2020年2月19日 星期三
bsnes-hd beta 10.3
SFC/SNES模擬器 bsnes-hd 發布新版,更新如下 :
Mac builds (standalone and libretro core) are now available on release, using a new build system (Thanks to Margen67) [#11]
Added a first simple version of per-ROM setting override files (see readme for details) [#7]
Fixed gamma formula and general color conversion and also changed default gamma value from 150 to 100 [#31]
"aspect correction" is now consistently disabled by default and also renamed to "pixel aspect correction" for clarity [#33]
Improved previous workaround for non-hires backgrounds in hires-scenes, e.g. Kirby's Dreamland 3 (keeping the improvements to pseudo transparency, but eliminating the new vertical combing that originally introduced) [#10]
2020年2月17日 星期一
mGBA 0.8.1
GB / GBA模擬器 mGBA 發布新版,更新如下 :
Emulation fixes:
Emulation fixes:
- GB Serialize: Fix timing bug loading channel 4 timing
- GBA: Fix multiboot entry point while skipping BIOS
- GBA BIOS: Fix undefined instruction HLE behavior
- GBA DMA: Fix invalid audio DMA parameters
- GBA Memory: Misaligned SRAM writes are ignored
- GBA Serialize: Fix serializing DMA transfer register
- GBA Serialize: Fix audio DMA timing deserialization
- GBA Video: Fix OAM not invalidating after reset (fixes #1630)
- GBA Video: Fix backdrop blending on lines without sprites (fixes #1647)
- GBA Video: Fix OpenGL sprite flag priority
- Core: Fix race condition initializing thread proxy
- Core: Fix integer overflow in ELF loading
- FFmpeg: Fix crash when -strict -2 is needed for vcodec or container
- FFmpeg: Disallow recording video with no audio nor video
- GBA: Automatically skip BIOS for multiboot ROMs
- Qt: Only dynamically reset video scale if a game is running
- Qt: Fix race condition with proxied video events
- Qt: Fix color selection in asset view (fixes #1648)
- Qt: Fix missing OSD messages
- Qt: Fix crash unloading shaders
- Qt: Fix toggled actions on gamepads (fixes #1650)
- Qt: Fix extraneous dialog (fixes #1654)
- Qt: Fix window title not updating after shutting down game
- Qt: Fix GIF view not allowing manual filename entry
- Qt: Fix non-GB build (fixes #1664)
- Qt: Fix pausing Qt Multimedia audio (fixes #1643)
- Qt: Fix invalid names for modifier keys (fixes #525)
- SDL: Refresh stale pointers after adding a joystick (fixes #1622)
- Util: Fix crash reading invalid ELFs
- VFS: Fix handle leak when double-mapping (fixes #1659)
- FFmpeg: Add more presets
- Qt: Fix non-SDL build (fixes #1656)
- SDL: Use DirectSound audio driver by default on Windows
- Switch: Make OpenGL scale adjustable while running
2020年2月15日 星期六
Redream v1.5.0
SEGA Dreamcast模擬器 Redream 發布新版,更新如下 :
Added
- Disc swap support.
- Redump BIN/CUE support.
- Widescreen hack support.
- Codebreaker cheat support.
- Raspberry Pi 4 support.
- HLE BIOS font support.
- Exclusive fullscreen support.
- High DPI support on Windows and Mac.
- Nintendo Switch controller support.
- PowerVR trilinear filtering support.
- PowerVR secondary accumulation buffer support.
- PowerVR parameter selection modifier volume support.
- Register aliasing support to improve ARM32 register allocations.
Changed
- Numerous CPU and GPU performance improvements as a result of the Pi bringup.
- Removed GL_ARB_fragment_shader_interlock dependency for per-pixel sorting.
- Ignore removable media drives on Windows which have no disk in them.
- Librray scanning responsiveness improved for large libraries.
- Library scanning is now limited to a single worker thread.
- Filter out noisy axes when catching key binds.
Fixed
- Major HLE BIOS refactor, fixed all known incompatibilities.
- Refactored renderer to support rendering shadows before fog.
- Video output only filling half the screen in some PAL games.
- Video output flickering over component in some PAL games.
- Codebreaker main menu not rendering.
- Langrisser Millenium main menu not rendering.
- NFL 2K/2K2 field textures not blending correctly.
