2026年9月28日 星期一

XaviXEmu 0.4.1

XaviX電視運動娛樂主機模擬器 XaviXEmu 發布新版,更新如下 :

XaviXEmu 0.4.1 — XaviX2 支援大幅改善

下載請選附件 XaviXEmu-0.4.1-win64.zip(Windows 10/11 64 位元)。
ZIP 內含執行檔、繁體中文/英文說明及完整更新紀錄。

  • 中文使用說明
  • 40 款 ZIP 對照與英文說明
  • 升級請關閉程式,將新版放回原資料夾,保留 XaviXEmu.ini、save、snap。
  • 本次不公開 0.4.1 原始碼。GitHub 自動列出的 Source code 壓縮檔只含本版本文件,不是可執行程式;請下載上方具名 ZIP。舊版本已公開內容保持現況。
  • 未附 ROM、個人設定、存檔或截圖。

XaviX2 圖形、時序與操控

  • 改善多邊形與精靈圖像的深度排序,讓角色、戰鬥文字與攻擊特效依照修正後的深度資料合成。
  • 修正透明調色盤的顏色與透明度解讀,以及預乘透明度的混色方式,改善水面、天空霧化、雲層與半透明特效。
  • 改善高解析度 3D 模式下,透明前景與底層 3D 畫面的合成,減少光環橫跨地形時的接縫。
  • 加入精靈濾波與透明度內插,使放大縮小後的角色邊緣更自然;依遊戲設定處理色彩抖動,改善天空漸層。
  • 修正 Take-copter 的 GPU 畫面合併與淡出順序,使雲層、角色和背景一起淡出;改善水面與天空交界。
  • 修正不同顯示模式的畫面更新時序,避免啟動畫面或選單使動畫、音效節奏異常。
  • Take-copter 加入專用頭部傾斜操控,可使用鍵盤、滑鼠、PS/相容搖桿或 Wii 指向輸入。
    提供前後左右、直立與加速動作的設定,並隱藏不適用於頭部傾斜的瞄準點。
  • Naruto、Blue Dragon、Doraemon Taikan Take-copter 標示為「完整可玩」。
    部分 XaviX2 圖形、音效包絡/濾波與原始配件手勢精度仍持續改善。

七龍珠 Z2

  • 修正關閉模擬器後遊戲內建存檔遺失;故事進度現在會獨立保存到磁碟。
  • F7 讀取即時存檔時保留目前的遊戲內建存檔,避免把已保存的進度倒退。
  • 修正選單反光點持續放在左右箭頭時,畫面下半部跟著閃爍的問題。
  • 改善角色與特效深度合成;七龍珠系列仍標示為「可玩(有已知問題)」,並未宣稱所有特效問題皆已排除。

顯示與啟動參數

  • -f:直接以無邊框全螢幕啟動。
  • -w1、-w2、-w3、-w4:指定 1~4 倍視窗。
  • -s:拉伸至 4:3;不加 -s 使用原始 1:1 像素比例。
  • 可直接指定 ROM ZIP,支援含空白的路徑(請加雙引號);多個顯示模式以最後一個為準。
  • 操控沿用執行檔旁的 XaviXEmu.ini,啟動參數不覆寫原本的操控與視窗倍數設定。
  • 從遊戲列表啟動時重新套用保存的視窗倍數。
  • XaviX2 使用固定 320×240 顯示基準計算視窗倍數,避免 Take-copter 切換到 640×480 時視窗再次放大。
  • 修正小視窗選單換行占用遊戲區域的問題,維持正確的遊戲顯示尺寸。
  • 「關於」精簡為 XaviX、XaviX2000 與 XaviX2 模擬器的介紹;版本更新為 0.4.1。

遊戲列表與日常使用

  • 加入遊戲列表,可選擇 ROM 資料夾並遞迴掃描子資料夾,記住資料夾與排序方式。
  • 顯示完整名稱、支援狀態、年份、平台、廠商、ZIP 檔名與截圖縮圖,支援依欄位排序。
  • 雙擊或 Enter 啟動;已實作操控的遊戲可從右鍵選單開啟專屬操作說明及按鍵設定。
  • F8 截圖使用遊戲短名稱作為檔名前綴,列表可將截圖當作縮圖。
  • 遊戲中按 Escape 暫停並顯示確認;再按 Escape 返回列表,Enter 繼續遊戲。
  • README 與中文說明列出全部 40 個可辨識 ZIP 的完整遊戲名稱和目前狀態。

