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[AIDE] Additional, Installation, Download, Emulation


yorotiba

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Bonsoir,

 

Concernant l'installation du dossier de l'émulateur, soit tu télécharge, dezip, et déplace le dossier dans l'émulateur respectif de romstation ( le dossier console )

 

Ou

 

Si tu as installé romstation par défaut donc le disque " C: "

 

Tu télécharge et ouvre l'auto-installation - installation 

 

L'installation ce fera automatiquement tu n'auras juste qu'à changer un paramètre dans l'option de romstation 

 

" Choisir un émulateur à chaque démarrage "

 

En allant dans " option " la console en question 

 

Exemple Nintendo Nes et cocher la deuxième case et OK.

 

Si tu ne souhaites qu'avoir les cheats, les shader etc à ajouter dans l'émulateur que tu possède deja

 

Il faut ouvrir le zip et copier les dossiers portant les noms, puis les coller dans le dossier principal de l'émulateur

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Mise à jour : 24 février
 
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  • Mises à jour Bis éventuelles

Émulateurs du jour

PPSSPP 1.3 - 732



Basic postshader translation to D3D11 works. On-the-fly switching seems broken though.
D3D11: Can now switch post shader at runtime, and won't crash if they fail to translate correctly.
Complete implementation of post shaders for D3D11. All work except 5x scale one which looks wrong.
Another shader function replacement
Merge: 79bd01e 86f0be7 Merge pull request #9350 from hrydgard/d3d11-postproc D3D11 postprocessing shaders
D3D11: Enable pixel depth rounding. GL: Fix a crash bug
Minor workaround for 5xBR, Also screen scaling filter for upscaling filters that also happen to use postShaderAtOutputResolution_.
Plug a memory leak in the GLES texture cache. Fixes #9089
Protect Unswizzle from bad alignment of the destination. Might help #9134
Merge: b1971d2 d6c2944 Merge pull request #9352 from LunaMoo/upscalingStuff Minor workaround for 5xBR
Make sound recording sane and match video recording behaviour.
Merge: f065f10 d832b4a Merge pull request #9353 from LunaMoo/SaneSR Make sound recording sane and match video recording behaviour.
Minor D3D11 scissor fix


 
Dolphin ichiiruka 5.0 - 742 + 900

 
new.gifOfficiel


-Merge latest master changes.


 
new.gifDéveloppement


-Fixed some issues reported in the forum.

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Mise à jour : 27 février
 
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Émulateurs du jour
 
PCSX2 1.5 - 1909 + Plugins
 
Emulateur



Plugin-Function: Add OSD for incomplete/corrupt savestates Previously, the OSD neglected to mention any sort of message when the savestate load is failed, the following patch now also prints a message on OSD when detecting such cases of loading an incomplete/corrupt savestate.
gsdx windows: update gui to add a HPO v2 checkbox Squash done by greg v2: update tooltip
gsdx linux: update GUI based on previous commit
gsdx ogl: properly plug the new HPO option
gsdx ogl: move the validation of the gl context in the window
gsdx: use shared_ptr instead of raw GSWnd*
gsdx: reduce the complexity on window creation Improve code sharing between OS Use vector to handle priority Throw in GSWndDX create in case of error
gsdx: move window creation before renderer/device setup


 
PPSSPP 1.3 - 750



Small changes to make Common and Core build under my preliminary UWP setup.
More minor changes to make GPU and native build on UWP later
Additional UWP preparations
More UWP prep
Path fixes
Further UWP fixes
Merge: 89ac1a5 c219ae9 Merge pull request #9354 from hrydgard/uwp-prep Prepare code to build in UWP mode
[spline/bezier]Minor fixes for HW tess GLES.
D3D11: Fix problems with scaling 16-bit textures, fixes issue with #9345, thanks @ufdada
[spline/bezier]Add support for unsupported device about HW tess.
[spline/bezier]Oops, forgot.
[spline/bezier]Implement hardware tessellation on Vulkan.
Fix the mistake at resolving conflicts.
[spline/bezier]Handle deleting sampler of TessellationDataTransferVulkan.
Merge: 5ba53ad 6022b40 Merge pull request #9356 from xebra/hw_tess_vulkan Hardware Tessellation on Vulkan
Texture Replacement allow clut hash only variant.
Merge: d84f579 b65704f Merge pull request #9362 from LunaMoo/TR_clut_hash Texture Replacement: allow clut hash only variant.
D3D11: Move the responsibility for the swapchain out of the DrawContext so it can be used with differently-managed D3D like with UWP. Minor cleanups.


 
Dolphin 5.0 - 2646



PatchEngine: check instruction at link addr is non-zero (PR #4952 de ligfx)
CachedInterpreter: Forward declare instruction struct (PR #4953 de lioncash)
Fix the build on non-Windows platforms when not using WX from Externals (PR #4955 de leoetlino)
ExpressionParser: Const-correctness changes (PR #4968 de lioncash)
Expose some ways to manage an INI file (PR #4915 de leoetlino)
Use cpp-optparse for command line parsing (PR #4916 de leoetlino)
New configuration namespace (PR #4917 de leoetlino)
ControlGroup: Convert group type enum into an enum class (PR #4960 de lioncash)
SysConf: Use vectors instead of raw pointers (PR #4963 de leoetlino)
DolphinWX: provide empty OnCmdLineParsed (PR #4976 de ligfx)
Use ESFormats for tickets, TMDs and views (PR #4896 de leoetlino)
IOS: Clear the /tmp directory on IOS boot (PR #4969 de leoetlino)
Turn Off Debug Mode for Traversal Server (PR #4966 de RisingFog)

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Mise à jour : 28 février
 
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PPSSPP 1.3 - 758



Get rid of our own silly reimplementation of std::thread
Merge: 0e83a4c ba6ab0b Merge pull request #9364 from hrydgard/thread-cleanup Get rid of our own silly reimplementation of std::thread
UWP: Fix Timer
Big mutex overhaul - remove our custom ones, make them non-recursive where possible
Merge: 54f862c d463976 Merge pull request #9366 from hrydgard/thread-cleanup-2 Get rid of our custom mutex and condvar implementations too


