2019年8月10日 星期六

Yaba Sanshiro v2.6.7

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

* FIX: FXAA does not work on Android.
* FIX: Broken texture on Daytona USA.
* FIX: Bad aspect rate and screen noise.

http://www.uoyabause.org/

2019年8月5日 星期一

Yaba Sanshiro v2.6.3

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

* FIX: Victory Goal 96 rain scene
* FIX: Ground is not drawn Hyper Reverthion
* FIX: Akumazyou does not draw half of background
* FIX: Sky target does not draw sky
* FIX: Green line on Wizardry - Llylgamyn Saga
* FIX Regression: SF3 magic effect is not drawn
* Support hires rotate window for Elan Doree
* Add sprite window function for Slayers Royal 2
* FIX: Crash Elan Doree on start up
* FIX: Astra Superstars background
* FIX: Sonic 3D: Flickies' Island: Special stage won't work
* FIX: Shinobi-X freeze

http://www.uoyabause.org/
https://play.google.com/store/apps/details?id=org.uoyabause.uranus

2019年8月4日 星期日

MAME v0.212

MAME發布新版,這次更新的內容實在太多,文章一發布就發生錯誤,想知道詳細更新內容請移步至官網.

https://www.mamedev.org/

2019年8月3日 星期六

Cemu 1.15.11c

Wii U模擬器 Cemu 發布新版,更新如下 :

# New in 1.15.11b:

general: Fixed a bug where DLC would be installed into the wrong location
GX2: Fixed broken transform feedback on OpenGL (#157, #159)

# New in 1.15.11:

general: Better update/dlc handling
         Updated mlc01 folder locations for updates and dlc to match those of an actual Wii U
         Newly installed updates and dlc will be stored at the new locations, while previously installed ones are still detected properly
         Improved detection of type of content (affects installation and gamelist)
         Installing updates/dlc will now backup previously installed content and restore it on failure/cancelation

debugger: Implemented more instructions for assembler and disassembler
debugger: Assembler now supports basic expressions in place of constants
debugger: Fixed a crash when stepping into imports
        
coreinit: Fixed OSUninterruptibleSpinLock_Acquire() not restoring interrupts before switching to the scheduler

nn_erreula: Fixed a bug where the same message would keep poping up

padscore: Opening the input configuration window no longer temporarily disconnects the emulated controllers
padscore: Fixed PPC stack corruption caused by KPADSamplingCallback (#140)

nn_fp: IsOnline() now only returns true if there is an established friend server session. This should fix crashes or softlocks in games that only worked in online mode


GX2: Shader tweaks to bridge the gap between OpenGL and the upcoming Vulkan renderer
     If you are a graphic pack developer, be aware of these changes:
     - All shaders are now generated with a Vulkan and OpenGL compatible header using #ifdef / #endif preprocessor directives
     - gl_Position should always be set via the new SET_POSITION() macro
     - Shaders used in combination with point primitives always have to write gl_PointSize
     - Point shaders that get their point size from renderstate have a new uniform variable (uf_pointSize)
     - Primitive points will modify the vertex shader base hash (+0x71)
     Existing custom shaders remain compatible with the OpenGL backend, except for vertex/geometry shaders used in combination with GL_POINTS which need to be updated

http://cemu.info/

2019年8月2日 星期五

DOSBox-X 0.82.20 (2019-07-31)

DOS模擬器 DOSBox-X 發布新版,更新如下 :

