2021年12月27日 星期一

Cemu 1.26.0d

 Wii U模擬器 Cemu 發布新版,更新如下 :

# New in 1.26.0d:

Vulkan: Fixed an issue where no pipelines would be compiled asynchronously even if the async shader compile option was turned on

# New in 1.26.0c:

input: Fixed an issue where the special buttons "blow mic" and "show screen" would permanently get stuck in pressed state

misc: Added a workaround for Cemuhook custom timers crashing

# New in 1.26.0b:

ErrEula: Fixed an issue where ErrEula message box buttons were not clickable

coreinit: Fixed a potential internal state corruption in OSCondWait
          This resolves Tekken Tag Tournament 2 freezing on boot

misc: Optimized speed of texture dumping feature

https://cemu.info/

2021年12月25日 星期六

RMG v0.0.8

 N64模擬器 RMG (Rosalie's Mupen GUI) 發布新版,更新如下 :

Rosalie Wanders (5):
      RMG-Core: improve read_raw_file in Rom.cpp
      RMG-Core: introduce & use Settings_HasForceUsedSetOnce in Settings
      3rdParty: add mupen64plus-input-raphnetraw
      3rdParty: add mupen64plus-rsp-parallel
      3rdParty: add mupen64plus-video-parallel
https://github.com/Rosalie241/RMG

Cemu 1.26.0

 Wii U模擬器 Cemu 發布新版,更新如下 :

input: Reworked input system from the ground up, fixed bugs and added new features

       Input configuration now supports binding more than one controller to any emulated controller
       For example, you can setup two joycons to work as one controller
       Or you can setup an XInput controller and then add your phone as a DSU motion source
       Any combination is possible with no limit on how many input sources you can set per emulated controller

       This update also features a new profile system and overhauled UI to accomodate 
       for the new multi-controller feature. Cemu remains backwards compatible with existing controller profiles.

       Additional input improvements include:
       SDL API now also supports Stadia, Steam and Amazon Luna controllers
       Default button layouts for some API/controller combinations
       Much better support for native Wiimotes
       Generally better handling for deadzone on all controller APIs
       
general: Fixed a long standing crash issue that could occur when opening any file dialog (like MLC folder selection, or file load option)
         This likely also fixes other rare UI related crashes

general: Fixed an issue where the download manager would always download v0 of any DLC instead of the latest version

Vulkan: Fixed random graphic corruptions that could occur due to incorrectly handling some Vulkan pipeline configurations
        Resolves graphic glitches in Bayonetta 2 and possibly other games

AX: Unimplemented AUX audio effects are now handled gracefully
    This avoids issues like echoed audio seen in a few games since Cemu 1.25.3

AX: Store AUX channels as 16-bit samples instead of 24-bit to match console behavior. Some games require this in order for their effects to be applied correctly
    Fixes distorted background music in Color Splash

log: Reworked path printing to match the actual internal paths Cemu uses (for mlc, base game directory etc.)
     Also fixed log encoding issues with non-ANSI directory names

gfxPacks: Fixed several issues where replaced games files as part of a graphic pack would not be detected correctly

gfxPacks: Improved robustness and logging of graphic pack errors. Cemu should not close when encountering some types of graphic pack errors

CPU: Tweaked the thread scheduler to prevent a rare but repeatable type of deadlock
     Prevents Mario Party 10 from getting stuck on boot    

RPLLoader: Reworked large parts of the RPL loader internals, fixed bugs and improved robustness
           Partially broken .rpl files as encountered in some homebrew should no longer crash Cemu
           Fixed an out-of-resources related crash seen in Mario Party 10

coreinit: Release held mutexes when a thread is ended
          Fixes Mario Party 10 minigames getting stuck during loading

UI: The game loading-screen image will now stay at the correct aspect ratio regardless of the size of the window

UI: The "Save main/pad window position" options will now correctly remember and restore the fullscreen state

UI: Decreased the minimum allowed size of the GamePad window when resizing

misc: Fixed an issue where transferred NNID accounts could not be used with the Download Manager

misc: Reworked the code used for parsing INI-format files for better performance and robustness against syntax mistakes and BOM-sequences
      The INI format is used by game profiles, controller profiles and graphic packs rules.txt  

debugger: Data directives like .float or .int now also work in the debugger assembly view

https://cemu.info/

2021年12月24日 星期五

RMG v0.07

 N64模擬器 RMG (Rosalie's Mupen GUI) 發布新版,更新如下 :

