2017年2月20日 星期一

vdmgr 0.1.5



多機種模擬器 vdmgr 發布新版,更新如下 :

sg-1000/SEGA MARKIII
  • VDPのタイミング修正。
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libvdmgr/vdmgr
  • デバイスインタフェース(I2C/SPI)追加。
  • シンボル読み込み追加(ColecoVision/8051/8052は作成済み)。
     *************************
ColecoVision
  • MegaCart対応。
  • SGM対応。
  • 64KBのI2C EEPROMの対応(セーブ可)。
  • Lord of the dungeon対応(セーブ可)。
     *************************
HVC-001
  • マッパー18の音声ファイル対応。
     *************************
FFT/Waveモジュール
  • 最大8chのサウンドミキサー追加。
                                                                            
  • (各チャンネルの出力状態の切り替えとレベル設定可)
     *************************

http://www.geocities.jp/g_lsluk/index.html

2017年2月19日 星期日

Mesen 0.7.1

FC/NES模擬器 Mesen 發布新版,更新如下 :

New Features
  • Video: Added new custom aspect ratio option.
  • Compatibility: Added support for mapper 190 (Magic Kid GooGoo) and UNIF board EH8813A.
  • Video: Added new codec for AVI recording (camstudio) and compression setting
Bug Fixes
  • FME7: Fixed bug with savestates for mapper 69.
  • Misc: Several small bug fixes.

2017年2月17日 星期五

Visual Boy Advance - M Beta-3 Keyboard fixes

GBA/GB(C)模擬器 VisualBoyAdvance - M 發布新版,更新如下:

Apparently in some configurations, holding a key on the keyboard makes
Wx stop processing Idle events, so the emulator does not run until the
key is released, freezing the game and ignoring the key.
Hopefully fix this by calling wxWakeUpIdle() from OnKeyDown() and
OnKeyUp().
Other Misc. Improvements:
  • refactor process_key_press() to only return true if the system is in a
    pressed key state on key presses or a game key was released on
    releases and always true on double releases.
  • call ev.StopPropagation() from OnKey* events for game keys, this may
    not actually do anything, but just in case.
  • remove static OnKeyUp and OnKeyDown events from GameArea, these are
    connected to the DrawingPanel dynamically now.
  • remove the dynamic_cast<>s from PaintEv/EraseBackground/OnSize event
    forwarders, since there is already a panel member to use.
TODO:
The state returned by process_key_press() is still not entirely correct,
if a joystick button is pressed, it will return true for a non-game
keyboard press, and it needs to return the correct state for double
releases.

https://github.com/visualboyadvance-m/visualboyadvance-m/releases

2017年2月16日 星期四

關於新dump的 FC - Magic Kid Googoo 執行方法

這2天有朋友問 fc new dump rom Magic Kid Googoo 如何執行,其實很容易,找有支援 Mapper 190 的模擬器即可。

推薦 Mednafen-0.9.42 ,這版已經支援NES Mapper 190 ,可順利執行這款遊戲。

2017年2月13日 星期一

UoYabause 0.4.2

SS模擬器 Yabause 改版 UoYabause 發布新版,更新如下 :

Corrected a vertical line problem for OutRun and Space Harrier (François Care).Default use of the DRAM cartridge 32 Bits, which allows Street Figther Zero 3 to operate (François Care).Fixed a text relocation issue.Fixed a problem with the shadows of characters in the game Seifuku Densetsu Pretty Fighter (François Care).Fixed a problem of transparency during the break in the game The Story Of Thor (François Care).Fixed a problem with the shadow of the character in the game The Story Of Thor (François Care).Fixed a dark screen problem in The gameStory Of Thor (François Care).Android: Update of the French translation (Benjamin Siskoo).Fixed misspellings for the English version (Benjamin Siskoo)Fixed the problem of cloud transparency in the game Albert Odyssey (François Care).Fixed a slow motion problem in Street Fighter Zero 3.Fixed a flickering problem in the Virtual On game.Fixed an issue with the game Radiant Silver Gun.Fixed a problem with the menu for the game Sonic R.Corrected a blocking problem.Sync mode support.Improved image buffer emulation accuracy.Improvement of English translation channels (Benjamin Siskoo).Do not use the mixer in this case, which allows to correct the game Megaman X4 (François Care).If the color calculation is a replacement mode and the MSB is one, then the shadow of the sprite should be one. The shadow problem under the characters is corrected in the game Crows - The Battle Action (François Care).The coordinates of the vertices are 10 bits, this makes it possible to correct the mask. This can also correct some negative summits (François Care).Does not change screens that have been disabled (François Care).Different Sprites can be mixed together. Correction of a problem with some shadows (François Care).Fixed the laser transparency problem for Megaman X4 (François Care).Addition of new channels in the French language pack (Benjamin Siskoo).Correction of spelling errors for the English language (Benjamin Siskoo).Fixed the Thunder Force V game. The intro video was not displayed.Corrected deadlock.Fixed a problem with polygons.Large modification of the image buffer.Simplification of buffer exchange conditions.Cleaning the source code.Correction of a regression that prevented emptying the image buffer of VDP1.More improvement on the precision of VDP1 operations.Empty commandFollowing my tests, here are the games I have seen improvements:Albert Odyssey - improved transparency of the clouds on the intro, but still incoorectDetana Twinbee Yahho! - Deluxe Pack - correction of a transparency problem in the menus.Die Hard Arcade - correction of the missing shadow problem under the characters.Outrun - the game is playable (there are still some graphics bugs). Correct horizontal lines.Space Harrier - the game is playable (there are still some graphic bugs). Correct horizontal lines.Slam and Jam is finally playable. After ten years without visible improvement on the game (totally unplayable), it is now playable.The Story Of Thor 2: Fixed a dark screen problem. Corrected the transparency of the pause menu. Fixed the shadow that was black instead of being transparent under the character.Touge King Of Spirit - small graphical improvements especially in the display of menus.Tengai Makyou Dai-yon no Mokushiroku - The Apocalypse IV - Fixed the video problem that was displayed in black.Victory Boxing - Fixed a flickering problem in the intro video.



