ver 1.2) [f205v]
More Chilli (20289311, Queensland) [Heihachi_73]
New Star's Phoenix (French speech) [PinMAME]
Orchid Mist (0101241V, New Zealand) [Heihachi_73]
OSCOM 1000B [Robbbert]
Pelican Pete - Jackpot Carnival (10226711, Queensland) [Heihachi_73]
Queen of the Nile (0300785V, New Zealand) [Heihachi_73]
Spring Carnival (10008011, Queensland) [Heihachi_73]
Star's Phoenix (French speech) [PinMAME]
Werewolf Wild (20290711, Queensland) [Heihachi_73]
New working software list additions
-----------------------------------
bbc_rom:
Accelerator 1.03, Acom, Advanced BASIC 1.01, ATS 2.60 STL, ATS 3.1 Morley, CommSoft 8.6h, DataGem 1.02F, Demon, Diagram II,
Disc Menu 1.00, Disc Menu 1.20, EdiKit 1.00, EXROM: The Extension ROM 3.17, General Utilities, Hebrew, HyperDriver 1.40,
Ice-Box 1.40, Master Operating System: A Dabhand Guide, Matrix, Midwich WDFS, NTQ Font Extension ROM 2, NTQ Font Extension ROM 3,
NTQ Font Extension ROM 4, Plus 4.00, PMS Genie Junior, ROM Master (Computer Village), Side Writer 4.0, Solidisk DFS 2.2F Issue 2,
Solimon 1.02, StarStore II 2.03, STL Toolkit 1.20 15/10/85, STL Toolkit 1.20 22/10/85, STL Toolkit 1.20 27/09/85,
STL Toolkit 1.3 03/03/86, SupaStore 2.0S, System Delta 2.011, T2C3 1.00, TechnoCAD R1, TechnoCAD R2, Teletel Emulator 1.00,
Teletel Emulator 1.12, TNC2-3 Driver, Trek 1.07, Turbo-PROM, UserRAM Demonstration ROM, User to User, UVIPROM 1.0, VDU 1.2,
VT100 1.60, Xcal [Nigel Barnes]
c64_cass:
10 Computer Hits 2, 180, 1985 - The Day After, 1985 - The Day After (alt), 4 Most Megaheroes, 5th Gear, 911 TS, APB, Aardvark,
Ace 2088, Advanced Basketball Simulator, Agent X II: The Mad Prof's Back!, Ah Diddums, Airborne Ranger, Airwolf, Airwolf 2,
Alleykat, Amaurote, Anarchy, Android 2, Andy Capp, Annihilator, Arcade Classics, Arcadia 64, Archon II: Adept, Arkanoid,
Armageddon, Armageddon (Visions), Asylum, Attack of the Mutant Camels, Augie Doggie and Doggie Daddy, Automania (Manic Mechanic),
B.C. Bill, BC's Quest for Tires, BCII: Grog's Revenge, BMX Racers, BMX Racers (alt), BMX Racers (alt2), BMX Simulator, BMX Trials,
Back to Reality, Back to the Future, Barbarian II, Batman, Batman: The Caped Crusader, Battle Island, Battle Ships, Battle Valley,
Bazooka Bill, Beach Buggy Simulator, Beach-Head, Beat-It, Better Dead Than Alien, Beyond the Ice Palace,
Big Nose's American Adventure, Bionic Granny, Blagger Goes to Hollywood, Blaze Out, Blue Angel 69, Blue Thunder, Bomb Jack,
Bomb Jack II, Bombo, Bombuzal, Booga-Boo the Flea, Booty, Booty (Silver), Brainstorm, Breakthru, Bruce Lee, Bubble Bobble,
Bubble Dizzy, Buffalo Bill's Rodeo Games, Bug Blitz, Bug Squad, Bullseye, Bump Set Spike, Burger Chase, C.O.D.E. Hunter,
Cauldron I & II, Cauldron II: The Pumpkin Strikes Back, Cavelon, Cavemania, Caverns of Eriban, Caverns of Xydrapur,
Chain Reaction, Challenger, Championship Basketball - Two on Two, Chiller, Chinese Juggler, Chubby Gristle, Circus Attractions,
Classic Snooker, Cliff Hanger, Combat Lynx, Commando, Commando (Encore), Computer-Orgel, Corporation, Cosmic Convoy,
Cosmic Cruiser, Crazy Balloon, Crazy Cars, Crazy Kong, Critical Mass, Cybernoid: The Fighting Machine, Cybertron Mission,
Cybotron, Cyclons, Cylu, Daley Thompson's Decathlon, Daley Thompson's Decathlon (Hit Squad), Dan Dare II - Mekon's Revenge,
Danger Mouse in Double Trouble, Dark Star, Das Spukschloss, Deadly Evil, Demon Blue, Denarius, Desert Hawk,
Dizzy: Down the Rapids, Donkey Kong, Double Dare, Double Dragon II: The Revenge, Drop Zone, Duck Shoot, Dynamite Dan,
Eagle Empire, Enduro Racer, Engineer Humpty, Erebus, European 5-a-Side, Falcon Patrol, Falcon Patrol 2, Fall Guy, Fast Food,
Fighter Pilot, Finders Keepers, Firelord, Fireman Sam, First Strike, Fist II: La Leyenda Continua, Flak, Flying Feathers,
Footballer of the Year, Force One, Formula 1 Simulator, Frank Bruno's Boxing, Frank Bruno's Boxing (Encore),
Frank Bruno's World Championship Boxing, Frankenstein Jnr., Frightmare, Fruit Machine Simulator, Fruit Machine Simulator 2,
Fun School 2 for 6-8 Year Olds, Fungus, Galactic Games, Gangster, Gaplus, Gary Lineker's Hot-Shot!, Gauntlet, Gauntlet (Kixx),
Gauntlet: The Deeper Dungeons, Ghostbusters, Ghouls, Gilligan's Gold, Glug Glug, Gold or Glory, Golden Axe, Golf, Golf Master,
Grand Larceny, Grand Prix Simulator, Graphic Editor, Graphics Editor, Gribbly's Day Out, Gryzor, Guardian, Guardian Angel,
Gunstar, Gyroscope, H.A.T.E: Hostile All Terrain Encounter, H.E.R.O., Harvey Headbanger, Headcoach, Hektik, Hektik (alt), Hexpert,
Hollywood Poker, Hoodoo Voodoo, Hoppingmad, Horace Goes Skiing, Hunchback, Hungry Horace, Hustler, Huxley Pig, Hyperbowl, I Ball,
I Ball II, I-Xera, IO (Into Oblivion), Ikari Warriors, International Rugby Simulator,
James Bond 007 in Live and Let Die - The Computer Game, James Bond 007: Licence To Kill, Jeep Command,
Jet Set Willy II: The Final Frontier, Joe Blade, Joe Blade 2, Jonah Barrington's Squash, Jonny and the Jimpys,
Junior Maths: Spirates / Snowmen, KGB Superspy, KP Skips Action Biker with Clumsy Colin, Kaktus, Kane, Kentilla, Kentucky Racing,
Kikstart 2, Kikstart 2 (alt), Kikstart: Off-Road Simulator, Killing Machine, Knight Tyme, Knightmare, Kokotoni Wilf,
Konami's Pooyan, Kongo Kong, Krazy Kar, Labyrinth, Lancer Lords, Land of Neverwhere, Lazer Force, Lazer Wheel, Los Angeles Swat,
Lotus Esprit Turbo Challenge, Magic Carpet, Majik, Manic Miner, Manic Miner (MAD), Match Point, Metro Cross, Miami Chase,
Micro Ball, Mike Read's Computer Pop Quiz, Milk Race, Missile Command, Mission Omega, Monkey Magic, Monopole, Mordon's Quest,
More Adventures of Big-Mac the Mad Maintenance Man, Moto X, Motor Mania, Motor Mania (alt), Mr. Wimpy: The Hamburger Game,
Munch Mania, Munch Mania (alt), Mushroom Alley, Mystery of the Indus Valley, Nebulus, Neutral Zone, Neutralizor, New York City,
Night Racer, Ninja, Nonterraqueous, Oh No!, Oink!, Olympic Skier, On Cue, Operation Thunderbolt, Operation Wolf, Orbitron, Outlaw,
P.O.D. - Proof of Destruction, Pacmania, Paint-Box 64, Pakacuda, Panther, Paperboy, Paperboy (alt), Paradroid, Parallax,
Park Patrol, Pedro, Penetrator, Periscope Up, Pilot 64, Pinball Wizard, Ping Pong, Pipeline 2, Platoon, Popeye 2,
Popeye 3: Wrestle Crazy, Poster Paster, Pro Skateboard Simulator, Prodigy, Professional Ski Simulator,
Professional Snooker Simulator, Protium, Prowler, Punchy, Pyjamarama, QUATTRO Adventure, QUATTRO Cartoon, QUATTRO Combat,
QUATTRO Fighters, QUATTRO Racers, QUATTRO Super Hits, Quintic Warrior, Raging Beast, Raid over Moscow, Rainbow Islands,
Rally Driver, Rambo III, Rambo: First Blood Part II, Realm of Impossibility, Red Heat, Red Max, Renegade, Rescue on Fractalus!,
Rigel's Revenge, Rik the Roadie, River Rescue, River Rescue (Alternative), Road Blasters, Road Blasters (Kixx), Road Runner,
Road Runner and Wile E. Coyote, Robin to the Rescue, Rock Star Ate My Hamster, Rock'n Wrestle, Rock'n Wrestle (alt), Rollaround,
Rollerball, Rollerboard, Rolling Thunder, RoomLord, Rupert and the Ice Castle, Rygar,
S*M*A*S*H*E*D: Strangest Mobile Army Surgical Hospital East of Detroit, S.O.S., Salamander, Scorpion, Se-Kaa of Assiah, Sentinel,
Shamus, Silkworm, Skatin' USA, Skool Daze, Slamball, Slap Fight, Slayer, Slimey's Mine, Slinky, Snokie, Solomon's Key, Sorcery,
Space Harrier, Space Walk, Speed King, Speedboat Race, Spike in Transilvania, Spitfire, Split Personalities, Spore, Spy vs Spy,
Spy vs Spy II: The Island Caper, Spy vs Spy III: Arctic Antics, Squirm, Stallone: Cobra, Star Race, Star Wars: Return of the Jedi,
Starlifter, Starquake, Steel, Stellar 7, Stix, Storm, Strangeloop, Street Cred Boxing, Street Gang, Street Surfer,
Street Warriors, Strike, Strike Force Cobra, Strip Poker, Strip Poker (CDS), Strip Poker II, Strontium Dog and the Death Gauntlet,
Stunt Bike, Stunt Bike Simulator, Sub Hunt, Suicide Express, Summer Games, Summer Games (Kixx), Super Cassette 'B', Super Cycle,
Super Gran, Super Hang On, Super League, Super Seymour Saves the Planet, Super Trux, Superkid in Space, T-Bird, Target Renegade,
Terra Cresta, Terrormolinos, Test Master, The Action Pack, The Curse of Sherwood, The Election Game,
The Growing Pains of Adrian Mole, The Halls of the Things, The Helm, The Human Race, The Last Ninja, The Last V8,
The Last V8 (alt), The Legend of the Knucker-Hole, The National, The Newzealand Story, The Power Pack,
The Quest for the Golden Egg Cup, The Quest for the Holy Grail, The Very First, The Vindicator, Thomas the Tank Engine & Friends,
Thrust, Thrust (alt), Thunder Blade, Thundercats, Thunderforce, Time Traveller, Tomahawk, Tombs of Xeiops, Tornado Low Level,
Traffic, Trailblazer, Trivial Fruit, Trollie Wallie, Turbo 64, Turbo Boat Simulator, Turbo Esprit, Turtle Jump, U.F.O., Uridium,
Vampire, Vegas Jackpot, Velocipede, Velocipede II, Venom, Wanderer 3D, Wanted! Monty Mole, War Cars Construction Set, War Hawk,
Way of the Exploding Fist, Who Dares Wins II, Who Dares Wins II (Alternative), Wilder Westen, Winter Games, Winter Games (Kixx),
Wiz Biz, Wizball, Word Feud, World Games, World Series Baseball, Xevious, Yeti, Yie Ar Kung-Fu, Yogi's Great Escape, Zoids, Zolyx,