 
Dolphin 5.0 - 2670



VideoBackends: Add a developer option to disable the shader cache. (PR #4933 de Armada651)
AVIDump[regression]: close avio handles (PR #4978 de ligfx)
DolphinWX: don't refresh MainMenuBar on construction (PR #4977 de ligfx)
IniFile: Handle s64/u64 values (PR #4959 de lioncash)
Add configurable video dump bitrate to INI (PR #4958 de RisingFog)
IOS: Handle ES_Launch more accurately (PR #4906 de leoetlino)
IOS/ES: Implement DeleteTitle (PR #4965 de leoetlino)
IOS/ES: Implement the Export ioctlvs + minor fixes (fix the System Menu's SD channel feature) (PR #4962 de leoetlino)
PatchEngine: Apply speedhack per PC, not only per block entry. (PR #4774 de degasus)
ESFormats: Fix GetRawTicketView (PR #4982 de leoetlino)

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Dolphin 5.0 - 2684



JitCache: Fix two block invalidation issues. (PR #4983 de degasus)
PixelEngine: Move enum constants into the PixelEngine namespace (PR #4986 de lioncash)
ExpressionParser: Convert parse state enum into an enum class (PR #4985 de lioncash)
ESFormats: Fix calculation of the ticket start offset (PR #4988 de leoetlino)
Workaround for merging Fog's ffmpeg update (PR #4990 de dolphin-emu)
Widescreen Hack improvement (PR #4974 de gamemasterplc)

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Émulateurs du jour

PPSSPP 1.3 - 766

 

 


Fix two mutex issues in CachingFileLoader. See #9370
Patch up the threadpool used for texture scaling to work. Really needs a rethink. Fixes #9372
Make IdentifiedFileType a proper enum class
Don't crash hard on shutdown if sharing ISOs over the network
Minor D3D9 cleanups
Switch another enum to enum class
Merge: 92d082b d68953c Merge pull request #9373 from hrydgard/minor-cleanups Minor cleanups

 


 
Dolphin 5.0 - 2699

 

 


DSPEmitter: Convert a C array to a std::array (PR #4776 de lioncash)
ES: Replace useless asserts with proper checks (PR #4956 de leoetlino)
Contributing.md: Add missing table of contents sections (PR #4996 de lioncash)
Contributing.md: Update C++11 mention to C++14 (PR #4997 de lioncash)
Make memory breakpoint faster (PR #4961 de aldelaro5)
CMakeLists: Normalize whitespace (PR #4995 de lioncash)
OGL SetBlendMode: always set blend equation and func (PR #4993 de ligfx)

 


 
Dolphin ichiiruka 5.0 - 743 + 901

 
Officiel

 


-Merge latest master changes.


 
Développement

 


-Fixed some issues reported in the forum.

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Mise à jour : 3 mars
 
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Émulateurs du jour
 
PCSX2 1.5 - + Plugins
 
Emulateur



 
Plugins Manettes
 
new.gifPadPokopom



* Merge pull request #22 from Algebro7/master Fixed exports issue with Windows DLL

* Changed project name to Pokopom Left build target as padPokopom

* Reverted library name to padPokopom

* Indentation still messed up...

* Messed up indentation

* Lowered cmake version, fixed issue with DLL Exports on Windows

* Merge pull request #21 from Algebro7/master Linux .so only exports needed symbols

* Combined the two attributes

* Removed SCP files because they don't compile on Windows

* Only necessary symbols are exported on Linux

* Merge pull request #19 from Algebro7/master Ported build system to cmake

* Changed build-type to release; Export only Exports.def now Build-type is now release, but this only affects makefiles. Visual Studio projects will still have to be modified to release from inside VS. Also specified the symbols file as Exports.def, so only those symbols are exported now.

* Fixed project name

* Ported build system to cmake

* Trying to fix the linux side...

* Merge pull request #18 from Algebro7/master Fixed bugs/typos--can now compile on Windows

* Removed missing files from VS project file

* Left files out of first commit

* Fixed bugs to get project to build in VS; started cross-platform support for linux


 
PPSSPP 1.3 - 773



Don't double-lock a regular mutex, bad things happen. Fixes #9376
Fix a hang/crash when using the Windows GE debugger
Fix typo with isAllowTexture2D for hardware tesselation
Fix bug where we tried to set aniso even if unsupported. Fixes #9377
Fix compiler warning
Sprinkle calls to CHECK_GL_ERROR_IF_DEBUG all over the place, disabled by default.
Improve error message on vertex decoder compile fail. Also disable a broken vertex JIT function until it can be fixed.


 
Dolphin 5.0 - 2720



IOS/ES: Title import fixes + hack removals (fix for System Menu disc updates) (PR #4984 de leoetlino)
IOS/ES: Proper active title tracking (+ neat accidental fixes) (PR #4981 de leoetlino)
Android: Sort configuration ini files (PR #4919 de ntruhan)
JitInterface: Convert includes into forward declarations where applicable (PR #5000 de lioncash)
IOS/ES: Implement ES_DIGetTicketView (PR #5002 de leoetlino)
InputCommon: move Setting classes out of ControlGroup (PR #4975 de ligfx)


 
Project64 2.3.2 + 2.3.x + Plugins
 
Plugins Audios
 
RSP



 
new.gifAzimer's HLE



* Merge pull request #183 from Azimer/New_Backend SoundFactory implemented

* SoundFactory implemented Part 2 of 3 to implement swappable audio backends

* Adding backend support work

* Moved Configuration

* Added Base code to support backend switching

* Committing early to avoid PR change issues

* New Audiocode (#181) WIP 7 - r12

* Enable console out Enable console output and move configuration #defines to common.h.