2017年2月12日 星期日

No$gba v2.8e

GBA/NDS/DSI 模擬器 No$gba 發布新版,更新如下 :

- gba/bugfix: forces WAITCNT.15=readonly (for DKong:KingOfSwing, thanks endrift)
- dsi/teak/a22i: added TeakLite II assembler (supports most TL+TL2 opcodes)
- dsi/teak/help: specs for teak cpu flags (which opcodes affect which flags)
- dsi/teak/help: specs for memory mapped I/O ports on teak/dsp side
- dsi/teak/help: specs for teak CPU registers, details for operand encoding
- dsi/teak/help: specs for teak st0-2,icr plus undoc stt0-2,mod0-3
- dsi/emmc: detects/supports debug-version eMMC images (tweaks port 4004024h)
- dsi/help: cleaned up some RSA descriptions, notes on debug-version RSA keys
- dsi/help: first attempts on describing SCFG_xxx registers for ARM7 side
- nds/wifi/help: added details on ds-download-play's openpgp-rsa-sha1 signature
- dsi/boot: mimmicked support for booting with AR6013 (when WifiFlash[1FDh]=2)
- dsi/dsdump: released dumping tool for dsi memory areas and chip IDs
- nds/wifi: released dswifi ASM port (and bugfixes for original dswifi-library)
- dsi/wifi/a22i: added assembler support for atheros/xtensa instruction set
- dsi/wifi/disass: fixed bugs for ANY/ALL/4/8 and EXTUI-based SHR pseudo-opcode
- bugfix: handles 16bit (not 32bit) return value of GetKeyState/GetAsyncKeyState
- nds/wifi/help: added note on W_IF acknowledging for counter half-overflows
- dsi/tmd/help: added age ratings and public/private .sav entries in .tmd specs
- dsi/devicelist/help: added DSi SD/MMC Device List chapter (for carthdr[1D4h])
- dsi/startdirect: initializes device list, aes keys, etc. (still imperfect)
- fontfile/help: more info on dsi font file (compression, nitrofont, characters)
- lz/help: added pseudo code for lzss, lz11, and lzrev decompression
- bootinfo/help: SHA1 WifiFlash[00h..27h] and eMMCBootInfo[00h..FFh,180h..1FFh]
- whitelist/help: info on RSA-SHA1's, SHA1-HMAC's and missing RSA check in v1.4E
- flipnote/help: info on various flipnote files, rsa, md5, xor-encryption
- rsa/help: added info on rsa basics, rsa pseudo code, rsa big-endian format
- rsa/help: added note on SWI 23h using OpenPGP Message Format (RFC 4880)
- rsa/bios: 80x86 dsi bios clone supports RSA bios functions (SWI 20h..23h)
- nds/bugfix: disables dsi I/O ports in DS mode (avoids misdetecting DS as DSi)


http://problemkaputt.de/gba.htm

2017年2月10日 星期五

Cemu 1.7.1

Wii U模擬器 Cemu 發布新版,更新如下 :

general: Fixed a crashbug that could occur due to invalid syntax in graphic pack rules.txt

CPU/JIT: Threads can now continue execution inside recompiled code immediately after a context switch.
         Previously threads would default back to the interpreter for a short time
         As a result of this change performance in games with high amount of context switches is drastically improved
CPU/JIT: Fixed a bug in LSWI/STSWI instruction when nb = 2
CPU/JIT: Improved performance of SRAW instruction
CPU/JIT: Implemented conditional BL instructions
CPU/JIT: Improved handling for very large functions (PPC code size above 128KB)
CPU/JIT: Fixed a bug in the generated code for the MFTBL instruction
CPU/JIT: Fixed a bug where the CR0 result was calculated incorrectly after AND instructions
CPU: Implemented ADDME instruction
CPU: Implemented OE versions of MULLW, ADD and NEG instruction in interpreter

coreinit: Fixed a bug in BlockHeap block allocation that eventually could lead to memory corruption
coreinit: Implemented FS working directory support
coreinit: New API: IMGetTimeBeforeDimming(), OSSetAlarm(), FSChangeDir()
coreinit: Fixed incorrect size alignment in DCZeroRange()

Input: Fixed a bug that caused slowdowns due to inactive controllers

VPAD: Changed internal raw touch coordinate bias and scale to match a real Wii U GamePad

RPL: Better TLS support
RPL: Added support for relocation types 251 and 253

H264: New API H264DECSetParam_OUTPUT_PER_FRAME()

AX: Fixed voice loop counter not correctly incrementing for PCM16 or PCM8 voices

GX2: Reverted change from 1.6.3, R10_G10_B10_A2_SNORM GX2 format is represented using GL_RGBA16_SNORM again
GX2: Fixed a graphic pack related crash bug that could occur due to upscaled depth textures
GX2: Fixed a bug that caused textures to be overwritten with outdated data after a clear operation
GX2: BC4 textures now correctly duplicate the color to all channels instead of just the red channel
GX2: Cemu will now free unused textures to conserve VRAM

http://cemu.info/