Zone Ranger, Zorro, Zzzzzzz [The Ultimate Tape Archive Team]
nascom_snap:
3D Labyrinth, 3D Maze, Adventure Quest, Asteroids, BLS Pascal V1.2, Breakout, Car Race, Chaser, Colossal Adventure,
Double Mastermind, Dungeon Adventure, Eldorado Gold, Eliza, Extension Basic, Fruit Machine, Fruit Machine Game, Galactic Invaders,
Galaxian Attack, Galaxy Attack, Gener-80, Graphics ROM Editor, Hangman, Hisoft Pascal 4 V1.0, Hisoft Pascal 4 V1.5,
Hisoft Pascal 4 V2.0, HullForth, Invasion, Invasion Earth, Jailbreak in Space, Level 9 Surround, Life, Logichess,
Lollypop Lady Trainer, Lords of Time, Lumberjack, Lunar Lander, Monster, Moon Raider, NAS-Calc, NAS-Forth V1.11, NAS-Pen 2.0,
Nas-Graphpac 1.0, Nascom Extended Basic, Othello, Pac Man, Piranha, Pack-Mann, React, Retriever 2, Return to Eden,
Revenge of the Drosphila, Reversi, Rubic, Sargon Chess v1.2, Sargon Chess v1.3, Serpent, Snowball, Space Invaders, Space Invasion,
Space Zap, Spacewar, The Hole in the Wall, Tic-Tac-Toe, V & T Assembler, Xtal Basic 2.2, ZEAP 2.0 [Nigel Barnes]
nascom_socket: NAS-Pen 1.0, NAS-Print 80, Sys-Ex [Nigel Barnes]
Software list items promoted to working
---------------------------------------
bbc_rom: Solidisk DFS 2.1J Issue 2 [Nigel Barnes]
New NOT_WORKING software list additions
---------------------------------------
bbc_rom: Inter-Base 2.0A, MRM E00 DFS 1.20, Mega3, SatPic 3.0 [Nigel Barnes]
monon_color:
Gangtie xia-yingxiong fanji zhan, Jiangshi lieren, Ji jia xuanfeng-gedou dashi, Kaijia yongshi daluan dou,
Luoke wangguo-bing zhi lan, Luoke wangguo-da maoxian, Luoke wangguo-hei zhi yan, Luoke wangguo-ka pai zhan ji,
Luoke wangguo-mofa zhen, Luoji pin yi pin, Longzhu-wudao dahui, Shen po-shiluo de yiji, Sai er hao-nengyuan da zuozhan,
Sai er hao: Zhanshen dou hun, Yingxiong lianmeng-zhongji gedou [zhongtiao1]
nascom_snap: Starfighters [Nigel Barnes]
Source Changes
--------------
-tmp68301: Improved accuracy of registration and acknowledgment of pending interrupts. [AJR]
-balsente.cpp: Separated emulation (and ROM) of 6VB audio board from driver class. [AJR]
-f8: Fixed LNK instruction by testing carry flag before clearing flags (github #4371). [AJR]
-z8: Overhauled register handling. [AJR]
* Moved internal internal register file to a separate address space, and added port output registers to debug state.
* Lock out interrupts on reset until EI instruction is executed.
-mbc55x: Added 8087 coprocessor. [AJR]
-x86: Step over REP instructions in debugger. [AJR]
-alphatro: Corrected clock frequencies and screen timings, and separated into PAL and NTSC variants. [AJR]
-tv955: Made keyboard begin to work, and added cursor emulation. [AJR]
-eepromser: Don't change state on soft reset (EEPROMs don't actually have reset lines). [AJR]
-rainbow.cpp: Improved monitor auto-detection, fixed palette problems, and cleaned up logging, and updated notes. [Bavarese]
-scsp.cpp: Made SCSP emulation better reflect hardware implementation. [cam900]
* Implemented EXTS mixing and DAC18B output, and removed hard-coded DMA IRQ target device.
* Added save state support, marked as having imperfects sound, and updated to use explicitly sized integer types.
* Cleaned up unused and duplicated code, removed MCFG macros, and reformatted code.
* stvcd.cpp: Implemented device_mixer_interface, allowing CD audio to be routed correctly.
* coolridr.cpp, model2.cpp, model3.cpp: Corrected SCSP and sound CPU clocks, and corrected sound balance.
* stv.cpp: Corrected SCSP clock.
-coolridr.cpp updates: [cam900]
* Restricted drawing to clipping rectangle and deferred allocating palette memory until start time.
* Reduced code duplication, replaced a bare pointers with an object finder, and improved tags and member names.
-psikyo4.cpp updates: [cam900]
* Fixed sound routing and reduced runtime tag map lookups.
* Reduced code duplication, eliminated use of ACCESSING_BITS macros, and improved member names.
-prehisle.cpp: Cleaned up code, improved member names, and reduced runtime tag map lookups. [cam900]
-seta2.cpp cleanup: [cam900]
* Deferred allocation of sprite RAM until start time, and reduced use of ACCESSING_BITS macros.
* Made more members protected, reduced unnecessary code, and improved member names.
-pgm2.cpp and pgm2_memcard.cpp cleanup: [cam900]
* Made better use of region finders rather than relying on hard-coded sizes and runtime tag map lookups.
* Changed to abbreviated integer types, made use of m_ member prefix consistent, and streamlined handler member signatures.
* Made code prefer explicitly sized integer types, reduced variable scope, and const-qualified more variables.
* Simplified graphics decoding description, reduceds use of MCFG macros, improved region names, and updated notes.
-deco32.cpp: Fixed graphical regression in captaven and clones (github #4417), and restricted ACE mixing to cliprect rectangle.
[cam900]
-sdl_sound.cpp: Re-worked ring buffer code to better encapsulate it and avoid deadlocks. [Celelibi]
-ssv.cpp: Emulated row scroll and plane masking effects. [David Haywood]
-gcpinbal.cpp: Emulated raster interrupts (used for effects in Power Flipper Pinball Shooting). [David Haywood]
-seta2.cpp updates: [David Haywood]
* Added preliminary emulation of raster effects and X offset registers.
* Improved tilemap wrapping in 8x8 mode and screen size/visible area/layer offset handling.
* Implemented alternate sprite format flag user by grdians map screen overlay.
* Simplified graphics decoding, and cleaned up code.
-goldstar.cpp: Added ROM patches to help Fruit Bonus 2010 boot, and improved inputs. [David Haywood]
-mcs51: Added preliminary AppoTech AXC51-CORE disassembler. [David Haywood]
-bus/nes_ctrl: Added Majesco dance mat device (used by the ddrdismx and ddrstraw in nes_vt.cpp). [David Haywood]
-amiga: Added support for the A2058 memory expansion Zorro card. [Dirk Best]
-hp9825, hp9845: Split I/O subsystem out of hp9845 driver, added I/O slots to hp9825, and added 98032 GPIO module. [F.Ulivi]
-Emulated HP 3478 digital multimeter. [fenugrec]
* Analog-side 8048 MCU is not dumped or emulated - main ROM patched to work around its absence.
* Some LCD characters are unverified, and LCD annunciators are not rendered.
* HP-IB/IEEE488 interface is not emulated (uses i8291 controller).
-ampoker.cpp: Fixed NVRAM size. [Grull Osgo]
-Fixed some collateral damage from refactoring. [hap]
-snowbros.cpp: Replaced yutnori ROM patch with protection simulation. [iq_132, Robbbert]
-toypop.cpp: Simplified foreground coordinate calculation. [kunikuni]
-ti99: Raise a fatal error on detecting an over-sized cartridge dump to avoid memory corruption. [Michael Zapf]
-Updated Android support to build with NDK r18b, current Android Studio, and current Gradle (target API version is now 24).
[Miodrag Milanovic]
-nascom1 updates: [Nigel Barnes]
* Improved parsing of snapshots, and added character ROM snapshot for Sargon Chess.
* Added B-Bug monitor BIOS option.
* Corrected LSW1 links location for Restart address.
-bbc updates: [Nigel Barnes]
* Added bus clocks for FDC (8 MHz), 1MHz bus (1 MHz), and Compact expansion port (8 MHz).
* Added Music 2000 and EMR BBC MIDI Interface 1MHz bus devices.
-debugger: Prevent watchpoints from being installed multiple times recursively. [O. Galibert]
-swp30.cpp: Improved sound generation and added save state support. [O. Galibert]
-ymmu100.cpp: Hooked up MIDI ports and added additional logging. [O. Galibert]
-t10mmc.cpp: Reverted seemingly erroneous change to CD audio commands, and added gain setters for each CD-DA channel. [Phil Bennett]
-nascom1.cpp updates: [Phill Harvey-Smith]
* Fixed Nascom 2/3 keyboard handling so CTRL key combinations work.
* Added correct Nascom 2 NasSys 3 BIOS ROMs for default, AVC and NET versions, and added Nascom 3 CP/M boot v3.2 BIOS ROM.
-apple3: Attempted to improve font uploading (still not perfect). [R. Belmont, Rob Justice]
-apple2: Added support for version 2 .WOZ floppy image files. [R. Belmont]
-z80ne: Corrected error in ROM from when it was transcribed by hand. [Robbbert]
-vtech2: Added support for French and German, selectable via machine configuration switches. [Robbbert]
* Note that it will crash when Reset is selected, logged as MT07180.
-rulechan.cpp: Cleaned up code, and turned Demo DIP switch on by default. [Roberto Fresca]
-brkthru.cpp: Fixed brkthrut PROM addressing and added notes. [Roberto Fresca]
-e132xs.cpp: Fixex CMPB and SUBC instruction emulation and instruction length flags when using the DRC. [Ryan Holtz]
-midtunit.cpp: Converted video emulation to a device and removed static global variables. [Ryan Holtz]
* Also added a DMA blitter graphics viewer that can be enabled with a preprocessor macro.
-midtunit.cpp, midxunit.cpp: Cleaned up code and converted logging to use logmacro. [Ryan Holtz]
-tms32031: Fixed disassembler and eliminated MCFG macros. [Ryan Holtz]
-pocketc.cpp cleanup: [Ryan Holtz]
* Reduced duplication, improved member names, reduced runtime tag map lookups, and converted logging to use logmacro.
* Removed MCFG macros, made better use of language and framework features, re-formatted code, and cleaned up comments.