- NFL Blitz 2001 shadows not blending correctly.
- NHL 2K2 ice appearing black.
- Real Sound framebuffer vertical bands.
- World Series Baseball 2K2 blurry textures.
- V-Rally 2 main menu flickering.
- Numerous AICA stream fixes.
- Missing CDDA music in a few games.
- Decoding of ADPCM audio to be bit-perfect.
- Sega Bass Fishing audio going off the rails.
- Capcom Fighting Collection hanging on boot.
- Fast Striker crashing at the end of level 1.
- Gundam Side Story crashing during third mission.
- Tech Romancer crashing after a few rounds.
- Library scanning not working with exFAT drives.
2020年2月12日 星期三
SSF PreviewVer R15
SEGA SATURN / ST-V模擬器 SSF 發布新版,更新如下 :
細かい修正のみです
BIOS無し時に実機の起動画面後のパレットを再現するようにしました
CDイメージ使用時にCD Track/Indexにチェックを入れるとハングアップする不具合を修正
Wide Screenにチェックを入れた状態でWindow/FullScreenの切り替えをすると画面が変になる不具合を修正
Android版はスレッド処理を変更しました
ほんの少しだけ速くなっていると思います…たぶん
Windows版の修正も反映されてます
WinVer : https://t.co/rqBjYZFPxc?amp=1
AndroidVer : https://t.co/arWsnuKLf5?amp=1
細かい修正のみです
BIOS無し時に実機の起動画面後のパレットを再現するようにしました
CDイメージ使用時にCD Track/Indexにチェックを入れるとハングアップする不具合を修正
Wide Screenにチェックを入れた状態でWindow/FullScreenの切り替えをすると画面が変になる不具合を修正
Android版はスレッド処理を変更しました
ほんの少しだけ速くなっていると思います…たぶん
Windows版の修正も反映されてます
WinVer : https://t.co/rqBjYZFPxc?amp=1
AndroidVer : https://t.co/arWsnuKLf5?amp=1
2020年2月11日 星期二
byuu v0.8
多機種模擬器 byuu 發布新版,更新如下 :
I'm releasing the first official beta for the new byuu emulator today.
This is a new multi-system emulator, which shares emulation cores with higan.
Like higan, byuu is focused on accuracy foremost. Unlike higan, byuu aims to be much more user friendly. Think of byuu as easy mode, and higan as advanced mode, but they are fundamentally the same emulator under the hood. One is not a superset of the other; they are sibling projects.
The goal of byuu is to carry forward the breakout success of bsnes for all of higan's emulation cores, and not just for the SNES alone. bsnes, by being much easier to use, led to a resurgence in support that resulted in several new features, speed optimizations, bug reports, and emulator accuracy improvements. I hope to rekindle the same interest in all 25 of my supported emulation cores with this new emulator.
And frankly, higan's future depends on this project being a success. I am aiming to retire around the end of this year (though it's not set in stone), and I am looking for a new lead developer willing to take over byuu.org, github.com/byuu, and its emulation projects. I would still contribute to the projects on GitHub for as long as I were able to.
I am changing my personal name to Near, and calling my new emulator byuu, for many reasons. You can read the complete rationale here: byuu.org/articles/names. But essentially, these emulators are not only mine: they are the work of dozens of volunteers spanning 15+ years of development. It is perhaps too late, but I wish to separate my personal identity from these projects. I want these emulators to become group projects with multiple developers, and I want them to outlast me if at all possible. With 15+ years and 230,000+ backlinks to byuu.org, I could not see a way to move these emulators to a new domain. And based on it taking 2+ years for higan to become even partially known to the general public, I did not see a viable method of establishing this new emulator in less than a year without using an established name, and the only such name I have at my disposal is byuu. Ideally, I would have kept my emulators on a separate website from day one, but I cannot change the past to correct for this mistake. I mulled over this decision for the past few weeks, and this is the best choice I could come up with. I hope you'll understand. I will also understand if folks continue to call me personally by byuu. I understand it's not easy to change names after 22+ years, and that this will invariably cause some level of confusion. But it can't be helped.
The byuu_san Twitter account, as well as most social media accounts using the name byuu, will be used only for official software development news and updates going forward. Some accounts will be harder than others to migrate, and will take more time and planning.