0.82.20
  • Dynamic core IMUL instruction mistake fixed,
    signed multiply works properly again.
  • PC-98 graphics emulation fixed to render only the
    number of active display lines programmed into
    the GDC instead of matching the text layer. This
    fixes the status bar at the bottom of the screen
    in "First Queen" and "First Queen II".
  • Normal CPU core fixed not to immediately process
    interrupts on STI but to wait a little bit so that
    a STI + CLI sequence does not cause interrupt
    processing, according to real Intel 486 behavior.
  • Unknown interrupts in PC-98 mode are now routed by
    the DOS kernel through it's segment (60h) and back
    to the BIOS through a JMP instruction. It appears
    some TSRs for PC-98 determine whether or not
    interrupts are in use by whether or not the segment
    value is pointing at the DOS kernel (segment 60h).
  • Re-added a20=fast by popular demand, though a20=mask
    is still the default. a20=fast emulates the A20 gate
    the way a virtual 8086 mode monitor does where only
    the first 64KB past 1MB is remapped rather than
    gating bit 20 of all addresses. Note that a20=fast
    also matches the A20 gate behavior in DOSBox SVN.
  • Bringing up the SDL drawn menus and then resizing the
    window no longer "freezes" the display in SDL2 builds.
  • IDE emulation now minimally emulates PC-98 I/O port
    arrangement in PC-98 mode.
  • Running a build that draws it's own menus, setting
    output=opengl, and hiding the menus no longer causes
    lag redrawing the screen every time the mouse cursor
    moves.
  • Memory limit is now 3.5GB for 64-bit builds and 1GB for
    32-bit builds.
  • Maximum memory limit is now 3.5GB, code fixed to better
    enforce the limit.
  • Mixer and VGA capture code fixed to signal error if the
    memory address exceeds the amount of system memory.
    The general design of DOSBox-X memory I/O means that if
    physical memory writes are made beyond system memory,
    DOSBox-X will write out of bounds and segfault.
  • DOSBox Integration device now offers the program inside
    to capture the VGA output, for automated testing.
  • DOSBox Integration device now offers reading emulator
    time (PIC_FullIndex()) and setting a watchdog timer
    that triggers an NMI unless reset. Intended for use
    with automated testing.
  • Debugger INTHAND command now works properly in protected
    mode.
  • DOSBox Integration Device now provides an interface for
    code within to listen to the mixer output (to hear
    itself) for automated testing purposes.
  • Gravis Ultrasound emulation fixed not to run or compute
    voices and ramps if the DAC enable bit is not set.
  • Gravis Ultrasound emulation now offers a hack to ignore
    writes to the Active Channel register if the DAC is active
    and rendering audio (Ice Fever demoscene hack).
  • SDL drawn menus fixed not to interact or draw while 3Dfx
    emulation is using OpenGL, to prevent it from disturbing
    the OpenGL context for 3Dfx emulation.
  • NMI interrupt handling fixes to resolve instruction pointer
    corruption if NMI interrupt triggered while a CPU core is
    executing instructions (i.e. triggered by I/O handler).
  • DOSBox-X integration device now provides an interface to
    trigger IRQ and NMI signals.
  • Integrated commits from mainline (Allofich)
    • Improve disk image mounting: cycle disks only for the
      drive being mounted.
    • FAT drive fixes and improvements. Identify floppy format,
      and support filesystems that use only part of the disk.
      Fixes Make Your Own Murder Party and Music/Pinball
      Construction Set.
    • Return correct error code for verify sectors function
      when an invalid drive is specified. Fixes Hugo Troll game
      installers.
    • Prefer ncurses above curses (on some systems, these are
      still different packages)
    • Give a warning at startup if dpi scaling is detected.
    • Show segment override on XLAT instruction.
    • Change scan3x to be LINE LINE DARK instead of LINE DARK
      DARK. This matches pictures of scanlines better and doubles
      the brightness as the old implementation was rather dark.
    • Make it possible to compile without PNG support.