-Updated bgfx and bx to latest upstream code. [Ryan Holtz]
-cave.cpp: Removed MCFG macros and made common configuration blocks into functions. [Ryan Holtz]
-Eliminated MCFG macros from may devices and drivers, including all but one of the CPUs. [Ryan Holtz, Ivan Vangelista]
-pasopia7: Increased keyboard poll rate to 5 kHz - allows de-bounce code to work. [shattered]
-hp_dio: Added DMA enable to control register of human interface card. [Sven Schnelle]
-mb87030.cpp: Fixed FIFO behaviour (fixes SCSI on HP9000/382). [Sven Schnelle]
-m68kfpu: Added (d16,An) addr mode to WRITE_EA_FPE (used by NetBSD's ps command). [Sven Schnelle]
-Added support for building with clang on FreeBSD/NetBSD, and added a missing header to video/xavix.cpp. [Thomas Klausner]
-gsword.cpp: Dumped gsword MCU and replaced simulation with preliminary emulation. [Vas Crabb, Caps0ff, *=/STARRIDER\=*]
* Demoted gsword to MACHINE_NOT_WORKING and MACHINE_IMPERFECT_SOUND as there are issues with credits registering and sound.
* Removed BAD_DUMP flag from josvolly MCU dump - there's no reason to believe the MCUs contain different programs.
-Updated and improved some command-line option descriptions. [Vas Crabb]
-Fixed failure to construct/destruct non-trivial objects that caused crashes when using DRC back-ends. [Vas Crabb]
-goldstar.cpp: Dumped graphics ROMs for Fruit Bonus 2010. [Canil Babypet]
-brkthru.cpp: Re-dumped ROMs and dumped PROMs for brkthrut. [ClawGrip, jordigahan, Recreativas.org, The Dumping Union]
-balsente.cpp: Added a missing mainboard PAL dump, and improved documentation for Spanish Trivial Pursuit sets.
[ClawGrip, Recreativas.org]
-leapster.xml: Documented some undumped games (there are dozens still missing). [ClawGrip]
-brkthru.cpp: Dumped PALs, added PCB layout and updated notes for darwin. [f205v]
-ymmu100.cpp: Added missing ROMs. [Guru]
-aristmk5.cpp: Improved documentation. [Heihachi_73]
-aristmk6.cpp: Added two BIOS sets, and fixed some PCB locations. [Heihachi_73]
-Brute-forced DES key for Sangokushi Taisen 2 satellite (Chihiro). [Peter Wilhelmsen, Morten Shearman Kirkegaard]
-m24: Added BIOS versions v1.1, v1.21 and v1.36, and added additional comments and links. [rfka01]
-berzerk.cpp: Corrected ROM labels for berzerk1 based on board photographs. [Smitdogg, The Dumping Union]
https://www.mamedev.org/
DOSBox-X release 0.82.13 (2018-12-24)
DOS模擬器 DOSBox-X 發布新版,更新如下 :
0.82.13
- Mac OS X SDL2 builds now use the native OS X menu
system instead of the "SDL drawn" menus. - Mac OS X SDL1 builds now default to the OpenGL
output (if compiled with OpenGL support). Under
recent versions of OS X, OpenGL output gives
better performance than surface (CGBitmap) based
display. - SDL2 builds now have working XBRZ scaler support.
- Mac OS X SDL2 builds updated to completely ignore
touch events, because SDL2 sees the touchpad on
Macbooks as a touchscreen. Prior to this fix, the
DOSBox-X UI was unusable due to mixed input events
from both the touchpad and the mouse input from the
touchpad. - SDL1 High DPI support for Mac OS X users with Retina
displays. - SDL1 fix for display problems (blank windows) on Mac
OS X 10.14.x (Mojave). - Windows builds (compiled with VS2017) now have working
MT32 (Munt) emulation. - Adjusting CPU cycles with F12 + - / F12 + + (Increment
and Decrement Cycles shortcuts) now updates cpu cycles
property. This fixes a problem where adjusting the cycle
count then changing the CPU core caused DOSBox-X to reset
the cycle count back to the original value. - Linux/X11 support fixed not to assume XRandR extensions
are present, but to instead ask the X11 server first. - Simple scaler rendering has altered the RENDER start line
state so that detection of a changed line triggers a block
of rendering without compare within a limited count before
checking again. This means a reduced CPU load with scalers
because it only detects frame changes every line before
changes detected, and then on average every 12th line
when running the scaler code. Hopefully this helps the
Raspberry Pi keep up with DOS gaming better. - Simple scalers now offer compile-time (not run-time)
option to omit per-pixel compare in scaler and process
the entire scanline instead as a performance adjustment
for slower and embedded systems. - Video debug menu added. First item is one that blanks the
display to test screen updating. - Simple scalers (normal 2x-5x and SAI) revised to process
changes and scaler rendering in larger blocks for possible
performance improvement. - Simple scalers fixed to properly compare all pixels to
detect changes properly, instead of only the first 4-8
pixels. - EGA/VGA text rendering combined to reduce code copypasta
and reduce bugs. - VGA 16-color planar modes now obey CRTC byte/word/dword
bits.
Raine 0.64.16
多機種模擬器 Raine 發布新版,更新如下 :
0.64.16
enough fixes for a new binary I guess... !http://raine.1emulation.com/
0.64.16
enough fixes for a new binary I guess... !
2018年12月25日 星期二
聖誕快樂!!
今年沒啥禮物可以給大家,一堆工作堆積如山,有如一顆巨型耶誕樹,掛滿各式精美的"工作"禮物....................
總之一切等明年春天吧,或許........................???
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祝大家 " 聖誕快樂 "
總之一切等明年春天吧,或許........................???
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祝大家 " 聖誕快樂 "
Nintendulator v0.975 Beta (2018-12-23)
FC/NES模擬器 Nintendulator 發布新版,更新如下 :
Notable changes include added NES 2.0 support, various emulation fixes, and numerous added or improved mappers.
http://www.qmtpro.com/~nes/nintendulator/
Notable changes include added NES 2.0 support, various emulation fixes, and numerous added or improved mappers.
http://www.qmtpro.com/~nes/nintendulator/
Nova 0.5
SEGA SATURN模擬器 Nova 發布新版,更新如下 :
v0.5
---------------
VDP1: Refactored the entire architecture.
VDP1: Disabled force_interlace.
VDP1: Implemented better timing.
VDP1: Implemented handling of the MODR register.
VDP1: Implemented handling for invalid command table data.
VDP1: Implemented Color Calculation Mode 5.
VDP1: Implemented a new algorithm for quadrilateral rasterization.
VDP1: Implemented anti-aliasing for Distorted Sprite and Polygon.
VDP1: Rewrote user/system clipping and pre-cliping.
VDP1: Rewrote end code process.
VDP1: Rewrote High Speed Shrink.
VDP1: Rewrote handling of the LOPR/COPR registers.
VDP1: Rewrote manual frame change/erase.
VDP1: Added access restrictions to the registers TVMR/FBCR.
VDP1: Fixed a bug of EWLR/EWRR registers(Street Fighter Zero 3).
VDP2: Disabled VDP2_JIT.
VDP2: Refactored the entire architecture.
VDP2: Removed Character Pattern cache.
VDP2: Supported 1M VRAM.
VDP2: Implemented Special High-Resolution Graphics Mode(preliminary).
VDP2: Implemented HCNT/VCNT/EXLTEN handling(incomplete).
VDP2: Implemented RBG1 and EXBG.
VDP2: Implemented rotation calculation with coefficient data.
VDP2: Implemented Rotation Parameter Mode 2 of RBG0.
VDP2: Implemented Invalid Rotation Parameter Mode 2(when coefficient table is disabled) of RBG0.
VDP2: Implemented coefficient data as part of LNCL data.
VDP2: Implemented Screen Over Process Mode 1 of RBG0/RBG1.
VDP2: Implemented Gradation.
VDP2: Implemented Sprite Window.
VDP2: Implemented sprite color calculation condition 3(MSB).
VDP2: Added support of sprite type 0~7 for 8-bit data.
VDP2: Added support of sprite type 8~F for 16-bit data.
VDP2: Added Character Pattern cache again.
VDP2: Rewrote priority handling.
VDP2: Rewrote handling of the SPCLMD and SPWINEN bits of the register SPCTL(Dragon Force 2).
VDP2: Rewrote Cycle Pattern handling(incomplete).
VDP2: Rewrote TVSTAT handling.
VDP2: Rewrote Special Priority function.
VDP2: Rewrote Extended Color Calculation.
VDP2: Rewrote Sprite Screen Over Process.
VDP2: Rewrote Window Process.
VDP2: Rewrote Shadow Process.
VDP2: Rewrote LNCL insertion.
VDP2: Rewrote scrolling/zooming calculation of NBG0/NBG1/NBG2/NBG3.
VDP2: Rewrote Line Scroll/Vertical Cell Scroll process of NBG0/NBG1.
VDP2: Fixed a bug of byte access of the color RAM(wrong mask).
VDP2: Fixed a bug that the WxLWE bit of LWTA0U and LWTA1U are masked.
VDP2: Fixed a bug of special color calculation mode 3(palette data MSB).
VDP2: Fixed a bug of RGB0 color calculation ratio.
VDP2: Fixed a bug when the data is RGB format and color calculation is indicated by MSB.
VDP2: Fixed a bug of palette number.
VDP2: Fixed a bug of color RAM address offset.
VDP2: Fixed bugs of Character Number Supplement Modes.
VDP2: Fixed bugs of Normal Line Window coordinates.
VDP2: Fixed a bug of sprite transparent dot.
VDP2: Fixed a bug of Pattern Name Table Lead Address calculation.
VDP2: Fixed bugs of display/color mode limits by settings of the Reduction Enable Register.
VDP2: Fixed bugs of display limits by settings of NBG0/NBG1 color modes.
VDP2: Fixed bugs caused by changes in mid-frame.
VDP2: Fixed bugs of NBG2/NBG3 scroll values.
VDP2: Fixed bugs of LNCL/BACK screen in single interface mode.
VDP2: Fixed a bug of vertical Reduction.
VDP2: Fixed a bug of Screen Over Process Mode 3 when bitmap vertical size is 256.
VDP2: Fixed a bug of rotation parameter when the graphic mode is hi-res or exclusive hi-res.
VDP2: Fixed a bug of rotation parameter when it is double/single interlace.
VDP2: Fixed a bug of Special Color Calculation Mode 2(by dot) when color format is RGB.
VDP2: Fixed a bug of priority pattern(BIOS splash screen).
VDP2: Fixed a bug that BGON changes in mid-frame(Lunar Silver Star Story).
VDP2: Fixed a bug of sprite transparent dot.
VDP2: Fixed a bug of single interface.
VDP2: Fixed a bug of line scrolling.
VDP2: Fixed a bug when the priority number is 0.
SCU: Rolled back the fix of PPAF handling in v0.4(Thunder Force V).
SCU: Fixed a bug of DMA indirect mode table address detection(Tactics Ogre).
SCU: Fixed a bug of DMA range checking(Burning Rangers).
SCU: Fixed a bug of DMA timing(too slow to end transfer of palette data during VBLANK).
CDB: Fixed bugs of CdReport when the pickup is in the Lead In/Out area.
CDB: Supported MPEG audio decoding.
MISC: Added ON/OFF switch for the VDP2 BACK layer.
MISC: Fixed another wrong track mode bug of the MDS parser.
https://twitter.com/realSteveKwok/
v0.5
---------------
VDP1: Refactored the entire architecture.