* PJ64 AiUpdate thread issue fix This fixes a thread issue with PJ 2.1.

* Revert bAbortAiUpdate hack Removes hack necessary for Project64

* New Audio Code WIP 7

* Fix for setup being in the wrong position

* Removed leftover WaveOut - Reenabled new audio as default

* Twisted Edge Hack E and US versions only. Is there a JP?

* DirectSound Legacy Fixes

* Added King Hill to Twisted Edge hack Thanks @AmbientMalice

* Moved Hack It won't affect End/Start Emulation this way. Initialize is called when the game starts.

* Completed DirectSound changes

 

new.gifPadPokopom

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Mise à jour : 6 mars
 
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PCSX2 1.5 - 1912 + Plugins
 
Emulateur

 


gsdx sw: rcp introduce bad rounding on the grandient Division is slower but more accurate. Fix rendering issue on Xenosaga (batte slot)/Jak3 (skin color) Coauthor:pseudonym Fix issue #1769
gsdx sw: missing texture due to wrong optimization fix Typical bug, missing/wrong texture on the SW renderer but working fine on the HW renderer Debugged on ATV Quad Power Racing 2 but I suspect couple of game are impacted Bug description: GSdx flatten the Q value of sprite. So m_vt.m_eq.q is true when Q(2N+1) are the same. Q(2N) values could be random. The fix replaces Q0 by Q1 for the uniform Q value.
gsdx: dump xyoffset register


 
PPSSPP 1.3 - 805

 


[spline/bezier]Fix shared uniform a bit.
[spline/bezier]Implement hardware tessellation on D3D11.
Merge: a272a4e 7364dbe Merge pull request #9384 from xebra/hw_tess_dx11 Hardware tessellation on D3D11.
Windows Mobile 10 D3D11 fixes
D3D11: Specify DepthClipEnable = TRUE when creating rasterizer states, required on D3D11_level_9. Fixes the Pursuit Force glitch in #9361
D3D11: Add a large amounts of asserts
Add PostShader option to force 60fps for animated effects
Assorted Windows-on-ARM fixes
More buildfixes for Windows on ARM
Make sure it doesn't bother when buffer effects are skipped
Assorted warning fixes
Prepare for supporting manual screen rotation
Linux buildfix
Merge: 9d11650 de3e906 Merge pull request #9387 from hrydgard/backport-arm Backport some code from my UWP branch to keep it small
Take the D3D11 feature level into account when creating shaders. May help #9369
Add more sanity checks in png_load.
D3D11: Fix creation of stock samplers to work on featurelevel9 GPUs
Further D3D11 on mobile fixes
Don't crash when trying to take screenshots outside a game.
Fix #9390, also unbreak D3D11 screenshots
Merge: 042d09a 3328293 Merge pull request #9388 from LunaMoo/PostShaderRefresh Add PostShader option to force 60fps for animated effects
Fix bad initialization of featureLevels, breaking things in #9361
Fix shader issues with D3D11 feature level 9
UI: Fix issue where on some DPI/resolution combinations, a line of uncleared data would be visible at the bottom and right parts of the window.
Add app-android.cpp/h to the Windows project just for editing convenience (excluded from build)
It's enough to call net::Init/Shutdown in NativeInit/Shutdown. Remove other calls.
Fade in logoscreen from black, make it slightly faster.
LogManager: Hook up save/load, remove "long names"
Clean up among the logs. Remove MASTER_LOG.
More log cleanup. Fix resize issue: Fixes #9392
Merge: 5d58446 a895936 Merge pull request #9396 from hrydgard/assorted-cleanup Cleanup log, fix log enable load/save, fix OpenGL fullscreen resize #9392
Homebrew Store: Add support for cancelling downloads, fix progress bar. Fixes #9374
Eclipse project: Add some stuff that Eclipse Neon likes to add


 
Dolphin 5.0 - 2752

 


Vulkan: Fix issue where target rectangle changes weren't detected (PR #4998 de stenzek)
Vulkan: Fix underflow in StreamBuffer::WaitForClearSpace (PR #5010 de stenzek)
ControllerEmu: Initialize settings class' values to default values on construction (PR #5006 de lioncash)
UICommon: Make GetNewDisassembler() return a unique_ptr (PR #5003 de lioncash)
D3D11: Use default usage for TextureCache entries (PR #5011 de stenzek)
Android: Update android studio + gradle. (PR #5013 de degasus)
SysConf: const correctness changes (PR #5015 de lioncash)
IOS/ES: Fix ES_GetTitles and implement ES_GetOwnedTitles (PR #5001 de leoetlino)
Common: Move byte swapping utilities into their own header (PR #5007 de lioncash)
IOS/ES: Fix logging type for dumping unknown ioctlvs (PR #5028 de leoetlino)
BTStub: Get rid of an unnecessary forward declaration in the cpp file (PR #5022 de lioncash)
GCI Folder support for TAS Recording/Playback (PR #4525 de RisingFog)
IOS/ES: Implement ES_DIGetTMDView (and GetTMDViewSize) (PR #5016 de leoetlino)


 
Project64 2.3.2 + 2.3.x + Plugins

 

Plugins Audios
 
RSP

 

 


 
new.gifAzimer's HLE

 


* Reverted default compile to produce XAudio2 Legacy
* Merge pull request #189 from cxd4/UNREFERENCED_PARAMETER moved UNREFERENCED_PARAMETER workaround ifndef WIN32
* moved UNREFERENCED_PARAMETER workaround ifndef WIN32
* Merge pull request #186 from cxd4/string included string.h to declare memcpy() and strcpy()
* included string.h to declare memcpy() and strcpy()
* Merge pull request #185 from cxd4/size_t-undeclared included stddef.h to always define size_t
* included stddef.h to always define size_t


 
Higan 102 - 14 

 


- (MS,GG,MD)/PSG: flip output bit from noise channel [TmEE]
- MD/YM2612: rewrite YM2612::Channel functions to
YM2612::Channel::Operator functions¹
- MD/YM2612: pitch/octave I/O registers should set reload, not value
(fixes sound in most games)
- MD/YM2612: don't try to sign-extend raw PCM values (fixes Shining
Force opening music)
- MD/YM2612: various algorithm simplifications; conversions from
`*`, `/`, `%` to `<<`, `>>`; etc.