    • Report when a -conf file can not be loaded.
    • When searching CD-ROM directory entries, strip trailing
      period of extension-less filenames after stripping file
      version number and separator. Fixes disc check in Air Power.
    • Add Unit Number and Bytes Per Sector fields for DPB
      entries. Fixes Air Power installer and Windows 3 Virtual
      Memory dialog.
    • Reset write ops after drawing text in EGA graphics modes,
      consistent with EGA/VGA BIOS. Fixes Fun School 3.
    • Make Allocation Info work for CD-ROM drives. Fixes Bureau
      13 installer.
    • Prevent double-loading of CD-ROM images.
    • Don't generate sound after DMA is masked at end of single
      cycle transfer. Prevents issues with some games.
    • Use right field when dealing with joysticks.
    • Check for both read-only modes when writing files to drive
    • Correct one-off error in paging table size compare for
      when not using USE_FULL_TLB
    • Make CMOS equipment list startup display mode bits differ
      from BIOS on EGA/VGA. Fixes Sauro.
    • Implement port 62h with timer 2 output for CGA and
      Hercules machine types; fixes Frank Bruno's Boxing and Math
      Maze.
    • Acknowledge mouse interrupt before entering user routine;
      fixes sound stutter during mouse movement in Eye of the
      Beholder III and Casino Tournament of Champions. Clear
      button counters in the mouse driver reset function;
      prevents unintended skipping of intro in MechWarrior and
      others.
    • Correct relative track length in subchannel data for
      CD-ROM images; fixes speech audio cutting off too soon in
      Casino Tournament of Champions.
    • Reset followed by switch to UART mode should take some
      time; fixes MPU detection in F29 Retaliator and Hover Force.
    • Ignore unrequested data in intelligent mode; fixes Roland
      sound in Krusty's Fun House.
    • Repair double slash in configfile location on Macs. Add
      some protection against a NULL dirp.
    • Fix loading of configfiles specified with -conf but
      present in the userdir with -userconf present.
    • Fix up DOS_Drive_Cache::GetShortName.
    • Change multi-remain to repeat last parsed value for
      non-string types if the next value is empty and of the same
      type as the last. Use this to add an optional parameter to
      sensitivity which controls the y axis. When optional
      parameter is missing, x and y axis have the same value.
      Change limits on sensitivity to allow for negative values
      so the Mouse Y-axis can be inversed.
    • Correct bug related to signedness.
    • Improve prefetch and simple cores to not switch to normal
      core on trap execution. Fixes the demo version of
      Prehistorik 2 and similar cases that use the trap flag and
      prefetch tricks.
    • Check lengths before adding C-style strings together.
    • Fix unmounting of complex drives where parts were left and
      file pointers were kept open.
    • Stop storing raw modrm value. Should save an instruction
      on each get_modrm call.
    • Strip leading = from value. Can happen if you execute
      "irq =5".
    • Don't remove bytes from autoexec.bat when changing
      settings from autoexec.bat, but replace them instead. This
      way the location stays valid.
    • Let dynamic core recompile interrupt instructions in
      non-debug builds. Can help software with many INTs, such as
      compiled BASIC, run faster.
    • Add logic in mouse driver to ignore button events that
      are out of sequence. Fixes International Rugby Challenge
      when clicking to lock the mouse.
    • Use a more compatible offset for DOS redirected interrupt
      vector. Works around a null pointer bug in the notes dropdown
      list of Jack the Ripper.
    • Reqrite pop_ev so it can trigger pagefaults again. Fixes
      Win 3.11.
    • Fix uninitialized access to some isoDrive fields. Pause audio
      before switching. Use right subunit with multiple CDs on one
      drive letter.
    • Move all stack alignment operations into one place and
      some optimalisations to RISC x64 dynamic core.
    • Merged in MAME sound from mainline, except for Tandy sound.