VDP1: Disabled force_interlace.
VDP1: Implemented better timing.
VDP1: Implemented handling of the MODR register.
VDP1: Implemented handling for invalid command table data.
VDP1: Implemented Color Calculation Mode 5.
VDP1: Implemented a new algorithm for quadrilateral rasterization.
VDP1: Implemented anti-aliasing for Distorted Sprite and Polygon.
VDP1: Rewrote user/system clipping and pre-cliping.
VDP1: Rewrote end code process.
VDP1: Rewrote High Speed Shrink.
VDP1: Rewrote handling of the LOPR/COPR registers.
VDP1: Rewrote manual frame change/erase.
VDP1: Added access restrictions to the registers TVMR/FBCR.
VDP1: Fixed a bug of EWLR/EWRR registers(Street Fighter Zero 3).
VDP2: Disabled VDP2_JIT.
VDP2: Refactored the entire architecture.
VDP2: Removed Character Pattern cache.
VDP2: Supported 1M VRAM.
VDP2: Implemented Special High-Resolution Graphics Mode(preliminary).
VDP2: Implemented HCNT/VCNT/EXLTEN handling(incomplete).
VDP2: Implemented RBG1 and EXBG.
VDP2: Implemented rotation calculation with coefficient data.
VDP2: Implemented Rotation Parameter Mode 2 of RBG0.
VDP2: Implemented Invalid Rotation Parameter Mode 2(when coefficient table is disabled) of RBG0.
VDP2: Implemented coefficient data as part of LNCL data.
VDP2: Implemented Screen Over Process Mode 1 of RBG0/RBG1.
VDP2: Implemented Gradation.
VDP2: Implemented Sprite Window.
VDP2: Implemented sprite color calculation condition 3(MSB).
VDP2: Added support of sprite type 0~7 for 8-bit data.
VDP2: Added support of sprite type 8~F for 16-bit data.
VDP2: Added Character Pattern cache again.
VDP2: Rewrote priority handling.
VDP2: Rewrote handling of the SPCLMD and SPWINEN bits of the register SPCTL(Dragon Force 2).
VDP2: Rewrote Cycle Pattern handling(incomplete).
VDP2: Rewrote TVSTAT handling.
VDP2: Rewrote Special Priority function.
VDP2: Rewrote Extended Color Calculation.
VDP2: Rewrote Sprite Screen Over Process.
VDP2: Rewrote Window Process.
VDP2: Rewrote Shadow Process.
VDP2: Rewrote LNCL insertion.
VDP2: Rewrote scrolling/zooming calculation of NBG0/NBG1/NBG2/NBG3.
VDP2: Rewrote Line Scroll/Vertical Cell Scroll process of NBG0/NBG1.
VDP2: Fixed a bug of byte access of the color RAM(wrong mask).
VDP2: Fixed a bug that the WxLWE bit of LWTA0U and LWTA1U are masked.
VDP2: Fixed a bug of special color calculation mode 3(palette data MSB).
VDP2: Fixed a bug of RGB0 color calculation ratio.
VDP2: Fixed a bug when the data is RGB format and color calculation is indicated by MSB.
VDP2: Fixed a bug of palette number.
VDP2: Fixed a bug of color RAM address offset.
VDP2: Fixed bugs of Character Number Supplement Modes.
VDP2: Fixed bugs of Normal Line Window coordinates.
VDP2: Fixed a bug of sprite transparent dot.
VDP2: Fixed a bug of Pattern Name Table Lead Address calculation.
VDP2: Fixed bugs of display/color mode limits by settings of the Reduction Enable Register.
VDP2: Fixed bugs of display limits by settings of NBG0/NBG1 color modes.
VDP2: Fixed bugs caused by changes in mid-frame.
VDP2: Fixed bugs of NBG2/NBG3 scroll values.
VDP2: Fixed bugs of LNCL/BACK screen in single interface mode.
VDP2: Fixed a bug of vertical Reduction.
VDP2: Fixed a bug of Screen Over Process Mode 3 when bitmap vertical size is 256.
VDP2: Fixed a bug of rotation parameter when the graphic mode is hi-res or exclusive hi-res.
VDP2: Fixed a bug of rotation parameter when it is double/single interlace.
VDP2: Fixed a bug of Special Color Calculation Mode 2(by dot) when color format is RGB.
VDP2: Fixed a bug of priority pattern(BIOS splash screen).
VDP2: Fixed a bug that BGON changes in mid-frame(Lunar Silver Star Story).
VDP2: Fixed a bug of sprite transparent dot.
VDP2: Fixed a bug of single interface.
VDP2: Fixed a bug of line scrolling.
VDP2: Fixed a bug when the priority number is 0.
SCU: Rolled back the fix of PPAF handling in v0.4(Thunder Force V).
SCU: Fixed a bug of DMA indirect mode table address detection(Tactics Ogre).
SCU: Fixed a bug of DMA range checking(Burning Rangers).
SCU: Fixed a bug of DMA timing(too slow to end transfer of palette data during VBLANK).
CDB: Fixed bugs of CdReport when the pickup is in the Lead In/Out area.
CDB: Supported MPEG audio decoding.
MISC: Added ON/OFF switch for the VDP2 BACK layer.
MISC: Fixed another wrong track mode bug of the MDS parser.
https://twitter.com/realSteveKwok/
2018年12月23日 星期日
Mednafen 1.22.0-UNSTABLE
多機種模擬器 Mednafen 發布新版,更新如下 :
- Added basic Apple II/II+ emulation(no IIe/IIc, sound card, mouse, nor tape support now, maybe later).
- gzip-compressed ROM/disk image files are now recognized by file extension instead of header magic.
- Dropped support for "game set" hashes used to change the naming of save state and save game files. The feature was mostly broken by changes made years ago, and is redundant now with M3U support. Save game files for multi-disc PC-FX games created in previous versions of Mednafen will need to be renamed to be seen by this and newer versions of Mednafen. Other files, including save states, should generally be unaffected, unless the user has changed filesys.fname_* settings to use the %F specifier where they wouldn't by default.
- Added "blend" and "blend_rg" deinterlacers.
- PCE: Fixed ADPCM voice playback issues in "Downtown Nekketsu Monogatari" when text speed is set to fast.
- PS1: Fixed a startup crash that could occur with a malformed or corrupted SYSTEM.CNF file.
- PS1: Fixed missing music in "Grind Session", "Pitball", and "Roswell Conspiracies - Aliens, Myths & Legends".
- PS1: Fixed hangs in "Army Men - Air Attack (Europe)", "Ballerburg - Castle Chaos", "Colony Wars - Vengeance (Europe)", "Grind Session", "Goryuujin Electro", "Simple 1500 Series Vol. 057 - The Maze", and "Transformers - Beast Wars Transmetals".
- PS1: Fixed broken disc switching in "Arc the Lad III".
- SNES-Faust: Fixed missing sprites in the water stage of "Mario's Time Machine".
- SS: Added setting "ss.cart.auto_default".
- SS: Added "Fighting Vipers" to the internal database of games to use the data cache read bypass kludge with, to fix the problem of the computer-controlled opponent sometimes losing the will to not be a statue.
- VB: Added the ability to toggle the state of the low battery sensor bit; configure the device on virtual input port 2(e.g. ALT+SHIFT+2) to assign a key/button to this function.
2018年12月21日 星期五
PCSXR-PGXP build (2018-12-20)
PS模擬器 PCSXR-PGXP 發布新版,更新如下 :
I think that will be the same 1.78 source as is packaged with the PCSX-Reloaded project. Unfortunately the GL2.9 plugin has some significant improvements in features and stability.
I have managed to integrate the line hack rendering into the Tweak plugin, at least:
Unfortunately, while it now works with Dark Forces, it still doesn't work with Duke Nukem because OpenGL 2.9 doesn't render anything for sloped surfaces (there is no initial triangle for the line hack to test and duplicate). In fact, none of the Peops plugins will render these surfaces, not even the software one. This could be a flaw in Pete's code or even a limitation of the plugin interface, they behave the same way in both PCSX-R and ePSXe, but the built in ePSXe plugins will render these games perfectly.
Edit: The line mode is controlled from the Tweak's .ini file, and again is now completely uncoupled from the coord check tick box in the menu.
I've incremented the .ini file's version number, so it should add the new option automatically when you run the plugin for the first time (although it will probably reset the other values so you might want to back up your old file up and manually copy them over).
https://drive.google.com/file/d/1SDEy73aEUdUrvgcjQnEeaYwD4Y8OU64D/view
I think that will be the same 1.78 source as is packaged with the PCSX-Reloaded project. Unfortunately the GL2.9 plugin has some significant improvements in features and stability.
I have managed to integrate the line hack rendering into the Tweak plugin, at least:
Unfortunately, while it now works with Dark Forces, it still doesn't work with Duke Nukem because OpenGL 2.9 doesn't render anything for sloped surfaces (there is no initial triangle for the line hack to test and duplicate). In fact, none of the Peops plugins will render these surfaces, not even the software one. This could be a flaw in Pete's code or even a limitation of the plugin interface, they behave the same way in both PCSX-R and ePSXe, but the built in ePSXe plugins will render these games perfectly.
Edit: The line mode is controlled from the Tweak's .ini file, and again is now completely uncoupled from the coord check tick box in the menu.
I've incremented the .ini file's version number, so it should add the new option automatically when you run the plugin for the first time (although it will probably reset the other values so you might want to back up your old file up and manually copy them over).
https://drive.google.com/file/d/1SDEy73aEUdUrvgcjQnEeaYwD4Y8OU64D/view
Avocado (2018-12-19)
PS模擬器 Avocado 發布新版,更新如下 :
https://github.com/JaCzekanski/Avocado
8.12.2018 - created Compatibility list webapp
19.11.2018 - added .chd file support
9.11.2018 - XA-ADPCM (streaming audio) and Red Book audio support - music should play in most games, SPU samples interpolation (sounds less harsh), Pitch modulation support (used by few games), refactored CDROM reading and cue parsing subsystems, various fixes, hardware (OpenGL) rendering
27.08.2018 - Support for digital controller, DualShock (without vibrations) and mouse. Two controllers are supported (no multitap for now)
19.08.2018 - Memory card support
11.08.2018 - Partial SPU implementation - sound working
2018年12月19日 星期三
PCSXR-PGXP build (2018-12-18)
PS模擬器 PCSXR-PGXP 發布新版,更新如下 :
The menu and line rendering hack are only currently available through the Opengl 1.78 plugin, not the OpenGL 2 Tweak.
I have managed to implement the flipped sprite fix in the Tweak plugin though, I've uploaded a new build with just that change for now.
It was pretty simple once I figured out how to find and intercept the plugin's internal function calls in the way that Tapeq was doing. Integrating the line rendering hacks will be more difficult though as they require changing the number of vertices being drawn and either making a second triangle or changing the existing one to a quad. I think I've got it figured out at least.
https://drive.google.com/open?id=1rTVyp732v43qNWArutx6swLLOKJEK-AU
The menu and line rendering hack are only currently available through the Opengl 1.78 plugin, not the OpenGL 2 Tweak.
I have managed to implement the flipped sprite fix in the Tweak plugin though, I've uploaded a new build with just that change for now.