Overall ... Sonic the Hedgehog sounds really, really great. Almost
perfect, but there's a bit of clamping going on in the special zones.
Langrisser II sounds really great. Shining Force sounds pretty much
perfect. Bare Knucles (Streets of Rage) does pretty badly ... punches
sound more like dinging a salad fork on a wine glass, heh. Altered Beast
is extremely broken ... no music at the title screen, very distorted
in-game music. I suspect a bug outside of the YM2612 is affecting this
game.

So, the YM2612 emulation isn't perfect, but it's a really good start to
the most complex sound chip in all of higan. Hopefully the VRC7 and
YM2413 will prove to be less ferocious ... not that I'm in any rush to
work on either. The former is going to need the NES mapper rewrite to be
done first, and the latter is cool but not very necessary since all
those games have fallbacks to the inferior PSG audio.

But really ... I can't thank Cydrak enough for doing this for me. It
would have probably taken me months to parse through all of the
documentation on this chip (most of which is in a 55-page thread on
spritesmind that is filled with wrong/outdated information at the start,
and corrections as you go deeper.) Not to mention, learning about what
the hell detuning, low-frequency oscillation, tremolo, vibrato, etc were
all about. Or how those algorithms to compute the final output work. Or
the dozens of special cases littered in there to make everything sound
good. Fierce, nasty chip that.

Now the last real problem is save states ... the Mega Drive is going to
be the trickiest of all to implement with libco. There are lots of areas
where one chip will deadlock another chip while it completes some
operation. We don't have a choice but to force those stalls to abort
anyway, in order to let libco reach the start of its entry point once
again. I don't know what kind of impact that'll have on states ... I
suspect they'll work almost as reliably as the SNES does, but I can't
know that until I implement it. It's going to be pretty nasty, though.

¹: this basically removes a lot of unnecessary op. prefixes and the
need to capture `auto& op = operators[index]` at the start of every
function.

I wanted to have subfunctions like
`YM2612::Channel::Operator::Envelope::run()`, etc but unfortunately,
pretty much all of the envelope, phase, pitch, level functions need to
access each other's state.

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Émulateurs du jour
 
PPSSPP 1.3 - 813



Homebrew Store: Add support for cancelling downloads, fix progress bar. Fixes #9374
Eclipse project: Add some stuff that Eclipse Neon likes to add.
D3D11 simpleblit: Avoid a binding hazard by swapping the texture and framebuffer bind.
GE Debugger D3D11: Support displaying the current texture
Fix possible crash when task switching on Android
CMake: Add a custom cmake file for SPIRV-Cross that avoids building extra binaries
Add serial joystick to gamecontrollerdb.txt, thanks AnnCoulter. Fixes issue #9394.


 
Dolphin 5.0 - 27672



GeneralConfigPane: Fix analytics sizer's right side being misaligned by 5 units (PR #5034 de lioncash)
Memmap/PowerPC: Remove unnecessary const on function declaration parameters (PR #5032 de lioncash)
CachedInterpreter: Get rid of an unnecessary cast (PR #5031 de lioncash)
Contributing.md: Minor re-organization of headings (PR #5017 de lioncash)
Boot_WiiWAD: Simplify state_checksum() (PR #4867 de lioncash)
Don't use hidapi-hidraw without udev. (PR #5025 de vladfi1)
Fix a vector assertion introduced by PR #5002 (PR #5030 de sepalani)


 
mGBA 0.6.x



* GB Serialize: Fix clearing timing when loading state

* Core: Add logging filters

* Core: Add enumeration over config items

* Util: Add enumeration over a configuration section

* Util: Add startswith

* Core: Begin log revamp

* GBA Video: Fix wrong palette on 256-color sprites in OBJWIN

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Mise à jour : 8 mars
 
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PCSX2 1.5 - 1912 + Plugins
 
Emulateur



windows: Fix VS project file issues

Fixes "project out of date" issue for wx_config on VS2017.

Fixes whole program optimisation possibly not being applied on release builds for USBqemu (it may have been applied, but I can't actually tell, and now it at least shows properly in the VS property editor).


 
PPSSPP 1.3 - 819



UWP: Fix screen rotation in non-buffered rendering mode

Don't crash if not enough memory to save a state. Very annoying. Minor tweaks.

UWP: Implement display rotation in framebuffer manager, now games display right-way-up in buffered rendering mode.

Avoid a crash if trying to do two screen switches at once. Managed to make this happen while using the UWP File Open dialog - it lagged and I started another action while it hadn't returned.

Quick buildfix (should probably just enable exceptions on Android)

Merge: 234e3b1 afc27c3 Merge pull request #9400 from hrydgard/more-uwp-stuff More bits and pieces from my UWP branch


 
Dolphin 5.0 - 2801



VS2017 support (with bonus CMake integration) (PR #5037 de Orphis)

GCAdapter_Android: Fix an array bounds overrun in Read() (PR #5035 de lioncash)

Parse user directory on nogui CLI. (PR #5033 de vladfi1)

VideoCommon: remove unnecessary trunc() (PR #5018 de Tilka)

Framedump extensions (PR #4944 de vladfi1)

VideoCommon: Eliminate static state in Renderer (PR #4999 de stenzek)


 
Project64 2.3.2 + 2.3.x + Plugins
 
Plugins Audios
 
RSP



 
new.gifAzimer's HLE



* Issue resolution #188
Moved AI_ResetAudio and Dacrate = 0 to RomClosed. Minor change to
debugging information in XAudio2SoundDriver.cpp
* Twisted Edge change
Changed from reading the CRC/CC to CartID. Hoping this is accurate.
* Renamed dprintf to DEBUG_OUTPUT
If this collides with anything, I rename it again.

