2019年10月22日 星期二

2019年10月21日 星期一

mGBA 0.8 beta 1

GB/GBA模擬器 mGBA 發布新版,更新如下 :

Features:
  • Improved logging configuration
  • One-Player BattleChip/Progress/Beast Link Gate support
  • Add Game Boy Color palettes for original Game Boy games
  • Debugger: Add unary operators and memory dereferencing
  • GB: Expose platform information to CLI debugger
  • Support Discord Rich Presence
  • Debugger: Add tracing to file
  • Enhanced map viewer, supporting bitmapped GBA modes and more displayed info
  • OpenGL renderer with high-resolution upscaling support
  • Experimental high level “XQ” audio for most GBA games
  • Interframe blending for games that use flicker effects
  • Frame inspector for dissecting and debugging rendering
  • Switch: Option to use built-in brightness sensor for Boktai
  • Ports: Ability to enable or disable all SGB features (closes #1205)
  • Ports: Ability to crop SGB borders off screen (closes #1204)
  • Cheats: Add support for loading Libretro-style cht files
  • GBA Cheats: Add support for loading EZ Flash-style cht files
  • Support for unlicensed Wisdom Tree Game Boy mapper
  • Qt: Add export button for tile view (closes #1507)
  • Qt: Add recent game list clearing (closes #1380)
  • GB: Yanking gamepak now supported
  • Qt: Memory range dumping (closes #1298)
Emulation fixes:
  • GB: Fix using boot ROM with MMM01 games
  • GB Audio: Only reset channel 3 sample in DMG mode
  • GB Audio: Sample inactive channels (fixes #1455, mgba.io/i/1456)
  • GB Audio: Fix channel 4 volume (fixes #1529)
  • GB I/O: Filter IE top bits properly (fixes #1329)
  • GB Memory: Better emulate 0xFEA0 region on DMG, MGB and AGB
  • GB Video: Delay LYC STAT check (fixes #1331)
  • GB Video: Fix window being enabled mid-scanline (fixes #1328)
  • GB Video: Fix mode 0 window edge case (fixes #1519)
  • GB Video: Fix color scaling in AGB mode
  • GBA: All IRQs have 7 cycle delay (fixes #539, mgba.io/i/1208)
  • GBA: Reset now reloads multiboot ROMs
  • GBA BIOS: Fix multiboot entry point (fixes Magic Floor)
Other fixes:
  • Core: Improved lockstep driver reliability (Le Hoang Quyen)
  • FFmpeg: Drain recording buffers
  • GB: Fix reading ROM immediately after unmapping BIOS
  • GB SIO: Fix lockstep failing games aren’t reloaded
  • GBA Cheats: Fix value incrementing in CB slide codes (fixes #1501)
  • Libretro: Fix crash changing allowing opposing directions (hhromic)
  • Qt: Fix some Qt display driver race conditions
  • Qt: Fix menu bar staying hidden in full screen (fixes #317)
  • Qt: Only show emulator restart warning once per settings saving
  • Qt: Fix LibraryController initialization (fixes #1324)
  • Shaders: Fix gba-color shader resolution (fixes #1435)
  • Switch: Fix audio when video rate desyncs (fixes #1532)
Misc:
  • CMake: Don’t use libzip on embedded platforms (fixes #1527)
  • Core: Add keysRead callback
  • Core: Create game-related paths if they don’t exist (fixes #1446)
  • Core: Add more memory search ops (closes #1510)
  • Debugger: Make tracing compatible with breakpoints/watchpoints
  • Debugger: Print breakpoint/watchpoint number when inserting
  • Feature: Switch from ImageMagick to FFmpeg for GIF generation
  • FFmpeg: Support audio-only recording
  • GB Memory: Support running from blocked memory
  • GBA BIOS: Add timings for HLE BIOS math functions (fixes #1396)
  • GBA BIOS: Fix clobbered registers in CpuSet (fixes #1531)
  • GBA Savedata: EEPROM performance fixes
  • GBA Savedata: Automatically map 1Mbit Flash files as 1Mbit Flash
  • Debugger: Add breakpoint and watchpoint listing
  • LR35902: Support PC-relative opcode decoding
  • mGUI: Remember name and position of last loaded game
  • OpenGL: Only resize textures when needed
  • Qt: Don’t unload ROM immediately if it crashes
  • Qt: Support switching webcams
  • Qt: Cap window size on start to monitor size
  • Qt: Open a message box for Qt frontend errors
  • Qt: Increase maximum magnifications and scaling
  • Qt: Add native FPS button to settings view
  • Qt: Improve sync code
  • Qt: Add option to pause on minimizing window (closes #1379)
  • Qt: Scale pixel color values to full range (fixes #1511)
  • Qt: Remove What’s This icon from dialogs
  • Qt: Printer quality of life improvements (fixes #1540)
  • Qt: Add copy and QoL improvements to graphic views (closes #1541)
  • Qt: Show list of all sprites in sprite view
  • Qt: Add option for disabling OSD messages
  • Qt, OpenGL: Disable integer scaling for dimensions that don’t fit
  • Switch: Dynamic display resizing
  • Switch: Support file associations
  • Vita: L2/R2 and L3/R3 can now be mapped on PSTV (fixes #1292)