I have spun off my personal Twitter account to near_nyan, and my personal website to near.byuu.org for the time being, until I can find a better domain for it. Over the coming months, I will be migrating personal content from byuu.org and elsewhere over to my personal website.
I make no secret of the mistakes I've made in the past as byuu (nor will the internet ever let us forget them), and that I'll likely continue to make more mistakes as Near. But for the past two years, I have been doing my best to change and improve myself. I am who I am however, and though I am to be more friendly and cooperative, I won't hide my identity nor unwavering support for my friends. But game preservation transcends politics and ideologies, and I've now separated my work from my personality, so at this point, it is up to you if you want to follow me as Near or not. It's no longer directly tied to byuu.
In any case, byuu is still brand-new, and it is missing several major features including gamepad support, multi-player support, cheat codes, and more. These features will be added in due-time. Sans enhancements like HD mode 7, I am for feature-parity with bsnes, including run-ahead support and much more. The speed is rather limited as well, but I hope to implement scanline renderers and roughly double the performance of each emulator core in the coming year. I am releasing this now for feedback and to try to gauge interest in this new idea of mine.
I hope it will be a success! Thank you everyone!
Planned roadmap:
I'm releasing the first official beta for the new byuu emulator today.
This is a new multi-system emulator, which shares emulation cores with higan.
Like higan, byuu is focused on accuracy foremost. Unlike higan, byuu aims to be much more user friendly. Think of byuu as easy mode, and higan as advanced mode, but they are fundamentally the same emulator under the hood. One is not a superset of the other; they are sibling projects.
The goal of byuu is to carry forward the breakout success of bsnes for all of higan's emulation cores, and not just for the SNES alone. bsnes, by being much easier to use, led to a resurgence in support that resulted in several new features, speed optimizations, bug reports, and emulator accuracy improvements. I hope to rekindle the same interest in all 25 of my supported emulation cores with this new emulator.
And frankly, higan's future depends on this project being a success. I am aiming to retire around the end of this year (though it's not set in stone), and I am looking for a new lead developer willing to take over byuu.org, github.com/byuu, and its emulation projects. I would still contribute to the projects on GitHub for as long as I were able to.
I am changing my personal name to Near, and calling my new emulator byuu, for many reasons. You can read the complete rationale here: byuu.org/articles/names. But essentially, these emulators are not only mine: they are the work of dozens of volunteers spanning 15+ years of development. It is perhaps too late, but I wish to separate my personal identity from these projects. I want these emulators to become group projects with multiple developers, and I want them to outlast me if at all possible. With 15+ years and 230,000+ backlinks to byuu.org, I could not see a way to move these emulators to a new domain. And based on it taking 2+ years for higan to become even partially known to the general public, I did not see a viable method of establishing this new emulator in less than a year without using an established name, and the only such name I have at my disposal is byuu. Ideally, I would have kept my emulators on a separate website from day one, but I cannot change the past to correct for this mistake. I mulled over this decision for the past few weeks, and this is the best choice I could come up with. I hope you'll understand. I will also understand if folks continue to call me personally by byuu. I understand it's not easy to change names after 22+ years, and that this will invariably cause some level of confusion. But it can't be helped.
The byuu_san Twitter account, as well as most social media accounts using the name byuu, will be used only for official software development news and updates going forward. Some accounts will be harder than others to migrate, and will take more time and planning.
I have spun off my personal Twitter account to near_nyan, and my personal website to near.byuu.org for the time being, until I can find a better domain for it. Over the coming months, I will be migrating personal content from byuu.org and elsewhere over to my personal website.
I make no secret of the mistakes I've made in the past as byuu (nor will the internet ever let us forget them), and that I'll likely continue to make more mistakes as Near. But for the past two years, I have been doing my best to change and improve myself. I am who I am however, and though I am to be more friendly and cooperative, I won't hide my identity nor unwavering support for my friends. But game preservation transcends politics and ideologies, and I've now separated my work from my personality, so at this point, it is up to you if you want to follow me as Near or not. It's no longer directly tied to byuu.
In any case, byuu is still brand-new, and it is missing several major features including gamepad support, multi-player support, cheat codes, and more. These features will be added in due-time. Sans enhancements like HD mode 7, I am for feature-parity with bsnes, including run-ahead support and much more. The speed is rather limited as well, but I hope to implement scanline renderers and roughly double the performance of each emulator core in the coming year. I am releasing this now for feedback and to try to gauge interest in this new idea of mine.