It was pretty simple once I figured out how to find and intercept the plugin's internal function calls in the way that Tapeq was doing. Integrating the line rendering hacks will be more difficult though as they require changing the number of vertices being drawn and either making a second triangle or changing the existing one to a quad. I think I've got it figured out at least.
https://drive.google.com/open?id=1rTVyp732v43qNWArutx6swLLOKJEK-AU
2018年12月18日 星期二
SSF TestVer (2018-12-17)
SEGA SATURN模擬器 SSF 發布新測試版,更新如下 :
ソフトウェアレンダリング時はFeatureLevel 10.0のビデオカードにも対応するようにした
GPUレンダリング時にCPUで行っていた処理の一部をGPUで行うようにして高速化
ステートのロードでエラーが発生する可能性がある不具合
GPUレンダリングで係数テーブルのラインカラーが反映されていない不具合
GPUレンダリングで半透明割合が違う不具合
サウンド生成のPLFO処理で範囲外のアドレスにアクセスする不具合
いろいろ修正した
https://t.co/QIGjeywNAC
ソフトウェアレンダリング時はFeatureLevel 10.0のビデオカードにも対応するようにした
GPUレンダリング時にCPUで行っていた処理の一部をGPUで行うようにして高速化
ステートのロードでエラーが発生する可能性がある不具合
GPUレンダリングで係数テーブルのラインカラーが反映されていない不具合
GPUレンダリングで半透明割合が違う不具合
サウンド生成のPLFO処理で範囲外のアドレスにアクセスする不具合
いろいろ修正した
https://t.co/QIGjeywNAC
2018年12月17日 星期一
PCSXR-PGXP build 18-12-16
PS模擬器 PCSXR-PGXP 發布新版,更新如下 :
These are currently only available in the OpenGL 1.78 plugin, no changes have been made to the GL2 Tweak, although I am looking at the possibility of integrating them into that too.
The line rendering hack, needed for games like Doom, Hexen and Dark Forces, has been replaced entirely with the versions I developed for Beetle. There are 3 options available from the graphics configuration menu and it is now completely independent of the "Disable Coord Check" option in the "Special Fixes" dialogue.
Disabled: Removes the hack entirely
Default: Works for Doom, Hexen and the water in Soul Blade. Should never produce the square edge artifacts that the old algorithm produced.
Aggressive: Needed for Dark Forces (and Duke Nukem, although I can't get it to render). It won't produce artifacts when PGXP is enabled but will otherwise.
The sprite detection improvement is automatic and will only work with PGXP enabled. It detects any change in depth across a given primitive and rejects it, meaning these elements will no longer pop. It's particularly noticeable in the Tomb Raider games on certain surfaces. This is captured using Beetle but the same applies:
https://drive.google.com/open?id=1iApeaA8Nb8eTY8yX4hUqzqf3mGPer7_U
These are currently only available in the OpenGL 1.78 plugin, no changes have been made to the GL2 Tweak, although I am looking at the possibility of integrating them into that too.
The line rendering hack, needed for games like Doom, Hexen and Dark Forces, has been replaced entirely with the versions I developed for Beetle. There are 3 options available from the graphics configuration menu and it is now completely independent of the "Disable Coord Check" option in the "Special Fixes" dialogue.
Disabled: Removes the hack entirely
Default: Works for Doom, Hexen and the water in Soul Blade. Should never produce the square edge artifacts that the old algorithm produced.
Aggressive: Needed for Dark Forces (and Duke Nukem, although I can't get it to render). It won't produce artifacts when PGXP is enabled but will otherwise.
The sprite detection improvement is automatic and will only work with PGXP enabled. It detects any change in depth across a given primitive and rejects it, meaning these elements will no longer pop. It's particularly noticeable in the Tomb Raider games on certain surfaces. This is captured using Beetle but the same applies:
https://drive.google.com/open?id=1iApeaA8Nb8eTY8yX4hUqzqf3mGPer7_U
melonDS 0.7.2 fix
NDS模擬器 melonDS 發布新版,更新如下 :
• microphone input (physical mic, noise, wav)
• nocash-style console printing
• send console output to cmd under Windows
• corrections to romlist.bin
• 2D: fix blending for semitransp sprites and 3D layer when windows are used (bypasses window 'color effect enable' check)
• 3D: fix 'equal' depth test margin in Z-buffering mode, fixes Puzzlers World 2
• SPU: add support for channel repeat mode 3 (behaves same as 1)
• SPU: always clear channel buffers, even when running ch0-7 in mode 3 (fixes American Girl - Kit Mystery Challenge!)
• libui/windows: cache ideal size for uiButton. fixes lag in input config dialog
• close/open lid, sleep mode
• hotkey system
• audio settings dialog, with volume slider and microphone settings
• libui/gtk: remember last directory in which a ROM was opened
• libui/gtk: attempts at fixing input config dialog crashes
• framerate limiter toggle (abcdjdj)
• add Linux libpcap library names (dogtopus)
• betterer readme (Aqueminivan)
• GX: set busy flag immediately when putting things in the FIFO, fixing possible race condition
• GX: revise timing for SWAP_BUFFERS command
• add flatpak manifest (cpba)
http://melonds.kuribo64.net/
• microphone input (physical mic, noise, wav)
• nocash-style console printing
• send console output to cmd under Windows
• corrections to romlist.bin
• 2D: fix blending for semitransp sprites and 3D layer when windows are used (bypasses window 'color effect enable' check)
• 3D: fix 'equal' depth test margin in Z-buffering mode, fixes Puzzlers World 2
• SPU: add support for channel repeat mode 3 (behaves same as 1)
• SPU: always clear channel buffers, even when running ch0-7 in mode 3 (fixes American Girl - Kit Mystery Challenge!)
• libui/windows: cache ideal size for uiButton. fixes lag in input config dialog
• close/open lid, sleep mode
• hotkey system
• audio settings dialog, with volume slider and microphone settings
• libui/gtk: remember last directory in which a ROM was opened
• libui/gtk: attempts at fixing input config dialog crashes
• framerate limiter toggle (abcdjdj)
• add Linux libpcap library names (dogtopus)
• betterer readme (Aqueminivan)
• GX: set busy flag immediately when putting things in the FIFO, fixing possible race condition
• GX: revise timing for SWAP_BUFFERS command
• add flatpak manifest (cpba)
http://melonds.kuribo64.net/
Snes9x 1.58
SFC/SNES模擬器 Snes9x 發布新版,更新如下 :
- Move the LICENSE file to the base directory and use a stub
in all the source files referring to it.
- Adjust Chou Aniki timing hack.
- Use 1-based numbering when displaying pressed keys.
- Hide controller port if disabled when displaying keys.
- Fix movie playback. (OV2, BearOso)
libretro:
- Fix interlaced modes when overscan crop is enabled.
- Allow overriding -flto. (orbea)
GTK+:
- Use shared snes_ntsc implementation.
- Remove extra LGPL licensing to avoid confusion.
- Don't translate config file entries. Fixes breakage on
non-C languages.
- Fix issue where config file doesn't contain all configurable
entries.
- Remove config options for Netplay, Joystick, and JMA. SDL 2.0
is now mandatory.
- Updated gettext and removed intltool. update-po should now catch
all translatable strings.
- If available, reduce input lag option will now use fences instead
of glFinish to prevent hogging the CPU.
- Onscreen text can be variable width and will show up in some more
cases now.
Win32:
- Add audio device selection (XAudio2 only)
http://www.s9x-w32.de/dl/
- Move the LICENSE file to the base directory and use a stub
in all the source files referring to it.
- Adjust Chou Aniki timing hack.
- Use 1-based numbering when displaying pressed keys.
- Hide controller port if disabled when displaying keys.
- Fix movie playback. (OV2, BearOso)
libretro:
- Fix interlaced modes when overscan crop is enabled.
- Allow overriding -flto. (orbea)
GTK+:
- Use shared snes_ntsc implementation.
- Remove extra LGPL licensing to avoid confusion.
- Don't translate config file entries. Fixes breakage on
non-C languages.
- Fix issue where config file doesn't contain all configurable
entries.
- Remove config options for Netplay, Joystick, and JMA. SDL 2.0
is now mandatory.
- Updated gettext and removed intltool. update-po should now catch
all translatable strings.
- If available, reduce input lag option will now use fences instead
of glFinish to prevent hogging the CPU.
- Onscreen text can be variable width and will show up in some more
cases now.
Win32:
- Add audio device selection (XAudio2 only)
http://www.s9x-w32.de/dl/
2018年12月16日 星期日
melonDS 0.7.2
NDS模擬器 melonDS 發布新版,更新如下 :
he melonDS company celebrates Christmas! Albeit one week early. But this new release of melonDS is a neat little pile of presents.
You have already gotten a glimpse of it, but let's go over all the changes since 0.7.1, because it's been a fast week.
So first of all, the issues we have seen pop up in NSMB, Pokémon, or Etrian Odyssey after the timing renovation, have been fixed. Nicely, the new timings uncovered some stealth GX bugs that would surely have bitten us another day under other circumstances.
So the claim that was made for 0.7.1 ("now your games run better than ever") is finally more than a phony advert :P
Second big thing is, as you probably guessed by now, microphone support. If your machine has a microphone connected and if you are using SDL 2.0.5 or more recent, you can blow or blare bullshit into it and it just works! If that is not the case, you can also opt to feed a WAV file or white noise as microphone input.
Note that this feature is still experimental. Quality of microphone input may not be optimal, especially when using a physical microphone. WAV input works better.
WAV and white noise modes send input when pressing a microphone hotkey (default is the key right next to right Shift, '?' on QWERTY keyboards). WAV mode can take any reasonably small file, encoded as 8-bit or 16-bit PCM, signed or unsigned, any number of channels (it will read the first channel).
All this can be configured in the new audio settings dialog, where you can also set the volume for audio output.
Which brings us to the new hotkey system. For now, aside from the aforementioned mic hotkey, there is only another one: 'Close/open lid', which simulates closing/opening the DS. Default key is Backspace.
Oh and the hotkey system is an extension of the regular input system, which means you can also assign joystick buttons to these hotkeys.
Speaking of the input system, Windows users may have noticed that the input config dialog was abysmally slow, taking several seconds to open and generally feeling quite laggy. With a quick little fix in libui, that is no more, and the dialog now feels a lot more normal.
Some attempt was made at fixing possible crashes with that dialog under Linux, but those crashes may need more investigation. In my current setup (Ubuntu 16.04), I am unable to reproduce them, or break the input config dialog in any way. I don't know which are caused by melonDS and which are obscure GTK bugs. While one of the stack traces that were reported showed something I could easily work around, the other pointed at some obscure bug where some function internal to GTK is getting a NULL value and crashing.
On a whim, I added support for nocash-style debug print, which enables homebrew to print to the emulator's console. Also, Windows users don't need to get a debug build to get console output -- running the release version of melonDS from cmd will dump the console output there.
We also have some welcome contributions from some fine Github comrades:
* FPS limiter toggle, courtesy abcdjdj
* flatpak manifest, by cpba
* Linux libpcap library names added to the libpcap loader by dogtopus
* and finally Aqueminivan renovating the readme, it looks cool now!
And, last but not least, a whole bunch of misc bugs were fixed:
* black screens in Puzzler World 2
* American Girl - Kit Mystery Challenge! screeching garbage audio in the house
* blending fail in Pokémon Mystery Dungeon - Explorers of Sky
* lack of background music in Club Penguin: Herbert's Revenge
* a few wrong entries in romlist.bin were corrected
* config dialogs could be opened multiple times
Merry Christmas!
http://melonds.kuribo64.net/
he melonDS company celebrates Christmas! Albeit one week early. But this new release of melonDS is a neat little pile of presents.