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PPSSPP 1.3 - 823

 

 


[spline/bezier]Fix not enough spline buffer causes crash.
[spline/bezier]Fix the avoiding of "crazy tessellation factor" was not working.
[spline/bezier]Unify the word "tesselate" to "tessellate".
Merge: ca85716 56f80ac Merge pull request #9405 from xebra/cleanup_spline_bezier Fixed some bugs in spline/bezier.

 


 
Dolphin 5.0 - 2813

 

 


ConfigManager: Remove m_strName (PR #5040 de JosJuice)
PatchEngine: Remove an unneeded comment (PR #5041 de JosJuice)
IOS/ES: Check the content hash during imports (PR #5039 de leoetlino)
IOS/ES: Partially restore hack to fake IOS titles (PR #5036 de leoetlino)
Always use visible text in GameList (PR #4939 de sjnewbury)
GCMemcard: Mark class constructors explicit where applicable (PR #5042 de lioncash)

 


 
Project64 2.3.2 + 2.3.x + Plugins
 
Plugins Audios
 
RSP

 

 


 
new.gifAzimer's HLE

 

 


* Dialog configuration changed

Moved all dialog related configuration items to

Configuration.cpp.

More cleanup to follow

* Cleanup on aisle main.cpp

 

 

Higan 102 - 16 

 

 


- Emulator::Stream now allows adding low-pass and high-pass filters
dynamically
- also accepts a pass# count; each pass is a second-order biquad
butterworth IIR filter
- Emulator::Stream no longer automatically filters out >20KHz
frequencies for all streams
- FC: added 20Hz high-pass filter; 20KHz low-pass filter
- GB: removed simple 'magic constant' high-pass filter of unknown
cutoff frequency (missed this one in the last WIP)
- GB,SGB,GBC: added 20Hz high-pass filter; 20KHz low-pass filter
- MS,GG,MD/PSG: added 20Hz high-pass filter; 20KHz low-pass filter
- MD: added save state support (but it's completely broken for now;
sorry)
- MD/YM2612: fixed Voice#3 per-operator pitch support (fixes sound
effects in Streets of Rage, etc)
- PCE: added 20Hz high-pass filter; 20KHz low-pass filter
- WS,WSC: added 20Hz high-pass filter; 20KHz low-pass filter

So, the point of the low-pass filters is to remove frequencies above
human hearing. If we don't do this, then resampling will introduce
aliasing that results in sounds that are audible to the human ear. Which
basically an annoying buzzing sound. You'll definitely hear the
improvement from these in games like Mega Man 2 on the NES. Of course,
these already existed before, so this WIP won't sound better than
previous WIPs.

The high-pass filters are a little more complicated. Their main role is
to remove DC bias and help to center the audio stream. I don't
understand how they do this at all, but ... that's what everyone who
knows what they're talking about says, thus ... so be it.

I have set all of the high-pass filters to 20Hz, which is below the
limit of human hearing. Now this is where it gets really interesting ...
technically, some of these systems actually cut off a lot of range. For
instance, the GBA should technically use an 800Hz high-pass filter when
output is done through the system's speakers. But of course, if you plug
in headphones, you can hear the lower frequencies.

Now 800Hz ... you definitely can hear. At that level, nearly all of the
bass is stripped out and the audio is very tinny. Just like the real
system. But for now, I don't want to emulate the audio being crushed
that badly.

I'm sticking with 20Hz everywhere since it won't negatively affect audio
quality. In fact, you should not be able to hear any difference between
this WIP and the previous WIP. But theoretically, DC bias should mostly
be removed as a result of these new filters. It may be that we need to
raise the values on some cores in the future, but I don't want to do
that until we know for certain that we have to.

What I can say is that compared to even older WIPs than r15 ... the
removal of the simple one-pole low-pass and high-pass filters with the
newer three-pass, second-order filters should result in much better
attenuation (less distortion of audible frequencies.) Probably not
enough to be noticeable in a blind test, though.
 

 

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Information importante
 
Émulateurs du jour
 
PCSX2 1.5 - 1917 + Plugins
 
Emulateur



windows: Fix VS project file issues Fixes "project out of date" issue for wx_config on VS2017. Fixes whole program optimisation possibly not being applied on release builds for USBqemu (it may have been applied, but I can't actually tell, and now it at least shows properly in the VS property editor).
Removing broken images - Adding new ones 1/2 Because changing them with one commit fails for some magical reason -_-
Add new images 2/2
PCSX2-Git: Move screenshots to a new section The previous placement of the screenshots were inconsistent and they were just arbitrarily placed in different sections of the ReadMe file, moving them to a separate "Screenshot" section to make them look more organized.
PCSX2-Git: Move the Q&A section content Removed the superfluous table and moved the Appveyor, Travis CI and Coverity status boxes to the top to make it easily noticeable.


 
PPSSPP 1.3 - 831



A function renamed, some logging improvements
Enable "FrameskipUnthrottle" on Windows UWP as we don't control VSync (yet)
Fix an ancient bug in sceKernelExitDeleteThread
Don't need a uint in the stencil draw shader
UWP: Don't try to use dual source blending on D3D9 feature level devices.
Log if Comp_SysCall encounters bad syscall instructions
Merge: c7cb368 62dcb9c Merge pull request #9407 from hrydgard/more-from-uwp Some minor fixes
If the main CPU JIT is not enabled, don't try to vertex-jit. See #9404


 
Dolphin 5.0 - 2839



New config loaders (PR #4991 de leoetlino)
Unify the way of setting game ID, title ID, revision (PR #5045 de JosJuice)
VideoBackends: Fix crashes introduced by #4999 (PR #5051 de stenzek)
Separate nogui (PR #5038 de vladfi1)
cmake: Find bundled ffmpeg even if you have pkg-config on Win32 (PR #5059 de Orphis)



Project64 2.3.2 + 2.3.x + Plugins
 
Plugins Audios

 
RSP



 
new.gifAzimer's HLE



* More config changes More clean up. Also added some additional configuration options that will come when I redo the configuration dialog and save file.