其他遊戲與控制器修正

  • Super Dash Ball:修正左右兩支類比搖桿的水平反向,仍可各自控制不同顏色的球。
  • Super Shot! Excite Golf:加入可用的揮桿動作,可用空白鍵或自行指定的 Swing 按鍵揮桿。
  • Tottoko Hamtaro: Ham Ham Dai Circus:改善兩個獨立手套感應器輸入與 PS 搖桿/滑鼠手勢;仍列為初步支援。
  • TV-PC Doraemon、TV-PC Hello Kitty、TV-PC Tottoko Hamtaro:修正滑鼠水平範圍與左邊選單點擊,固定使用滑鼠和鍵盤,不接受搖桿輸入。
  • 加入 Monster Truck、Snowboarder/SSX、Gingin Boarders、Tomica Carnavi Drive、Hyper Rescue 等早期 XaviX 遊戲的精確 ROM 辨識、獨立即時存檔與各自的控制項。
  • 改善車輛/滑板遊戲的類比方向控制,依遊戲提供油門、煞車、喇叭、倒車、燈光、雨刷、地圖等配件功能。
  • 完善 MX Dirt Rebel 與 IDATEN Jump 的鍵盤、滑鼠及類比搖桿傾斜、油門、煞車和暫停控制。
  • 改善 Choro-Q 方向盤中心、轉向靈敏度、道路彎曲與縮放;修正示範模式電腦車轉彎時的停滯,以及相關 CPU 算術行為。
  • 更新 Super Dash Ball、Super Shot! Excite Golf、Tomica Carnavi Drive、三款 TV-PC、Choro-Q Byun Byun Racer、Disney Princess、Ham-chans: Ham Ham Challenge 與 IDATEN Jump 為「完整可玩」。

驗證與已知限制

  • 20 項自動測試通過;另外實測直接載入 ROM、一倍/兩倍視窗、全螢幕與「關於」內容。
  • 「完整可玩」表示已確認可正常遊玩的支援分類,不代表所有模式都已通關或與實機完全一致。
  • 兩款 Sasuke 目前仍不可玩;Duel Masters 的已知 ZIP 為主機 BIOS,缺少遊戲所需的外部卡匣。
  • ban_dbz.zip 為體驗/店頭展示版本,主要進入隨機戰鬥,而不是零售版故事模式。
  • Wii Remote 路徑仍待更多實體裝置驗證。

舊版的詳細英文更新紀錄請見 CHANGELOG.md。

English release details

This release focuses on substantially improved XaviX2 support.

  • Correct both Super Dash Ball sticks' horizontal direction; add Golf's
    configurable Swing/Space action; improve independent Hamtaro circus glove
    controls. Correct TV-PC mouse coordinates and require mouse/keyboard input
    for Doraemon, Hello Kitty and Tottoko Hamtaro. Update the tested games'
    playability classifications.

  • Include Traditional Chinese setup, controls, all 40 ZIP/title mappings,
    and comprehensive 0.4.1 release notes. Distribute the compiled binary and
    documentation without publishing the 0.4.1 source code.

  • Keep the requested game viewport size when narrow windows wrap the menu.

  • Add -f fullscreen, -w1 through -w4 window scaling, and -s 4:3
    stretch launch options with a direct ROM ZIP path. Without -s, use the
    original pixel aspect ratio. Preserve existing controller profiles and
    avoid saving temporary launch display overrides to the INI.

  • Simplify About to identify XaviXEmu as an emulator for XaviX, XaviX2000,
    and XaviX2. Update the application/file version to 0.4.1 and list all 40
    recognized ZIP filenames with their full titles and current library status
    in the README.

  • Keep XaviX2 window zoom on a stable 320x240 display canvas across video
    modes and 3D enhancement. Take-copter's 4x window is 1280x960 instead of
    doubling to 2560x1920 when its 640x480 startup screen is active.

  • Mark Choro-Q Byun Byun Racer, Disney Princess, Doraemon Taikan Take-copter,
    Ham-chans: Ham Ham Challenge and IDATEN Jump as fully playable following
    the maintainer's reports.

  • Persist Dragon Ball Z2's 1024-byte game EEPROM separately from F5/F7
    snapshots. In-game story saves now survive closing and restarting the
    emulator; F7 retains the current durable EEPROM instead of rewinding it.

  • Fix Dragon Ball Z2's lower-panel color flashes while holding a menu arrow.
    Empty polygon lists now use the same deferred sprite submission and
    completed-frame protection as mixed 3D/2D scenes, keeping one palette
    generation per displayed frame.