You have already gotten a glimpse of it, but let's go over all the changes since 0.7.1, because it's been a fast week.
So first of all, the issues we have seen pop up in NSMB, Pokémon, or Etrian Odyssey after the timing renovation, have been fixed. Nicely, the new timings uncovered some stealth GX bugs that would surely have bitten us another day under other circumstances.
So the claim that was made for 0.7.1 ("now your games run better than ever") is finally more than a phony advert :P
Second big thing is, as you probably guessed by now, microphone support. If your machine has a microphone connected and if you are using SDL 2.0.5 or more recent, you can blow or blare bullshit into it and it just works! If that is not the case, you can also opt to feed a WAV file or white noise as microphone input.
Note that this feature is still experimental. Quality of microphone input may not be optimal, especially when using a physical microphone. WAV input works better.
WAV and white noise modes send input when pressing a microphone hotkey (default is the key right next to right Shift, '?' on QWERTY keyboards). WAV mode can take any reasonably small file, encoded as 8-bit or 16-bit PCM, signed or unsigned, any number of channels (it will read the first channel).
All this can be configured in the new audio settings dialog, where you can also set the volume for audio output.
Which brings us to the new hotkey system. For now, aside from the aforementioned mic hotkey, there is only another one: 'Close/open lid', which simulates closing/opening the DS. Default key is Backspace.
Oh and the hotkey system is an extension of the regular input system, which means you can also assign joystick buttons to these hotkeys.
Speaking of the input system, Windows users may have noticed that the input config dialog was abysmally slow, taking several seconds to open and generally feeling quite laggy. With a quick little fix in libui, that is no more, and the dialog now feels a lot more normal.
Some attempt was made at fixing possible crashes with that dialog under Linux, but those crashes may need more investigation. In my current setup (Ubuntu 16.04), I am unable to reproduce them, or break the input config dialog in any way. I don't know which are caused by melonDS and which are obscure GTK bugs. While one of the stack traces that were reported showed something I could easily work around, the other pointed at some obscure bug where some function internal to GTK is getting a NULL value and crashing.
On a whim, I added support for nocash-style debug print, which enables homebrew to print to the emulator's console. Also, Windows users don't need to get a debug build to get console output -- running the release version of melonDS from cmd will dump the console output there.
We also have some welcome contributions from some fine Github comrades:
* FPS limiter toggle, courtesy abcdjdj
* flatpak manifest, by cpba
* Linux libpcap library names added to the libpcap loader by dogtopus
* and finally Aqueminivan renovating the readme, it looks cool now!
And, last but not least, a whole bunch of misc bugs were fixed:
* black screens in Puzzler World 2
* American Girl - Kit Mystery Challenge! screeching garbage audio in the house
* blending fail in Pokémon Mystery Dungeon - Explorers of Sky
* lack of background music in Club Penguin: Herbert's Revenge
* a few wrong entries in romlist.bin were corrected
* config dialogs could be opened multiple times
Merry Christmas!
http://melonds.kuribo64.net/
2018年12月13日 星期四
Pantheon 7.876
多機種模擬器 Pantheon 發布新版,更新如下 :
-games for Nintendo GameBoy: A-Force, Adventure Island, Adventure Island II: Aliens in Paradise, Aladdin, Alien3, Animal Breeder, Animal Breeder 2, Aretha II, Aretha III, Avenging Spirit, Bases Loaded, Battle Arena Toshinden, Battle of Kingdom, Beethoven: The Ultimate Canine Caper, Black Forest Tale, Blodia, Bomb Disposer, Brain Drain, Bram Stoker's Dracula, Bubble Bobble, Burai Fighter Deluxe, Capcom Quiz: Hatena? no Daibouken, Captain Tsubasa VS, Card Game, Cave Noire, Chase H.Q., Chousoku Spinner, Collection Pocket, Cosmo Tank, Crystal Quest, Daedalian Opus, Daikaiju Monogatari: Miracle of the Zone, Daisenryaku, Dead Heat Scramble, Deep: Final Mission, Dodge Boy, Donkey Kong Land, Donkey Kong Land 2, Donkey Kong Land 3, Double Yakuman Jr., Dr. Mario, Earthworm Jim, Explosive Brick, Famista - Extra Bases!, Famista 2, Famista 3, Final Fantasy Adventure, Flipull: An Exciting Cube Game, Fortified Zone, Game Boy Wars, Game Boy Wars Turbo, Ganso!! Yancha-Maru, GB Pachi-Slot Hisshouhou Jr., Ghostbusters II, Go! Go! Hitchhike, Heiankyo Alien, High Stakes Gambling, Hook, Ikari no Yousai 2, Ishido: The Way of Stones, J. League Winning Goal, Jantaku Boy, Jeopardy! Platinum Edition, Jeopardy! Teen Tournament, Jinsei Game, Jungle Strike, Kaeru no Tame ni Kane wa Naru, Kattobi Road, Kid Dracula, Kinnikuman: The Dream Match, Knight Quest, Koro Dice, La Sa Ma Chuan Qi, Lazlo's Leap, Lethal Weapon, Lucle, Magic Ball, Magical Tower, Marmalade Boy, Medarot: Kabuto Version, Medarot: Kuwagata Version, Megalit, Mickey Mouse: Magic Wands!, Mickey's Dangerous Chase, Miracle Adventure of Esparks, Mogura de Pon!, Monster Max, Mr. Do!, Mysterium, Namco Gallery vol. 1, Namco Gallery vol. 2, Namco Gallery vol. 3, NFL Quarterback Challenge, NFL Quarterback Club, NFL Quarterback Club 96, Ninku, Ninku Dai-2-Tama: Ninku Sensouhen, Noobow, Otogi Banashi Taisen, Pac-In-Time, Pachinko CR Daiku no Gen-San GB, Pachinko Kaguya Hime, Pinball Dreams, Pinball Fantasies, Pingu: Sekai de Ichiban Genki na Penguin, Pocket Family GB, Pocket Stadium, Pokonyan! Yume no Daibouken, Prehistorik Man, Puzzle Nintama Rantaro GB, Q Billion, Qix, Railway, Ray-Thunder, Reservoir Rat, Rockman 8: Metal Heroes, Saigo no Nindou: Ninja Spirit, SD Gundam: SD Sengokuden Kunitori Monogatari, SD Gundam: SD Sengokuden 2 Tenka Touitsuhen, SD Gundam: SD Sengokuden 3 Chijou Saikyouhen, Shanghai, Shogi, Sneaky Snakes, Solitare FunPak, Solomon's Club, Splitz, Spud's Adventure, Star Hawk, Stargate, Stop That Roach!, Super Battletank, Super Hunchback, TaleSpin, Tetris Attack, The Adventures of Star Saver, The Blues Brothers, The Blues Brothers: Jukebox Adventure, The Chessmaster, The Game of Harmony, The King of Fighters '95, The New Chessmaster, The Smurfs travel the World, The Smurfs' Nightmare, Tiny Toon Adventures: Babs' Big Break, Tiny Toon Adventures 2: Montana's Movie Madness, Tiny Toon Adventures 3: Wacky Sports, Total Carnage, Trax, Trump Boy, Trump Boy II, Twin, Ultima: Runes of Virtue, Ultima: Runes of Virtue II, Undercover Cops Gaiden: Hakaishin Garumaa, V-Rally Championship Edition, Volley Fire, Wedding Peach: Jamapii Panic, Winner's Horse, WordZap, World Bowling, World Cup USA 94, Worms, WWF Raw, WWF King of the Ring, Yakuman, Yogi Bear in Yogi Bear's Goldrush, Zettai Muteki Raijin-Oh, Zoids Densetsu
http://bostjan-grandovec.si/Content/News.htm
-games for Nintendo GameBoy: A-Force, Adventure Island, Adventure Island II: Aliens in Paradise, Aladdin, Alien3, Animal Breeder, Animal Breeder 2, Aretha II, Aretha III, Avenging Spirit, Bases Loaded, Battle Arena Toshinden, Battle of Kingdom, Beethoven: The Ultimate Canine Caper, Black Forest Tale, Blodia, Bomb Disposer, Brain Drain, Bram Stoker's Dracula, Bubble Bobble, Burai Fighter Deluxe, Capcom Quiz: Hatena? no Daibouken, Captain Tsubasa VS, Card Game, Cave Noire, Chase H.Q., Chousoku Spinner, Collection Pocket, Cosmo Tank, Crystal Quest, Daedalian Opus, Daikaiju Monogatari: Miracle of the Zone, Daisenryaku, Dead Heat Scramble, Deep: Final Mission, Dodge Boy, Donkey Kong Land, Donkey Kong Land 2, Donkey Kong Land 3, Double Yakuman Jr., Dr. Mario, Earthworm Jim, Explosive Brick, Famista - Extra Bases!, Famista 2, Famista 3, Final Fantasy Adventure, Flipull: An Exciting Cube Game, Fortified Zone, Game Boy Wars, Game Boy Wars Turbo, Ganso!! Yancha-Maru, GB Pachi-Slot Hisshouhou Jr., Ghostbusters II, Go! Go! Hitchhike, Heiankyo Alien, High Stakes Gambling, Hook, Ikari no Yousai 2, Ishido: The Way of Stones, J. League Winning Goal, Jantaku Boy, Jeopardy! Platinum Edition, Jeopardy! Teen Tournament, Jinsei Game, Jungle Strike, Kaeru no Tame ni Kane wa Naru, Kattobi Road, Kid Dracula, Kinnikuman: The Dream Match, Knight Quest, Koro Dice, La Sa Ma Chuan Qi, Lazlo's Leap, Lethal Weapon, Lucle, Magic Ball, Magical Tower, Marmalade Boy, Medarot: Kabuto Version, Medarot: Kuwagata Version, Megalit, Mickey Mouse: Magic Wands!, Mickey's Dangerous Chase, Miracle Adventure of Esparks, Mogura de Pon!, Monster Max, Mr. Do!, Mysterium, Namco Gallery vol. 1, Namco Gallery vol. 2, Namco Gallery vol. 3, NFL Quarterback Challenge, NFL Quarterback Club, NFL Quarterback Club 96, Ninku, Ninku Dai-2-Tama: Ninku Sensouhen, Noobow, Otogi Banashi Taisen, Pac-In-Time, Pachinko CR Daiku no Gen-San GB, Pachinko Kaguya Hime, Pinball Dreams, Pinball Fantasies, Pingu: Sekai de Ichiban Genki na Penguin, Pocket Family GB, Pocket Stadium, Pokonyan! Yume no Daibouken, Prehistorik Man, Puzzle Nintama Rantaro GB, Q Billion, Qix, Railway, Ray-Thunder, Reservoir Rat, Rockman 8: Metal Heroes, Saigo no Nindou: Ninja Spirit, SD Gundam: SD Sengokuden Kunitori Monogatari, SD Gundam: SD Sengokuden 2 Tenka Touitsuhen, SD Gundam: SD Sengokuden 3 Chijou Saikyouhen, Shanghai, Shogi, Sneaky Snakes, Solitare FunPak, Solomon's Club, Splitz, Spud's Adventure, Star Hawk, Stargate, Stop That Roach!, Super Battletank, Super Hunchback, TaleSpin, Tetris Attack, The Adventures of Star Saver, The Blues Brothers, The Blues Brothers: Jukebox Adventure, The Chessmaster, The Game of Harmony, The King of Fighters '95, The New Chessmaster, The Smurfs travel the World, The Smurfs' Nightmare, Tiny Toon Adventures: Babs' Big Break, Tiny Toon Adventures 2: Montana's Movie Madness, Tiny Toon Adventures 3: Wacky Sports, Total Carnage, Trax, Trump Boy, Trump Boy II, Twin, Ultima: Runes of Virtue, Ultima: Runes of Virtue II, Undercover Cops Gaiden: Hakaishin Garumaa, V-Rally Championship Edition, Volley Fire, Wedding Peach: Jamapii Panic, Winner's Horse, WordZap, World Bowling, World Cup USA 94, Worms, WWF Raw, WWF King of the Ring, Yakuman, Yogi Bear in Yogi Bear's Goldrush, Zettai Muteki Raijin-Oh, Zoids Densetsu
http://bostjan-grandovec.si/Content/News.htm
m64p - 43f205122 (2018-12-12)
N64模擬器 m64p (mupen64plus + GLideN64 + a GUI) 發布新版,更新如下 :
- Fix Windows build
https://m64p.github.io/
- Fix Windows build
https://m64p.github.io/
2018年12月12日 星期三
melonDS 0.7.1
NDS模擬器 melonDS 發布新版,更新如下 :
As title says.