* Reverting an accidental commit Didn't mean to default to DS8. Incremented internal version number.

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Mise à jour : 13 mars
 
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Information importante

 

L'installateur verra bientôt sa MAJ en 1.5 :

 

Qu'apporte cette mise à jour ?

 

Actuellement seul les versions en développement sont disponible en exe d'installation, bientôt les versions officiels seront ajoutés soit avec les développement, soit séparément ( dépendra des émulateurs )

 

L'autre nouveauté est la possibilité d'installé depuis des disques dur externe ( ce qui n'était pas possible dans la 1.0 ).

Pour ce faire je mettrais pour base le dossier romstation ( et non le disque C: ).

Grosse attente pour celle ci ( minimum 1 mois ) car je la veux 100% fonctionnelle, pour tout les émulateurs proposés ( ajoutant que pour certains émulateurs je dois les faires fichier par fichier ).


Émulateurs du jour
 
PCSX2 1.5 - 1927 + Plugins
 
Emulateur

 

 


gsdx: split texture filtering option Bilinear applies to all renderer * Common code done in GSVertexTrace * Extend it with forced but sprite (trade-off between linear/upscale glitches) * Linux GUI option was moved at the top with the renderer selection Trilinear is moved to OGL hack close #1837 Thanks to Flatout for the review and feedback. It will take care to update the Window GUI :)
gsdx sw: use accurate division for the C reference implementation Speed isn't important here. It would allow to compare the rendering with the JIT implementation. If it is necessary we could an option for the JIT.
gsdx: handle float overflow on Q in vertex trace Replace the fast reciprocal with a slower division when we detect a too big Q value. Improve #551, #1684
gsdx sw: do const q division in ConvertVertexBuffer It allow to do the division before the size multiplication It avoid a float overflow if T is too big. Old behavior: (T * size) / Q New behavior: (T / Q) * size Performance Note: * Rcp was replaced by a slow division (more accurate) * At least we avoid a 2nd loop on the vertex buffer It helps on Pro Soccer Club and Galerians Ash rendering Tric Note: SPRITE must be handled differently because the 'q' of first vertex could be invalid
gsdx ogl: improve ST/Q precision When a float overflow is detected, geometry shader is disabled. And ST/Q is done on the CPU It will help Issue 551 Issue 1684
GSdx: Fix Alpha test value initialization Alpha test should only be disabled when writes to all of the alpha bits in the Framebuffer are masked. Fixes a regression in Dragon Ball Z: Budokai 3 scouter image rendering.
Norwegian translation update (#1850) i10n: update Norwegian po files
spu2-x:windows: Replace GUIDFromString with IIDFromString Does the same thing.
ci|mscompile: Remove VS2013 configurations VS2017 hasn't been added to mscompile since a VC150COMNTOOLS environment variable isn't set when VS2017 is installed.
i10n: add nb_NO mo files

 


 
PPSSPP 1.3 - 875

 

 


Fix typo, preprocessor warning
Improve a comment
Fix bug where we'd reload the post shader information every frame. Fixes #9410
Resolve conflict on http::client get
Remoteiso Manual Mode Backend
Fix shutdown crash in SDL builds. Fixes #9409
remoteiso gui settings
Restore flushing the GPU pipeline on changes to CLIPENABLE, as per @unknownbrackets' comments. Also remove a redundant dirtying of textures.
Dirty UVSCALEOFFSET on every draw call. This is needed since we no longer dirty it on normal changes since we prescale, but it's still necessary for spline/bezier which generate texture coords.
Function name change, additional comments, code cleanup for remote disc streaming
Reintroduce mipmaps for images in the UI like screenshots (D3D11, OpenGL, D3D9)
Detect when the game is running slow, and warn. Many users assume that sound emulation is broken, and don't realize they may need to tweak their settings - we don't even show the FPS counter by default.
Render small window fonts at double resolution. Otherwise, they become blurry at half-pixel offsets (such as when a settings pop up is centered.)
RemoteIso backend changes requested
Update ppsspp_de.ts Updated and almost completed German translation.
Add an ini setting to hide performance warnings.
RemoteISO relax subdir restrictions
Merge: 21d97a7 ad8a0e6 Merge pull request #9415 from unknownbrackets/slow-warning Detect when the game is running slow, and warn
Remoteiso better http header detection
Merge: b190910 e5462ad Merge pull request #9414 from Atalanttore/patch-1 Update ppsspp_de.ts
Merge: fb008f4 9ea7d34 Merge pull request #9370 from fireballwayne/remoteiso Remoteiso
GLES:Remove texture_half_float extension.
Merge: cfb93a7 87ab24c Merge pull request #9413 from unknownbrackets/small-window Render small window fonts at double resolution
Merge: c1881a0 8a8360e Merge pull request #9416 from hrydgard/ui-generate-mipmap Reintroduce mipmaps for images in the UI like screenshots (D3D11, OpenGL, D3D9)
Merge: 586a040 b9a9a50 Merge pull request #9418 from xebra/cleanup_spline_bezier GLES:Remove texture_half_float extension.
Unbreak version check on Windows
Minor changes for compatibility with VS2017
Disable Take Screenshot while not in game. Since #9284, we don't support it anymore, and 37646d6 added an error log for the operation. Let's also disable the menu item.
Correct GE debugger font size in small window mode. This should handle high and low DPI cases correctly, to avoid making the text unreadably small
Correct a log format warning.
Merge: b0bd7e3 ef57eaf Merge pull request #9419 from unknownbrackets/small-window Correct GE debugger font size in small window mode
Merge: 701b974 5c6ae0e Merge pull request #9420 from unknownbrackets/screenshot Disable Take Screenshot while not in game
Add a comment explaining why a strncpy can't be replaced by truncate_cpy, because it would break savestates.
D3D11 CopyFramebufferImage: Clip copies to the size of the source surface.
Show in dev settings if PPSSPP was built using Jenkins (just a test for my internal ci build).
Add new log category FRAMEBUF
D3D11: Avoid doing redundant framebuffer switch calls
Warning fixes
Windows: Add experimental MSBuild file to build x86 and x64 builds together.
Warning fix (close() was undeclared)
This mutex should not have been made local, thanks @unknownbrackets
Add missing file to CMakeLists.txt
Link to armips in CMake build