2019年10月20日 星期日

bsnes v112

SFC/SNES模擬器 bsnes 發布新版,更新如下 :

  • improved Super Game Boy audio support
  • fixed two small sprite issues affecting Star Ocean with the accurate PPU
  • added deterministic rewind support; rewind is now 100% safe when enabled
  • added a safer save state serialization method for Tales of Phantasia and Star Ocean
  • fixed detection of ST010 and ST011 HLE when DSP firmware is missing
  • added SHVC-2P3B-01 prototype board mapping for Kunio-kun Tournament Special
  • improved the frame advance functionality to be more responsive
  • added a scanline override for the fast PPU for the Japanese version of NHL '94
  • added new preset buttons to the driver settings to make adaptive sync and dynamic rate control easier to configure
  • by request, I added a pseudo-fullscreen mode to continue displaying the status bar
  • added run-ahead support of up to four frames
  • optimized save state serialization performance [Alcaro, byuu]
  • added serialization to the SDD1 decompressor for the new deterministic save state mode
  • removed the fast PPU tile caching; as it was not helping speed and made serialization more expensive
  • RetroArch: added Super Game Boy support
  • RetroArch: added a core change that removes a frame of input latency
  • Linux: added a fix for a rare crashing issue with SDL joypads

  • 2019年10月19日 星期六

    bsnes beta 111.10

    SFC/SNES模擬器 bsnes 發布新版,這版增加了 預讀 功能,在遊戲中改善內部處理的延遲,進而達到減少延遲。更新如下 :

    beta version 111.10 is up to address an issue with deterministic states on Windows. If you had bad luck trying run-ahead before, it should work now.

    I've posted a new beta build of bsnes, version 111.9, which adds run-ahead emulation.

    Run-ahead is a technique to remove internal processing delay frames from games, resulting in the perception of reduced input latency.

    https://byuu.org/

    2019年10月17日 星期四

    melonDSi beta

    DSi模擬器 melonDSi 發布新版,更新如下 :

    Apologies for the silent month. Things are shaking up here irl, as I'm starting that job, and looking for a new apartment, which is a bit of a shitshow.

    Anyway, here we go: we present you melonDSi, in unfinished beta glory. The JIT beta will follow, but I first want to ensure Generic is comfortable with it.

    The end goal will be to merge this with regular melonDS once it's in a better state, but, for now, we're providing it for the curious folks.

    How to use melonDSi

    BE SURE TO READ THIS BEFORE USING MELONDSI. You are using a beta release, provided with zero polishing and with a debug console. I expect that you know what you are doing to atleast some extent.

    melonDSi will require several files to be dumped from a DSi. It's a bit messy right now, but we hope to come up with more user-friendly solutions in the future.

    So, if you have a DSi, you might want to install unlaunch on it.

    A quick rundown of the files melonDSi requires:

    * bios9.bin / bios7.bin: DS-mode BIOS images. Those are the same as the ones from a DS. They shouldn't be required to get DSi software running, but melonDSi will refuse to start if they aren't present.

    * bios9i.bin / bios7i.bin: DSi-mode BIOS images. Those can be dumped from your DSi using the good ol' dsbf_dump.nds.

    * firmware.bin: SPI FLASH image. See above. dsbf_dump.bin yields a 'FWxxxxxx.bin' file which you need to rename. It should be 128K.

    * dsikeys.bin: AES keys at boot time, dumpable using dsidumper.

    * initmem9.bin / initmem7.bin: Boot-time contents of ARM9 ITCM and ARM7 WRAM, containing several other useful keys. See above.

    * nand.bin: DSi NAND image, ideally dumped with fwTool. This should be dumped from the same console as dsikeys.bin and initmem9/7.bin.