SSF PreviewVer R6

SEGA SATURN/ST-V模擬器 SSF 發布新預覽版,更新如下 :

起動直後のハングアップ修正
CDイメージ使用時のサブコード修正
CDイメージ読み込みの改善
CDトラック内インデックスデータの持ち方変更 (CD Track/Indexオプション、CDIndexフォルダ内のファイルを作り直す必要があります)
GPUレンダリング時の表示不具合修正
とか

Android版の使用するCDイメージもCUE+BinaryImageに変更してあります

Win        : https://t.co/Teh2lj5o56
Android : https://t.co/arWsnuKLf5

2019年8月1日 星期四

Redream v1.4.0

SEGA Dreamcast模擬器 Redream 發布新版,更新如下 :

Added
  • New app icon.
  • New animated background in user interface.
  • PowerVR DMA support (Sonic Shuffle, Simple2000 Series).
  • PowerVR fog support.
  • 32-bit support for Android.
  • GL ES 3.x support for Android.
  • AArch32 and AArch64 JITs for Android.
  • Built in fps counter.
  • Automatic frame skipping.
  • Reset binds option in input menu.
  • Support for Nintendo Switch Joy Cons.
  • Automatic library directory scanning.
  • Touch screen suppport.
  • Virtual gamepad input device.
  • Save state support.
Changed
  • Mac builds are now distributed as app bundles.
  • Mac builds now write out internal files to ~/Library/Application Support/redream.
  • Make options save before shutting down in the off-chance that there's a crash during shutdown.
  • Improved per-strip accuracy.
  • Optimized texture conversion routines.
  • Lowered per-pixel requirement to GL 4.3+ / GL ES 3.2+.
  • Improved framebuffer presentation accuracy and raw framebuffer write detection.
  • Numerous rendering performance improvements as a result of Android optimizations.
  • Improved AMD rendering performance when using per-pixel sorting. RX 480 at 1440p x 64 layers improved from ~50 fps to ~190 fps in Sonic Adventure main menu.
  • Avoid persisting the pc to the context as frequently.
  • Avoid persisting the cycle count to the context as frequently.
  • Avoid unnecessary page permission changes when applying memory watches.
  • Inline hot MMIO paths.
  • Inline constants during code compilation.
  • Added constant materialization optimization pass.
  • Reduce register pressure in MACL / MACW operations.
  • Use floating-point instructions for floating-point data transfers to reduce redundant SH4 context accesses.
  • Run at a fixed 60hz in the UI.
  • Improved indexing of disc box art.
  • Raised maximum input devices to 32.
  • Refactored virtual memory system to work with only a 29-bit address space.
  • Filter out single-session CDIs in the UI which require a boot disc to use.
  • Improved frame pacing and performance by tightening up the audio and video sync.
  • Turbo button is now a toggle.
Fixed
  • SLEEP instruction not waking correctly (Psyvariar 2, Shikigami no Shiro II).
  • Linux build unnecessarily linking with optional libraries (libXinerama, etc).
  • Linux build using the incorrect directory for internal files when using a symlink.
  • Mac build flashing on startup when fullscreen.
  • More robust self-modifying code detection (Shenmue, Shenmue II).
  • More robust culling of degenerate vertices (Wacky Races, Soul Calibur, Headhunter).
  • Artifacts along the 1-pixel edge of the viewport in some games.
  • Garbage data outside of the viewport in games attempting to compensate for overscan.
  • Numerous HLE BIOS issues (MSR, 2K sports games).
  • Corrected TOC for GDI and CHD disc images, fixes missing audio tracks in BIOS music player (MDK2).
  • Crash when the texture cache reset mid-game in libraries with more than 512 games.
  • Incorrect polygon winding for background plane (MDK2).
  • Geist Force hanging during intro.
  • Jet Set Radio crashing during graffiti free paint.
  • Pro Pinball Trilogy hanging on boot.
  • Monaco Grand Prix hang on startup.
  • NHL 2K2 hanging in the main menu.
  • NHL 2K2 pause menu rendering.
  • Slave Zero failing to boot.
  • Toe Jam and Earl crash on startup.
  • Audio clicking in Sonic Adventure menus.
  • Music in MDK2 and Stupid Invaders not playing.
  • Music in Maken X cutting out during intro and beeping.
  • Music in Walt Disney World Quest not pausing in menus.
  • Music in Test Drive Le Mans going off the rails after ~10 minutes of play.