I hope it will be a success! Thank you everyone!
Planned roadmap:
- v1: support for gamepad mapping and the save state manager
- v2: support for other controller types (mice, light guns) and multiple-players
- v3: support for Famicom Disk System, Super Game Boy, and Sega CD emulation
- v?: support for per-system input mapping, cheat codes, movie recording, and run-ahead functionality
- v?+X: optional scanline renderers for each core to boost performance substantially
- v?+Y: additional emulation cores from outside of higan (PS1, Saturn, N64 would be most promising!)
2020年2月9日 星期日
Cemu 1.17.1
Wii U模擬器 Cemu 發布新版,更新如下 :
general: Added stick visualization to input settings
general: Replaced vsync checkbox with a dropdown and added renderer-specific options
vulkan: Overhauled internal Vulkan object/resource management
- Fixes crashes due to erroneously releasing textures that were still in use
- Fixes some RAM/VRAM leaks
- Generally lower VRAM usage since textures are released as soon as possible (previous solution enforced a 3 frame delay)
vulkan: Reloading graphic pack shaders should no longer cause a crash
vulkan: Added debug stats as an additional overlay option
http://cemu.info/
general: Added stick visualization to input settings
general: Replaced vsync checkbox with a dropdown and added renderer-specific options
vulkan: Overhauled internal Vulkan object/resource management
- Fixes crashes due to erroneously releasing textures that were still in use
- Fixes some RAM/VRAM leaks
- Generally lower VRAM usage since textures are released as soon as possible (previous solution enforced a 3 frame delay)
vulkan: Reloading graphic pack shaders should no longer cause a crash
vulkan: Added debug stats as an additional overlay option
http://cemu.info/
2020年2月8日 星期六
Ootake Ver.295
PCE / PCE-CD模擬器 Ootake 發布新版,更新如下 :
- "Windows Pad Order" has been added to the pad setting screen. When
connecting two or more Windows Gamepads, you can set which pad is assigned
with the highest priority. Use this when the second and subsequent pads
are connected, and the priority of the pad that was originally changed is
lowered and the setting is shifted.
- "Overscan TV Mode" has been added to the "Screen" menu. Since v2.92, the
aspect ratio is displayed more accurately, but black belts are displayed on
the left and right in the 256 dot horizontal mode. When this menu is
selected, the black belt display part can be eliminated and the left and
right full window display (similar to Ootake before v2.91) can be made.
However, 6 dots at the bottom of the screen are hidden to maintain the
aspect ratio.
Originally, "6 dots at the bottom of the PC Engine screen" is rarely used
for important displays, and most games can be displayed without any
problems. I think that many old CRT televisions for home use had a display
in this range. Use it when you want to play in that atmosphere or when you
want to capture with the left and right filled when capturing the screen.
You can also switch this by pressing the [F11] key.
- "Adjust TV Top-Position" has been added to the "Screen" menu. In
"Overscan TV Mode", you can adjust the vertical display start position. It
can also be adjusted by pressing the [Ctrl]+[F11] keys multiple times.
- The shortcut key of the overscan area display was changed from [F11] key to
[F12] key. [Ctrl]+[F12] key can also be used to display the overscan area
of top only.
* [F11] key switches overscan TV mode.
* If you want to switch to full screen, press [Alt]+[Enter] key.
Also, when displaying the overscan area, only the top and bottom areas are
displayed by default.
- When pressing [F12] key while pressing [Ctrl] key, only the top part is
displayed in the overscan area.
- "Start Overscan TV Mode" has been added to "Setting->Screen" menu. Use this
mode when you want to switch to overscan TV mode (the viewing range is as
narrow as an old home TV) from startup.
- Cleaned up the "Capture" menu. Also, screenshot size and drawing method are
displayed in the menu.
- "Overscan display state" is not restored during normal state loading. It
restores only when loading resume(Turn on the "File->Set Resume" menu).
- When switching overscan area display ([F11] key) in window mode, if the
window is below the center of the desktop screen, the window position after
switching is adjusted to the bottom side.
- In the audio graph display ([9],[0] keys), in some games, the yellow graph
remained even when the DDA sampling sound was muted. This problem has been
corrected.