We're not showing screenshots because they wouldn't be a good medium for conveying the number of changes in this release.
The biggest change here is that the core timings were entirely renovated to try being closer to the hardware.
First of all, after several days of gruelling testing and guesswork, we were finally able to understand the GX timings, and emulate them properly for the first time. But, as we weren't gonna stop there, we also renovated the timings for DMA and memory accesses, so that both of them are closer to their hardware counterparts. DMA and ARM7 should be pretty close to perfection now, ARM9 less so but it's still more realistic.
We have also been fixing the emulator's main loop, so that the ARM9, ARM7 and system clocks shouldn't desync anymore.
All of this, with a few added optimizations, fixes a whole bunch of issues, from things flickering to audio crackling to games outright going haywire (hi RaymanDS). Your games are now running better than ever!
... or not. That's also the point of the 0.7.1 release, I want to hear about any issues caused by the timing renovation, so we can get them fixed for the epic 0.8.
We already have one such issue, all of this is causing sprite flickering in Pokémon Platinum. Quick attempts at fixing this went nowhere, so we will have to investigate this proper.
There's also a number of misc fixes. For example, the 3D glitches that showed up in Mario Kart DS were fixed, but there's already a lengthy post about this.
There's a small fix to 2D windows, nothing really noteworthy, just fixes a game that was setting up backwards windows.
The input system no longer requires a dpad to be mapped to directional keys for joystick axes to work.
The code that looks for local files (melonDS.ini, BIOS, firmware...) was modified to explicitly check the directory melonDS is in, if that is not the same as the working directory. So in these cases it will no longer fail to find its files. Also, if melonDS.ini is absent, the preferred directory for creating it is the directory melonDS is in.
And, finally, we finally got rid of the old savemem type autodetect code. Considering its complexity and the amount of failures, it was a trainwreck. So instead, now, melonDS will pull that information from the provided ROM database (romlist.bin).
Enjoy!
http://melonds.kuribo64.net/
As title says.
We're not showing screenshots because they wouldn't be a good medium for conveying the number of changes in this release.
The biggest change here is that the core timings were entirely renovated to try being closer to the hardware.
First of all, after several days of gruelling testing and guesswork, we were finally able to understand the GX timings, and emulate them properly for the first time. But, as we weren't gonna stop there, we also renovated the timings for DMA and memory accesses, so that both of them are closer to their hardware counterparts. DMA and ARM7 should be pretty close to perfection now, ARM9 less so but it's still more realistic.
We have also been fixing the emulator's main loop, so that the ARM9, ARM7 and system clocks shouldn't desync anymore.
All of this, with a few added optimizations, fixes a whole bunch of issues, from things flickering to audio crackling to games outright going haywire (hi RaymanDS). Your games are now running better than ever!
... or not. That's also the point of the 0.7.1 release, I want to hear about any issues caused by the timing renovation, so we can get them fixed for the epic 0.8.
We already have one such issue, all of this is causing sprite flickering in Pokémon Platinum. Quick attempts at fixing this went nowhere, so we will have to investigate this proper.
There's also a number of misc fixes. For example, the 3D glitches that showed up in Mario Kart DS were fixed, but there's already a lengthy post about this.
There's a small fix to 2D windows, nothing really noteworthy, just fixes a game that was setting up backwards windows.
The input system no longer requires a dpad to be mapped to directional keys for joystick axes to work.
The code that looks for local files (melonDS.ini, BIOS, firmware...) was modified to explicitly check the directory melonDS is in, if that is not the same as the working directory. So in these cases it will no longer fail to find its files. Also, if melonDS.ini is absent, the preferred directory for creating it is the directory melonDS is in.
And, finally, we finally got rid of the old savemem type autodetect code. Considering its complexity and the amount of failures, it was a trainwreck. So instead, now, melonDS will pull that information from the provided ROM database (romlist.bin).
Enjoy!
http://melonds.kuribo64.net/
2018年12月10日 星期一
openMSX 0.15.0
MSX / ColecoVision模擬器 openMSX 發布新版,更新如下 :
MSX device support:
- fixed 16 year old bug regarding sprites behaviour as shown in Ash Guine 3
- fixed National CF-3300: it has a 2DD disk drive, not 1DD
- fixed V9958 commands in non-bitmap modes
- allow non-standard cartridge slots to be used as normal cartridge slots,
consistently
- fixed VDP type of National FS-1300
- fixed a bug in the turboR mapper
- fixed a bug regarding VIBrato in the YM2413 (Okazaki core)
- fixed CAPS lock on SVI 318/328
- fixed Canon V-20 configurations
- fixed Sanyo MPC-25FD configuration
- added support for 2 mapper read back bits, used in Panasonic MSX2+ machines
- added emulation of the SN76489 DCSG sound chip
- added emulation of the Musical Memory Mapper
- added emulation of ColecoVision, ColecoVision Super Game Module
- added emulation of the MegaCart mapper, used in some new homebrew
ColecoVision games (mostly MSX ports)
- added emulation of the Carnivore 2 cartridge
- improved emulation of OPL4 (wave part) considerably, thanks to Valley Bell
- added emulation of bizarre I/O port mirroring of Philips Music Module (thanks
to Grauw and L. Oliveira for doing the research)
- implemented Y8910 status register bit 0
- fixed exact formula for noise generation on AY8910 (PSG)
- made memory mapper ports readable on MegaFlashROM SCC+ SD, conforming to the
latest version of this cartridge
- added new machines: Sony HB-G900AP (thanks to Louthrax), Eurohard/Radofin
Dragon MSX (thanks to MAME), Yamaha CX7/128 and CX7M/128 (thanks to Peter
Hanraets), Al Alamiah Sakhr AX230, Sanyo MPC-2, Yamaha CX11 (thanks to
Tabajara Labs) and Toshiba HX-32 (thanks to Jorge Janaite Neto)
- added new extensions: Musical Memory Mapper, Carnivore 2 and SN76489 (on the
same I/O port as PlaySoniq)
New or improved emulator features:
- fixed some crashes when using very high Z80 frequencies
- improved tab-completion to initially hide internal procs, until you specify
the namespace
- many updates to the software database
- many updates to the VGM recorder script, thanks to Niek. Use 'help vgm_rec'
to find out about the new subcommands. Sample RAM content is now logged even
when starting recording after the sample kit is loaded, actual data recording
starts automatically when data is sent to the chip, the proper OPL4 init data
is automatically written to the VGM file, and many more things.
- changed default machine symlinks to JP machines (for applicable systems)
- many robustness fixes against bad XML config files
- added videosource setting to OSD menu, GFX9000 is getting more popular
- fixed reverse bug in GFX9000
- performance improvements: several fixes to improve start-up time
- added support for DCSG in the music keyboard and vu meters script
- changed events about unplugging to an empty plug-event
- changed fixed scale factor from 1 to 2 on Android
- added OSD menu button to open the main menu for Android, as (most?) modern
Android devices do not have a menu button anymore
- OSD menu: fixed issue of getting stuck in an unreadable directory when
browsing for a file (e.g. on Android)
- added scrollbar when showing lists in OSD menu, as a visual cue on the length
of a list; the scrollbar cannot be dragged
- fixed crash in hq/hqlite scalers in interlace modes
- fixed frame skipping when doing 'debug continue'
- fixed function keys not working anymore when console is open on macOS
- exposed tile viewer widget to the console (try "about tile")
Build system, packaging, documentation:
- upgraded C-BIOS to release 0.29a: default to 60Hz generic international
config
- to load older savestates, added all C-BIOS ROMs shipped with openMSX 0.7.0
and later for your convenience
- put several pieces of code under unit-test with the Catch2 framework
- added svicpm2dmk utility so disk images from the web can be converted to a
suitable DMK file for use with the SVI-707 drive with CP/M ROM
- reworked complete Android port build. Now uses NDK 18b and recent version of
commandergenius Android SDL port and all other 3rd party libraries are built
by the openMSX build system. Minimum required Android version is now 4.1.
- removed all hand-made ARM and 32-bit x86 assembly code
- fixed version information of application on macOS
- added workaround for FreeType no longer installing its config script
- enabled retina support on macOS
- advise people to compile with Xcode 9.4.1 on macOS, not Xcode 10 (see issue
#1126)
http://openmsx.org/
- fixed 16 year old bug regarding sprites behaviour as shown in Ash Guine 3
- fixed National CF-3300: it has a 2DD disk drive, not 1DD
- fixed V9958 commands in non-bitmap modes
- allow non-standard cartridge slots to be used as normal cartridge slots,
consistently
- fixed VDP type of National FS-1300
- fixed a bug in the turboR mapper
- fixed a bug regarding VIBrato in the YM2413 (Okazaki core)
- fixed CAPS lock on SVI 318/328
- fixed Canon V-20 configurations
- fixed Sanyo MPC-25FD configuration
- added support for 2 mapper read back bits, used in Panasonic MSX2+ machines
- added emulation of the SN76489 DCSG sound chip
- added emulation of the Musical Memory Mapper
- added emulation of ColecoVision, ColecoVision Super Game Module
- added emulation of the MegaCart mapper, used in some new homebrew
ColecoVision games (mostly MSX ports)
- added emulation of the Carnivore 2 cartridge
- improved emulation of OPL4 (wave part) considerably, thanks to Valley Bell
- added emulation of bizarre I/O port mirroring of Philips Music Module (thanks
to Grauw and L. Oliveira for doing the research)
- implemented Y8910 status register bit 0
- fixed exact formula for noise generation on AY8910 (PSG)
- made memory mapper ports readable on MegaFlashROM SCC+ SD, conforming to the
latest version of this cartridge
- added new machines: Sony HB-G900AP (thanks to Louthrax), Eurohard/Radofin
Dragon MSX (thanks to MAME), Yamaha CX7/128 and CX7M/128 (thanks to Peter
Hanraets), Al Alamiah Sakhr AX230, Sanyo MPC-2, Yamaha CX11 (thanks to
Tabajara Labs) and Toshiba HX-32 (thanks to Jorge Janaite Neto)
- added new extensions: Musical Memory Mapper, Carnivore 2 and SN76489 (on the
same I/O port as PlaySoniq)
New or improved emulator features:
- fixed some crashes when using very high Z80 frequencies
- improved tab-completion to initially hide internal procs, until you specify
the namespace
- many updates to the software database
- many updates to the VGM recorder script, thanks to Niek. Use 'help vgm_rec'
to find out about the new subcommands. Sample RAM content is now logged even
when starting recording after the sample kit is loaded, actual data recording
starts automatically when data is sent to the chip, the proper OPL4 init data
is automatically written to the VGM file, and many more things.
