2019年5月26日 星期日

mGBA 0.7.2

GBA/GBC模擬器 mGBA 發布新版,更新如下 :

Emulation fixes:

  • GB: Fix HALT when IE and IF unused bits are set (fixes #1349)
  • GB Timer: Fix timing adjustments when writing to TAC (fixes #1340)
  • GB Video: Fix window y changing mid-window (fixes #1345)
  • GB Video: Fix more window edge cases (fixes #1346)
  • GBA: Fix RTC on non-standard sized ROMs (fixes #1400)
  • GBA DMA: Fix DMA0-2 lengths (fixes #1344)
  • GBA Memory: Fix writing to OBJ memory in modes 3 and 5
  • GBA Memory: Prevent writing to mirrored BG VRAM (fixes #743)
  • GBA Video: Fix scanline cache with scale factor change edge cases
  • GBA Video: Fix sprite mosaic clamping (fixes #1008)
  • GBA Video: Implement mosaic on transformed sprites (fixes #5)

Other fixes:

  • 3DS: Ensure core 2 can be used for threaded renderer (fixes #1371)
  • All: Fix several memory leaks
  • GB Core: Fix toggling WIN and OBJ being swapped
  • GBA: Fix skipping BIOS on irregularly sized ROMs
  • CMake: Fix .deb imagemagick dependencies
  • FFmpeg: Improve initialization reliability and cleanup
  • FFmpeg: Fix audio conversion producing gaps
  • LR35902: Fix disassembly of several CB-prefix instructions
  • LR35902: Fix trailing whitespace in disassembly
  • Qt: More app metadata fixes
  • Qt: Fix load recent from archive (fixes #1325)
  • Qt: Fix overrides getting discarded (fixes #1354)
  • Qt: Fix saved scale not getting set on resize (fixes #1074)
  • Qt: Fix crash in sprite viewer magnification (fixes #1362)
  • Qt: Fix adjusting magnification in tile viewer when not fitting to window
  • Qt: Fix bounded fast forward with Qt Multimedia
  • Qt: Fix saving settings with native FPS target
  • Wii: Fix aspect ratio (fixes #500)

Misc:

  • Qt: Add missing HEVC NVENC option (fixes #1323)
  • Qt: Improve camera initialization
  • Vita: Improved frame drawing speed
https://mgba.io/2019/05/25/mgba-0.7.2/

Cemu 1.15.7c

Wii U模擬器 Cemu 發布新版,更新如下 :

# New in 1.15.7b:

CPU/JIT: Fixed a bug leading to random corruption of the instruction stream

# New in 1.15.7:

general: Added visual indicator at game boot which displays the used controller profiles
general: Added controller low battery warning (can be turned on/off in settings. Off by default)
general: Global precompiled shader setting should no longer reset to auto (#63)

general: The internal process of updating system.xml is now more robust
         Previously there was a slim chance to lose all settings when Cemu crashed or was force closed
         while settings.xml was being updated

CPU/JIT: Optimized recompilation. This process is already fast enough to generally not be noticeable but
         it can lead to delay and micro-stutter in cases where a lot of new code is recompiled at once
         Examples where the bottleneck becomes apparent:
            Frame drops or audio crackle on first loading screen
            Initial delay when booting a game
         With the optimization, these should now be slighty less severe

GX2: Improved the accuracy and behavior of GX2WaitForFlip + GX2SwapScanBuffers
     This fixes an issue where games would run at the wrong framerate (e.g. Paper Mario Color Splash)

GX2: Fixed a bug in texture decoder for format BC4 (#59)

GX2: Fixed an issue where Cemu would crash if a game setup invalid shaders
     This resolves crashes in Pikmin 3 and Yoshi's Woolly World

http://cemu.info/

Yaba Sanshiro 2.5 Beta 2

SEGA SATURN模擬器 Yaba Sanshiro 發布新版,更新如下 :

* Use the glMapBufferRange feature to update the VRAM.
* Added K parameter for RAM color mode. Fix a black screen bug.
* Added special color function for mode 3 which used CRAM to detect transparency.
* Activation of the alpha value.
* Fixed flag activation that was ignored
* Added function RBG1 (not tested).
* Casper: correction of the missing loading screen. http://www.tradu-france.com/index.php?page=fullstory&id=633

2019年5月21日 星期二

Avocado develop-448

PS模擬器 Avocado 發布ˋ新版,更新如下 :

- externals: added ghc::filesystem (for MacOS and Android)

https://github.com/JaCzekanski/Avocado

jpcsp - 2f49bae0 (2019-05-20)

PSP模擬器 jpcsp 發布新版,更新如下 :

LLE: small compatibility improvements in reboot parameters

http://www.jpcsp.org/

2019年5月11日 星期六

Cemu 1.15.6c

Wii U模擬器 Cemu 發布新版,更新如下 :

general: Fixed a bug where default game profile options would be applied even if no game profile existed

GX2: Added a fast path for software texture copies when both the source and destionation texture use tilemode 4 (improves performance in Lego games)

# New in 1.15.6b:

general: Restored compatibility with cemuhook custom timers
general: Fixed broken bicubic and hermite upscaling/downscaling filter

CPU/JIT: Always correctly emulate single-precision operations (fixes softlocks and gameplay bugs)

# New in 1.15.6:

general: Reworked UI and removed deprecated options
         Experimental menu is gone and RDTSC is now always on
         Removed support for conventional shaders (always use separable shaders)
         CPU timer mode is now always 'host based'

general: Added UI to configure game profiles (accessible via right click on an entry in game list)
         Includes option to set controller profiles (#17)

general: Added tooltips for some of the settings

nsyshid: Implemented HIDWrite()
nsyshid: Use packet maximum size provided by device instead of a fixed value
nsyshid: Accuracy tweaks in HIDRead()
         These changes should improve support and increase stability for Skylanders and Lego USB portals

coreinit: More tweaks to MEM2 heap size to fix Lego games (#48)

Note:
(#xx) refers to bug tracker issues fixed by this change. See http://bugs.cemu.info/projects/cemu/

http://cemu.info/index.html

2019年5月10日 星期五

bsnes-hd beta 5

SFC/SNES模擬器 bsnes 非官方改版 bsnes-hd 發布新版,更新如下 :

Name change:
The project is now named "bsnes-hd", as "HD Mode 7 mod" was simply too long. Also I have moved beyond just Mode 7 and have plans for more. A repository will be available soon.

New features:

1.
Widescreen for non-Mode 7 backgrounds. Results of course vary between games and even scenes.
To avoid HUDs repeating and other unwanted effects I have added settings to disable widescreen for the separate background layers and even just the top or bottom of a layer.
The default is always "on" for all 4. Sample values for some games are:
"F-Zero": BG3: "off"
"HyperZone": BG2: ">80"
Please post settings for other games here.

2.
Sprites that are partially inside the non-widescreen area are now drawn entirely when possible.
The new "unsafe sprites" settings allow sprites to enter widescreen areas further if the game keeps updating them. This will however cause significant artifacts in many games. If ROM-hackers want to discuss optimizing games for this, feel free to contact me.

3.
more widescreen aspect ratios (16:10, 21:9, ...)

Known issues:
- Setting very high scale factors and a widescreen AR at the same time causes the emulator to terminate. The solution would be increasing the size of the arrays that store the pixels. That, however, causes lower frame rates at any settings. So I won't fix this, until I can do so without impacting performance for everyone. My lack of C++ experience makes this difficult. Maybe someone can help me out here.
- (edit) The logo intro of Donkey Kong Country crashes in widescreen.

http://s000.tinyupload.com/index.php?file_id=76484668394989134799