  • Calculate XaviX 2 CWD depth and perspective weights for culled polygons
    retained in the output list. Dragon Ball's coincident billboard anchors
    now supply the character depth read back by the CPU, allowing ordinary
    depth ordering to place battle text and attack effects in front. Remove
    the tiled-fighter/effect and exact-banner-descriptor ordering workarounds.
    Add optional submission/active-line diagnostics and periodic framebuffer
    captures to the boot probe without changing runtime-state layout.

  • Reapply the saved 1x-4x window scale after a game is launched from the ROM
    library. A selected 4x window therefore remains 4x after restarting the
    application instead of inheriting the smaller 1080x720 library window.

  • Decode XaviX 2 translucent palette entries as the hardware's interleaved
    premultiplied RGB444 plus three-bit Nalpha, rather than fixed one-half
    transparency, with Nalpha=7 as the indexed-texture transparent endpoint.
    Take-copter's water palette now produces the wide cyan/white
    distance haze that hides the sea/sky seam, and its three overlapping cloud
    planes no longer form a dark rectangular background. The same generic path
    is used by Blue Dragon, Naruto and both Dragon Ball titles. Enhanced 2x
    presentation now also retains the 3D contribution beneath partially
    transparent foreground sprites, avoiding a presentation-only seam where
    Dragon Ball's red energy aura crosses 3D geometry while keeping fully opaque
    sprite artwork pixel-sharp. Battle layer ordering now uses the corrected
    CWD-derived character depth described above.

  • Correct XaviX 2 premultiplied alpha composition from SSD's RPU patent.
    Take-copter's white/cyan horizon haze and Dragon Ball's shared translucent
    layers no longer halve their stored foreground RGB a second time. Match the
    Take-copter F7 flight/fade sequence to hardware at one IRQ-7 event per 60 Hz
    frame in every display mode; the logo/carousel width no longer incorrectly
    doubles GPU submissions and makes menu animation or audio miss real time.
    PCM pitch remains on its independent 98,437,488 Hz source. Implement the RPU
    sprite Filter=0
    four-tap sampler, including interpolation of premultiplied alpha, so the
    scaled Take-copter flying characters no longer retain coarse nearest-neighbor
    edges. Emulate the title-programmed $e620 2-by-2 Gouraud dither pattern to
    soften RGB555 sky gradients without applying an invented whole-frame blur.
    Merge Take-copter's GPU0/GPU1 submissions across the $e408/$e414 pair:
    its ROM-provided depth-zero full-screen transition now composites after the
    clouds and characters, so the entire scene fades toward pale blue/white
    together instead of repainting clear sprites over an already-white sky.
    Restore the observed Type-1 backdrop then Nalpha-graded Type-0 water
    class order, reducing the recent hard white horizon strip.

  • Add dedicated epo_dtcj Take-copter controls. Keyboard directions, right-
    mouse drag, the selected PS/gamepad analogue stick, and Wii pointer input now
    feed the firmware's verified 4-by-4 head-tilt receiver; left mouse/Enter
    supplies a filtered forward/start gesture, and middle mouse/Space or a
    bindable action performs the original quick backward-to-forward boost.
    Per-game settings expose forward, backward, left, right, upright, and boost;
    the former orange host target is hidden because head tilt is not a screen
    cursor.

  • Add an in-game Escape confirmation: the first press pauses emulation and
    audio, a second Escape safely saves EEPROM and returns to the game library,
    while Enter resumes without advancing the guest during the prompt.

  • Add a PCSX2-style game library. Users can save a ROM directory in the local
    INI, browse every mounted drive, recursively scan exact supported ZIPs in all
    subfolders, view formal title, XaviXEmu's own
    verified green/yellow/red support status, release year, XaviX generation,
    maker, filename and a 160x120 screenshot thumbnail, then sort by any column.
    Double-click/Enter launches; right-click opens a title-specific control guide
    and that ROM's independent INI button bindings. F8 screenshots use the ROM
    shortname so the first capture is reused as the game's thumbnail.

  • Recognize rad_mtrk, rad_snow, rad_ssx, rad_sbw, tak_gin,
    tcarnavi, and tomthr by exact size/CRC32/SHA-1. Add an original-XaviX
    plain-input profile for 1/2/4 MiB boards without injecting Hamtaro wireless
    packets, plus independent F5/F7 state identities.

  • Add keyboard, mouse, and PS/gamepad analogue controls for the seven early
    racing/vehicle systems. Model Monster Truck's direction bit and 20 Hz wheel
    pulse interrupt, use graduated duty-cycle steering/board lean for fine
    analogue corrections, and expose the observed vehicle accessory func...


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