Rosalie Wanders (58):
      RMG: rename old RomBrowser settings
      RMG: shutdown plugins on exit
      RomBrowserWidget: show filename instead of "(unknown rom)"
      RomSearcherThread: simplify ROM searching
      RMG: implement on_VidExt_ToggleFS
      Introduce RMG-Core
      RMG-Core: minor WIP changes
      RMG-Core: implement CoreSettings functions
      RMG: switch over to RMG-Core's CoreSettings
      RMG-Core: include <string> instead of <iostream>
      RMG-Core: implement SaveState functions
      RMG: use RMG-Core's SaveState functions
      RMG-Core: fix errors in SaveState.cpp
      RMG-Core: implement Plugin functions
      RMG: use RMG-Core's plugin functions
      RMG: remove some misc functions from M64P::Wrapper::Core
      RMG-Core: use string() function in CoreGetAllPlugins
      RMG: show invalid plugin settings in SettingsDialog
      RMG: shutdown core on in closeEvent
      RMG-Core: add CoreArePluginsReady
      RMG-Core: minor changes to Plugin functions
      3rdParty: specify TARGET for mupen64plus-core
      RMG-Core: find core lib instead of hardcoding it
      RMG: use different hardcoded core lib filename (will be removed)
      RMG-Core: remove NULL usage in SaveState functions
      misc: remove .clang-format & TODO
      misc: add license header to stylesheet
      README: add Building section
      RMG-Core: add extern "C" to m64p_custom.h
      RMG-Core: implement some Emulation functions
      RMG-Core: remove unneeded include in Plugins.cpp
      RMG: use RMG-Core's Emulation functions
      RMG: fix some error messages
      3rdParty: update GLideN64 & mupen64plus-core
      RMG-Core: implement Rom functions
      RMG-Core: implement Video functions
      RMG: use RMG-Core's Video functions
      RMG-Core: implement Key functions
      RMG: use RMG-Core's Key functions
      RMG-Core: implement Screenshot function
      RMG: use RMG-Core's Screenshot function
      RMG-Core: introduce some more Settings functions
      RMG-Core: implement RomSettings & RomHeader functions
      RMG: use RMG-Core's RomSettings & RomHeader functions
      RMG-Core: correct comment in Plugins.cpp
      3rdParty: update mupen64plus-core
      RMG: add license header to main.cpp
      RMG-Core: introduce CoreApplyRomPluginSettings
      RMG-Core: introduce CoreSetupVidExt function
      RMG-Core: largely implement {Start,Stop}Emulation functions
      RMG-Core: startup m64p core lib in CoreInit()
      RMG-Core: link to dl on unix platforms
      RMG-Core: set default plugin settings value
      3rdParty: update GLideN64
      RMG-Core: partially implement Callback functions
      RMG-Core: implement SpeedLimiter functions
      RMG: remove old abstraction & fully switch over to RMG-Core
      RMG-Core: use backslashes for default plugin settings on windows
https://github.com/Rosalie241/RMG

2021年12月21日 星期二

Raine 0.92.4

 多機種模擬器 Raine 發布新版,更新如下 :

Finally more time to finish this one... I even thought about adding something new to emulate for a while, but too many things to do for that for now, maybe later... So the main fixes are around the game controllers, and the dead zone of some which canceled the moves from the d-pad. Also there are about 100+ new recognized game controllers for linux, and 400+ for windows ! (more people would use windows ? What a surprise !). All these new controllers mappings come from there : http://raine.1emulation.com/download/latest.html
The other big part is the improvement for cps2 rasters, and the priorities in xmvsf, notice the priorities are still not perfectly emulated, there are probably places left in some cps2 games where there are problems.

Except that most of the emulated games are now rendered in 16bpp because most of the emulated games have color palettes of 16bpp or less. 2 exceptions : the taito f3 games, and macross +, for these 2 it's still 32bpp, for all the others it's 16bpp. The reason ? Smaller bitmaps, so it's faster to draw and faster to render to screen.

And there were problems with some taito f3 games, especially in 64 bits, but even in 32 bits there was a black screen for puchcar on boot because of a recent fix. All this should be fixed now... It's almost a Christmas version this time !

http://raine.1emulation.com/

NanoBoyAdvance 1.4

 GBA模擬器 NanoBoyAdvance 發布新版,更新如下 :

  • Audio: added a high-quality software/HLE mixer for the MusicPlayer2000 sound engine
  • Platform: added a new Qt frontend with OpenGL post-processing options
  • PPU: render sprites one scanline ahead (fixes #130)
  • PPU: fix an off-by-one in the OBJ draw loop
  • PPU: apply OAM draw limit only on OAM (instead of pixel) boundaries for now
  • PPU: fix Mode4 transparency (fixes #169)
  • PPU: emulate BG enable delay (fixes #94)
  • PPU: update internal (affine) X/Y registers only if the BG is enabled (fixes #177)
  • Memory: handle 16-bit KEYCNT writes (fixes #152)
  • Memory: HALTCNT and POSTFLG should only be writable from BIOS code
  • Memory: mask top two bits of the IE register
  • DMA: each DMA channel should have its own memory data register (MDR)
  • CPU: rework IRQ signal propagation delay
  • CPU: improve IRQ exception timing
  • CPU: emulate user-mode LDM bus conflict
  • CPU: handle invalid CPU modes
  • CPU: emulate MSR user-mode restrictions
  • CPU: boot into supervisor mode instead of system mode
  • CPU: handle rD=r15 edge-case in CMP/CMN/TST and TEQ
  • CPU: Thumb ALU shifts now mask the shift amount
  • CPU: fix unsigned multiply-long timing
  • EEPROM: fix address masking

2021年12月19日 星期日

Nintendulator v0.985 Beta (2021-12-18)

 FC / NES模擬器 Nintendulator 發布新版,更新如下 :

  • Add PPU Debugger option to rearrange pattern table tiles for 8x16 sprites
  • Fix PPU Debugger to correctly flip Sprite tiles
  • Update MMC5 to support CHR RAM, allowing it to run various ROM hacks which use it that way
http://www.qmtpro.com/~nes/nintendulator/