    BEFORE STARTING

    Make sure that your DSi-mode ARM7 BIOS is good. Open bios7i.bin in a hex editor. Ensure that the first 32 bytes are the following:

    06 00 00 EA 06 00 00 EA 1F 00 00 EA 04 00 00 EA
    03 00 00 EA FE FF FF EA 13 00 00 EA 00 00 00 EA

    Make sure that your NAND dump has the 'nocash footer' at the end. Open it in a hex editor and check that it has the string 'DSi eMMC CID/CPU' at offset 0xF000000. This is the beginning of the 64-byte 'nocash footer', which holds the eMMC CID and console ID.

    Ideally make sure that direct boot is disabled.

    Using melonDSi

    As with regular melonDS, System->Run will boot the firmware, which should land you into the DSi menu if you did everything right.

    You will need to recalibrate the touchscreen through the system settings app to have it work correctly.

    melonDSi can boot some DSi-mode apps, but they currently don't work that well.

    Booting games

    melonDSi is able to boot DS-mode games from the DSi menu. They currently run with the DS-mode BIOSes and backwards-compatible touchscreen mode, but at the 133MHz clock speed and with 16MB of RAM.

    DSi-enhanced games do not boot yet.

    Direct boot is likely to break things as it hasn't been updated yet.

    Other issues

    Do not attempt using savestates, they can and will go wrong.

    melonDSi is based on melonDS 0.8.1, so it will have the bugs present in that version.

    Enjoy! Or atleast, try to.

    http://melonds.kuribo64.net/

    JoyToKey 6.3

    手把映射鍵盤工具 JoyToKey 發布新版,更新如下 :


  • To be more friendly for new users,
    • JoyToKey is packaged and distributed with an installer, instead of a ZIP file format
    • Tab names in the button assignment window are made clearer (e.g. "Keyboard 2" -> "Keyboard (Multi)")
    • UI layout for assigning the mouse cursor movement is made simpler



  • User configuration data will be by default stored in "JoyToKey" folder in user's "Documents" folder. In case you upgrade JoyToKey from an older version, please copy (or move) the old "JoyToKey" folder into your "Documents" folder so that you can continue to access your configuration data.



  • Minor bug fixes



  • Besides, following changes are included in recent releases:
    • Support up to max 50 joysticks (previously 32 joysticks)
    • Support up to max 128 buttons (previously 32 buttons)
    • Enhanced an execution of an external program to be able to
      • pass command parameters
      • specify the starting working directory
    • In case JoyToKey is started when no controller is connected, JoyToKey tries to automatically detect devices until one controller is connected. From this version, users can change this behaviour such that JoyToKey continues the auto detection until two controllers are connected, or completely disable this auto detection feature. For more details, please refer to this page.
    • Single click a task tray icon to refresh joystick connections
      When you connect a new joystick to the PC, you can just click the task tray icon to get it recognized (either left click or right click).
    • Supported multiple screens for the absolute movement of a mouse cursor.
    • Supported additional key-code emulations such as the volume control (up / down / mute), media control (prev / next / play / stop), and SCROLL_LOCK key.
    • Changed the default key emulation code for arrow keys, R-Alt and R-Ctrl, to fix some compatibility issue with recent Windows 10. In case it causes a problem for certain old games and you want to use the old key code, in the button assignment window, please select an equivalent key (from right-click menu) which is labeled as "for DirectInput".
    • Ability to re-process the key emulation event when the same key continues during the processing of Input1-Input4 sequence (Keyboard 2).
      By default, when processing the sequence of key emulation through Input1 to Input4, if the same key assignment continues, it's emulated only once. This behaviour can be changed from "Options" tab by enabling the following checkbox: "Re-process when the same key continues in sequence"

    https://joytokey.net/en/

    2019年10月12日 星期六

    Cemu 1.15.16c

    Wii U模擬器 Cemu 發布新版,更新如下 :

    # New in 1.15.16c:

    general: Fixed error message when booting any game

    # New in 1.15.16b:

    general: Fixed a bug where previously created controller profiles would not show up in input settings

    # New in 1.15.16:

    general: Tab and Ctrl+Tab for swapping TV/GamePad screen now only works if Cemu is in focus
    general: Fixed an issue where Cemu would freeze on shut down (#175)
    general: Improved robustness of Cemu auto-updater
    general: Fixed launching games in fullscreen when UI fullscreen option is enabled
    general: If a filter is set the graphic pack window will auto-unfold the top node and small subnodes

    debugger: If a game ships with debug symbols they should show up in assembly view again

    RPL: Retrieve name of update .rpx from cos.xml instead of using the name of the base rpx
         Fixes Wii Sports Club update not launching

    ErrEula: Fixed message boxes with long button text

    Input: Improved performance when using Wiimotes

    https://cemu.info/