 


 
Dolphin 5.0 - 2877

 

 


D3D11: Fix error on startup with >2.5xIR selected (PR #5058 de stenzek)
VideoBackends: Set the maximum range when the depth range is oversized. (PR #4935 de Armada651)
GLExtensions: remove NV_depth_buffer_float from OpenGL 3.0 (PR #5063 de ligfx)
Fix issue 10146 (compilation issue because of colliding defines) (PR #5065 de JosJuice)
Automatic translation resources sync with Transifex
IOS/ES: Fix GetViews to not check for the TMD (PR #5055 de leoetlino)
IOS/ES: Implement ES_GetStoredContents ioctlvs properly (PR #5054 de leoetlino)
DSP/Jit: Load address of m_cycles_left into register (PR #5067 de MerryMage)
DSPEmitter: Make helper functions private (PR #5068 de lioncash)
IOS/ES: Handle personalised tickets properly (PR #5066 de leoetlino)
IOS/Network/IP/Top: Separate behaviors into their own functions (PR #5043 de lioncash)
IOS/SSL: Make sure we are using a correct cert/key (PR #5027 de leoetlino)
IOS/ES: Implement ES_AddTitleCancel (and slightly safer import process) (PR #5020 de leoetlino)
Fix `ReadCertFile` by opening as binary file (PR #5069 de Starsam80)
IOS/ES: Fix GetStoredContentsFromTMD (PR #5070 de leoetlino)
DSPEmitter/DSPInterpreter: Remove unnecessary const specifiers from function declaration parameters (PR #5072 de lioncash)

 


 
Dolphin ichiiruka 5.0 - 743 + 906
 
new.gifOfficiel

 


-Merge latest master changes.


 
new.gifDéveloppement

 


-Fixed some issues reported in the forum.


 
Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Officiel

 

 


 
new.gifDéveloppement

 

 


* Merge pull request #1286 from project64/glide64-cleanup
Glide64 cleanup
* [Glide64] Rename viewport_offset to g_viewport_offset;
* [Glide64] Change capture_screen to g_capture_screen
* [Glide64] Remove some unneeded code
* [Glide64] More clean up of Settings.cpp
* [Glide64] Have Settings.h in Settings.cpp
* [Glide64] Some code cleanup
* [Glide64] Move general_setting to settings class
* [Glide64] Make pj64 settings private
* [Glide64] Make wrpAnisotropic private
* [Glide64] Make wrpFBO private
* [Glide64] Make wrpVRAM private
* [Glide64]rename wrpResolution to m_FullScreenRes
* [Glide64] Make n64_z_scale private
* [Glide64] Make old_style_adither private
* [Glide64] Make zmode_compare_less private
* [Glide64] Make correct_viewport private
* [Glide64] Get pal230 to be private
* [Glide64] Get force_calc_sphere to be private
* [Glide64] Make adjust_aspect private
* [Glide64] Make clip_zmax private
* [Glide64] make clip_zmin private
* [Glide64] Make force_quad3d private
* [Glide64] Make force_microcheck private
* [Glide64] Make stipple_pattern private
* [Glide64] Make texture_correction private
* [Glide64] Make decrease_fillrect_edge private
* [Glide64] Increase increase_texrect_edge
* [Glide64] Make flame_corona private
* [Glide64] Make use_sts1_only private
* [Glide64] Make alt_tex_size private
* [Glide64] Make fast_crc private
* [Glide64] Remove unused offset_x, offset_y, scale_x, scale_y
* [Glide64] Make wfmode private
* [Glide64] Make wireframe private
* [Glide64] Remove unused unk_clear
* [Glide64] Make unk_as_red private
* [Glide64] Make autodetect_ucode private
* [Glide64] Make ghq_hirs_dump private
* [Glide64] Make ghq_hirs_let_texartists_fly private
* [Glide64] Make ghq_cache_size private
* [Glide64] Make ghq_cache_save private
* [Glide64] Make ghq_hirs_altcrc private
* [Glide64] Make ghq_hirs_gz private
* [Glide64]Make ghq_hirs_f16bpp private
* [Glide64] Make ghq_hirs_tile private
* [Glide64] make ghq_hirs_cmpr privte
* [Glide64] Make ghq_enht_nobg private
* [Glide64] Make ghq_enht_gz private
* [Glide64] Make ghq_enht_f16bpp private
* [Glide64] Make ghq_enht_cmpr private
* [Glide64] Make ghq_use as a global
* [Glide64] Make ghq_hirs private
* [Glide64] Make ghq_cmpr private
* [Glide64] Make texture dir private
* [Glide64] Make buff_clear private
* [Glide64] Make fog private
* [Glide64] Make vsync private
* [Glide64] Make texenh_options private
* [Glide64] Make advanced setting private
* [Glide64] Remove unused ghq_enht_tile
* Merge remote-tracking branch 'origin/master' into glide64-cleanup
* [[Glide64] Add ability to set screen resolution
* [Glide64] Update code related to resolution
* [Glide64] Make scrx and scry private members of settings
* [Glide64] Make ucode an enum
* [Glide64] Get ghq_enht to use an enum
* [Glide64] Use enum for TextureFilter/
* [Glide64] make fb_crc_mode a private member of CSettings
* [Glide64] get stipple_mode to use an enum
* [Glide64] Get lodmode to use enum
* [Glide64] Get swap mode to use an enum
* [Glide64] Use enum for Filtering
* ]Glide64] use enum for Screen Rotate
* [Glide64] Change AspectMode to be an enum
* [Glide64] Change game hack value to enum
* ]Glide64] Rename Set_wrpResolution to Set_FullScreenRes
* [Glide64] Remove Set_log_unk
* [Glide64] Remove Set_filter_cache
* [Glide64] Remove Set_elogging
* [Glide64] Remove Set_log_clear
* [Glide64] Remove Set_logging
* [Glide64] Remove Set_run_in_window
* [Glide64] Remove Set_hotkeys
* [Glide64] Remove clock settings
* [Glide64] Remove passing HWND to grSstWinOpen
* [Glide64] Remove ghq_dmptex_toggle_key
* [Glide64] Remove screen shot type setting
* [Glide64] Move Some of the screen res code in to ScreenResolution.cpp
* Merge remote-tracking branch 'origin/master' into glide64-cleanup
* [Glide64] Move aspect ratio calc to settings
* [Glide64] Move WriteSettings in to Settings class
* [Glide64] Accidently deleted some settings code
* [Glide64] Change Frame buffer emulation options bit to an enum
* [Glide64] Remove card_id
* [Glide64] Remove TEXTURE_FILTER check
* [Glide64] Use log dir from settings
* [Glide64] Move read settings inside settings class
* [Glide64] Add logdir and flush log to setting class
* [Glide64] Move system settings id in to Settings.cpp
* [Glide64] Add SettingsID.h
* [Glide64] Remove grSstSelect
* [Glide64] Create RegisterSettings function
* [Glide64] Move ReadSpecialSettings to Settings.cpp
* [Glid64] Move ReadSettings to Settings.cpp
* [Glide64] Init settings in PluginLoaded
* [Glide64] Remove debugger
* Merge pull request #1285 from Frank-74/DK64-Polygon-Fix
Donkey Kong 64 (E)(J) Polygon tearing fix
* Update Project64.rdb
* Update Project64.rdb