- changed default machine symlinks to JP machines (for applicable systems)
- many robustness fixes against bad XML config files
- added videosource setting to OSD menu, GFX9000 is getting more popular
- fixed reverse bug in GFX9000
- performance improvements: several fixes to improve start-up time
- added support for DCSG in the music keyboard and vu meters script
- changed events about unplugging to an empty plug-event
- changed fixed scale factor from 1 to 2 on Android
- added OSD menu button to open the main menu for Android, as (most?) modern
Android devices do not have a menu button anymore
- OSD menu: fixed issue of getting stuck in an unreadable directory when
browsing for a file (e.g. on Android)
- added scrollbar when showing lists in OSD menu, as a visual cue on the length
of a list; the scrollbar cannot be dragged
- fixed crash in hq/hqlite scalers in interlace modes
- fixed frame skipping when doing 'debug continue'
- fixed function keys not working anymore when console is open on macOS
- exposed tile viewer widget to the console (try "about tile")
Build system, packaging, documentation:
- upgraded C-BIOS to release 0.29a: default to 60Hz generic international
config
- to load older savestates, added all C-BIOS ROMs shipped with openMSX 0.7.0
and later for your convenience
- put several pieces of code under unit-test with the Catch2 framework
- added svicpm2dmk utility so disk images from the web can be converted to a
suitable DMK file for use with the SVI-707 drive with CP/M ROM
- reworked complete Android port build. Now uses NDK 18b and recent version of
commandergenius Android SDL port and all other 3rd party libraries are built
by the openMSX build system. Minimum required Android version is now 4.1.
- removed all hand-made ARM and 32-bit x86 assembly code
- fixed version information of application on macOS
- added workaround for FreeType no longer installing its config script
- enabled retina support on macOS
- advise people to compile with Xcode 9.4.1 on macOS, not Xcode 10 (see issue
#1126)
http://openmsx.org/
2018年12月7日 星期五
Cemu 1.15.0e
Wii U模擬器 Cemu 發布新版,更新如下 :
# New in 1.15.0e:
input: Fixed gamepad show screen and mic button
http://cemu.info/
# New in 1.15.0e:
input: Fixed gamepad show screen and mic button
http://cemu.info/
2018年12月6日 星期四
DOSBox-X 0.82.11 (2018-12-01)
DOS模擬器 DOSBox-X 發布新版,更新如下 :
http://dosbox-x.com/
0.82.12
- MinGW HX DOS builds fixed to accept mouse input properly
even beyond the 640x480 of the original SDL window
dimensions. HX DOS seems to use the original dimensions
of the window even if the window is maximized, thus the
mouse input issue. - Configuration GUI fixed not to restore (unmaximize)
the window, it's unnecessary. - New build scripts for Mac OS X, MinGW, and MinGW HX-DOS,
under build-scripts in the source tree, to help make
DOSBox-X releases more timely and consistent. - MinGW HX DOS builds now use WS_POPUP style instead
of WS_OVERLAPPED to avoid window caption redraw
glitches when in Windows XP. - MinGW HX DOS builds fixed to force the SDL window
maximized at all times. Mapper and Configuration GUI
interfaces fixed not to call on Windows to SW_RESTORE
the window, in order to keep it maximized. - Steel Gun Nyan PIT/Timer hack revised so that polling
the timer does not cause an interrupt storm. This
fixes "God of Thunder" MS-DOS game where entering or
leaving a house causes the Adlib music to play
REALLY FAST during the transition effect. - Dynrec core ported from DOSBox SVN (Daniel-Trevitz)
- Configuration GUI will pack settings closer together
if the window/screen size is below 800x600. - Configuration GUI fixed to size dialog boxes as
large as needed to show all options, to allow tabbing
between options, to show a focus rectangle on the
items. - Configuration GUI top level windows no longer show
inactive title bar whenever you access a menu. - About dialog in configuration GUI updated to
reflect that this is DOSBox-X in 2018, not
DOSBox in 2014. - Configuration GUI now works with touchscreens in
SDL2 builds. - INT 33h fixed to regard cursor as hidden if hidden
for at least 100ms, which fixes host cursor flickering
when running the built-in FreeDOS EDIT.COM program. - Mouse input and guest pointer integration limited
to send input only if within the display region or
within a 10% border around the display region. - SDL2 tapping the SDL drawn menu bar (on a touch
screen) no longer triggers mouse click in the
guest application (bugfix). - SDL2 Linux/X11 hack, added to compensate for bugs
in SDL2 v2.0.5 regarding Linux/X11 touchscreen
events, removed. SDL2 v2.0.9 fixed it. - Linux/X11 SDL2 builds will now encourage the user
to update the SDL2 library installation if
SDL2 library v2.0.5 is installed. - Fullscreen mode fixed in SDL2 builds.
- Fixed configuration GUI fade out/in effect after
exiting mapper GUI bug. - Configuration GUI now available and working in
SDL2 builds as well as SDL1. - SDL2 builds now have a working "Fit aspect ratio"
option. - SDL1 fullscreen mode fixed to use either the desktop
size or the desired output size, and fallback to
non-fullscreen on failure, to fix a segfault that
would otherwise happen. - CONFIG -set sdl showmenu= now changes menu visibility.
- CONFIG -set render scaler= fixed to apply changes
to scaler and force setting, and update menu items,
instead of ignoring it. - CONFIG -set render aspect= now keeps menu synchronized
with setting.
AQZ Netplay Input Plugin (2018-12-05)
N64模擬器插件 AQZ Netplay Input Plugin 發布新版,更新如下 :
Allow switching in and out of spectator mode during game
https://www.play64.com/netplay-plugin/
Allow switching in and out of spectator mode during game
https://www.play64.com/netplay-plugin/
Cemu 1.15.0d
Wii U模擬器 Cemu 發布新版,更新如下 :
# Cemu detailed changelog for 1.15.0
# Patreon release date: 2018-11-28
# Public release date: 2018-12-05
# New in 1.15.0d:
gfxPacks: Added support for overwriting aoc mounted files (put files relative to <graphicPackFolder>/aoc/)
# New in 1.15.0c:
general: Added top center and bottom center alignment for overlay
gfxPacks: Fixed bug in expression parser
# New in 1.15.0b:
gfxPacks: Fixed error in internal path for content folder
# New in 1.15.0:
general: Added PowerPC debugger
Supported features so far:
- Disassembly and memory view
- Breakpoints and stepping
- Memory breakpoints
- Support for live patching of PPC instructions
- Partial support for symbols (Cafe OS functions are named)
- Expression support
general: Added configurable graphical overlay for displaying stats
Current available stats include:
- FPS
- Cemu CPU usage
- Total CPU usage per core (global)
- Memory usage
- Drawcalls per frame
general: Minor changes to logging
general: Added debug option to dump Wii U RAM to files
PPC/JIT: Improved support for code invalidation
input: Added a low battery warning for XInput wireless controllers (Win8+ required)
input: Overhauled deadzone and axis range calculation
input: Added button threshold setting (applies if an axis is mapped to a button)
gfxPacks: Added support for file replacement via graphic packs
gfxPacks: Variables of type double are now always inserted into the shader code as a valid GLSL double
snd_core: Added API AIGetDSPSampleRate and AICheckInit
nn_acp: Fixed ACPGetNetworkTime incorrectly returning a 32bit timestamp instead of 64bit
nn_nim: Added API GetECommerceInfrastructureCountry, MakeTitlePackageTaskConfigAutoUsingBgInstallPolicy and CalculateTitleInstallSize
GX2: Added support for texture format R32_G32_UINThttp://cemu.info/
# Cemu detailed changelog for 1.15.0
# Patreon release date: 2018-11-28
# Public release date: 2018-12-05
# New in 1.15.0d:
gfxPacks: Added support for overwriting aoc mounted files (put files relative to <graphicPackFolder>/aoc/)
# New in 1.15.0c:
general: Added top center and bottom center alignment for overlay
gfxPacks: Fixed bug in expression parser
# New in 1.15.0b:
gfxPacks: Fixed error in internal path for content folder
# New in 1.15.0:
general: Added PowerPC debugger
Supported features so far:
- Disassembly and memory view
- Breakpoints and stepping
- Memory breakpoints
- Support for live patching of PPC instructions
- Partial support for symbols (Cafe OS functions are named)
- Expression support
general: Added configurable graphical overlay for displaying stats
Current available stats include:
- FPS
- Cemu CPU usage
- Total CPU usage per core (global)
- Memory usage
- Drawcalls per frame
general: Minor changes to logging
general: Added debug option to dump Wii U RAM to files
PPC/JIT: Improved support for code invalidation
input: Added a low battery warning for XInput wireless controllers (Win8+ required)
input: Overhauled deadzone and axis range calculation
input: Added button threshold setting (applies if an axis is mapped to a button)
gfxPacks: Added support for file replacement via graphic packs
gfxPacks: Variables of type double are now always inserted into the shader code as a valid GLSL double
snd_core: Added API AIGetDSPSampleRate and AICheckInit
nn_acp: Fixed ACPGetNetworkTime incorrectly returning a 32bit timestamp instead of 64bit
nn_nim: Added API GetECommerceInfrastructureCountry, MakeTitlePackageTaskConfigAutoUsingBgInstallPolicy and CalculateTitleInstallSize
GX2: Added support for texture format R32_G32_UINT
2018年12月5日 星期三
ANESE 0.0.61
FC/NES模擬器 ANESE 發布新版,更新如下 :
fix some gcc warnings, and maybe even a ppu bug?
first commit in a _long_ time, and it's just because I installed a
fresh linux distro and wanted to see if ANESE compiles on it.
It does, but I noticed a couple of warnings and bugs, so these are
some quick fixes.
looks like I had an unintended fallthrough in my bgr_fetch routine.
not sure how mission-critical this is, but maybe it fixes stuff?
other than that, g++ helpfuly noted some other silly errors and
unused vars, so I cleaned those up too.
lastly, I removed some code that skipped the first directory
returned by cute_files in the menu component. Not _super_ sure why
that was there in the first place, but directory traversal now
works on some more linux distros (such as the one I am running)
https://prilik.com/ANESE/
fresh linux distro and wanted to see if ANESE compiles on it.
It does, but I noticed a couple of warnings and bugs, so these are
some quick fixes.
looks like I had an unintended fallthrough in my bgr_fetch routine.
not sure how mission-critical this is, but maybe it fixes stuff?
other than that, g++ helpfuly noted some other silly errors and
unused vars, so I cleaned those up too.
lastly, I removed some code that skipped the first directory
returned by cute_files in the menu component. Not _super_ sure why
that was there in the first place, but directory traversal now
works on some more linux distros (such as the one I am running)
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