- Fixed the problem that the pad was not reflected when changing the gamepad
while Ootake was running when setting the gamepad.
- "1366x768" was added to the FullScreen resolution setting menu field.
- "FullScreen 640x480 60Hz" in the "Screen" menu (for switching to full
screen mode with any PC environment) has been changed to
"FullScreen 800x600 60Hz". Also, at the time of execution, the drawing
method is returned to the default(Direct3D).
- When switching to full screen ([Alt]+[Enter] key), the screen is switched
stably even in a PC environment where the available memory is low.
- Fixed a bug (from v2.92) that it display was shifted in a game that can
play with 4-split display.
- The speed and timing have been made closer to those of the real machine.
In "Chibi Maruko Chan", solved the problem that the display of the raster
interrupt part was distorted when clearing the stage.
- Fixed a bug that recording of the play record function (
"Capture->Play Record" menu) was not performed correctly at some games.
- Other minor details have been fixed and improved.
http://www.ouma.jp/ootake/
- "Windows Pad Order" has been added to the pad setting screen. When
connecting two or more Windows Gamepads, you can set which pad is assigned
with the highest priority. Use this when the second and subsequent pads
are connected, and the priority of the pad that was originally changed is
lowered and the setting is shifted.
- "Overscan TV Mode" has been added to the "Screen" menu. Since v2.92, the
aspect ratio is displayed more accurately, but black belts are displayed on
the left and right in the 256 dot horizontal mode. When this menu is
selected, the black belt display part can be eliminated and the left and
right full window display (similar to Ootake before v2.91) can be made.
However, 6 dots at the bottom of the screen are hidden to maintain the
aspect ratio.
Originally, "6 dots at the bottom of the PC Engine screen" is rarely used
for important displays, and most games can be displayed without any
problems. I think that many old CRT televisions for home use had a display
in this range. Use it when you want to play in that atmosphere or when you
want to capture with the left and right filled when capturing the screen.
You can also switch this by pressing the [F11] key.
- "Adjust TV Top-Position" has been added to the "Screen" menu. In
"Overscan TV Mode", you can adjust the vertical display start position. It
can also be adjusted by pressing the [Ctrl]+[F11] keys multiple times.
- The shortcut key of the overscan area display was changed from [F11] key to
[F12] key. [Ctrl]+[F12] key can also be used to display the overscan area
of top only.
* [F11] key switches overscan TV mode.
* If you want to switch to full screen, press [Alt]+[Enter] key.
Also, when displaying the overscan area, only the top and bottom areas are
displayed by default.
- When pressing [F12] key while pressing [Ctrl] key, only the top part is
displayed in the overscan area.
- "Start Overscan TV Mode" has been added to "Setting->Screen" menu. Use this
mode when you want to switch to overscan TV mode (the viewing range is as
narrow as an old home TV) from startup.
- Cleaned up the "Capture" menu. Also, screenshot size and drawing method are
displayed in the menu.
- "Overscan display state" is not restored during normal state loading. It
restores only when loading resume(Turn on the "File->Set Resume" menu).
- When switching overscan area display ([F11] key) in window mode, if the
window is below the center of the desktop screen, the window position after
switching is adjusted to the bottom side.
- In the audio graph display ([9],[0] keys), in some games, the yellow graph
remained even when the DDA sampling sound was muted. This problem has been
corrected.
- Fixed the problem that the pad was not reflected when changing the gamepad
while Ootake was running when setting the gamepad.
- "1366x768" was added to the FullScreen resolution setting menu field.
- "FullScreen 640x480 60Hz" in the "Screen" menu (for switching to full
screen mode with any PC environment) has been changed to
"FullScreen 800x600 60Hz". Also, at the time of execution, the drawing
method is returned to the default(Direct3D).
- When switching to full screen ([Alt]+[Enter] key), the screen is switched
stably even in a PC environment where the available memory is low.
- Fixed a bug (from v2.92) that it display was shifted in a game that can
play with 4-split display.
- The speed and timing have been made closer to those of the real machine.
In "Chibi Maruko Chan", solved the problem that the display of the raster
interrupt part was distorted when clearing the stage.
- Fixed a bug that recording of the play record function (
"Capture->Play Record" menu) was not performed correctly at some games.
- Other minor details have been fixed and improved.
http://www.ouma.jp/ootake/
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