 


 
Plugins Vidéos
 
new.gifGlideN64

 

 


* Update translation files: added texture filters
* UI: Texture filter/enhancement dropdowns can now be localised
* Revert "Rename opengl_ColorBufferReaderWithBUfferStorage.h/cpp"
This reverts commit 58ddf8822c9632980890190325791abf3375e61a.
* Correct read from RDRAM in FrameBuffer::isValid
Fixed out of bounds read in Pokemon Stadium 2.
* Disable texcoord attribs for fillrect.
Fixed fillrects in Pokemon Stadium 2.
* Revert "Correct CombinerInfo::_compile for 1 cycle mode."
This reverts commit efcb7b322749e219dc9194855d5fdd2f26af2021.
1 cycle mode uses combiner equations from 2nd cycle; equations from 1st
cycle must be ignored. Example: F-1 Pole Position language selection menu.
* Fix viewport set in DisplayWindowMupen64plus::_swapBuffers()
Fixed Native resolution factor seems broken #1404
* UI: Custom crop and windowed resolution shows/hides rather than enables/disables
* Fix circular dependency of GLideNHQ to GLideN64
Specifically TxQuantize.cpp was referencing arrays defined in GLideN64.
* Cleanup Android make files
* Fix compile and link on MAC_OS_X
* Remove annoying cmake message "bcm_host.h not found"
* UI: Fixing contributor typos
* Code refactor: move gDP.rectColor initialization to gDP.cpp
* Hacky fix for RPi depth issues
* Up shader storage version.
* Replace rectAttrib::color by uniform.
* Disable DepthBufferToRDRAM if PixelReadBuffer is not available.
* Revert "Code cleanup: remove unused variable in GraphicsDrawer::updateScissor"
This reverts commit 87f1ab79a0b92fa9769df115bc8ef7117cfbd764.
* Code cleanup: correct aux buffer detection in FrameBufferList::copyAux() and FrameBufferList::removeAux()
* Code cleanup: remove unused variable in GraphicsDrawer::updateScissor
* Code cleanup: remove unused move constructor for DepthBuffer
* Code cleanup: remove unised field from struct colorImage.
* Code cleanup: remove redundant parameter from FrameBuffer::init.
* german translation part 3
Add missing comments.
* german translation: fix special signs
* UI: Disabling frame buffer doesn't disable filters/AA
* Always render to FBO, even when frame buffer emulation is disabled.
* Code cleanup in FrameBufferList::renderBuffer: remove redundant casts to ObjectHandle.
* Up ShaderStorageFormatVersion.
* Silence clang warning.
* Rename opengl_ColorBufferReaderWithBUfferStorage.h/cpp
This allow compilation with clang in Anroid Studio with Windows. This file
name was too long for some reason.
* Add ResizeVideoOutput to MupenPlusPluginAPI

 


 
RiceVideo

 

 


 
Z64

 

 


 
Higan 102 - 17  

 

 


* Update translation files: added texture filters
* UI: Texture filter/enhancement dropdowns can now be localised
* Revert "Rename opengl_ColorBufferReaderWithBUfferStorage.h/cpp"
This reverts commit 58ddf8822c9632980890190325791abf3375e61a.
* Correct read from RDRAM in FrameBuffer::isValid
Fixed out of bounds read in Pokemon Stadium 2.
* Disable texcoord attribs for fillrect.
Fixed fillrects in Pokemon Stadium 2.
* Revert "Correct CombinerInfo::_compile for 1 cycle mode."
This reverts commit efcb7b322749e219dc9194855d5fdd2f26af2021.
1 cycle mode uses combiner equations from 2nd cycle; equations from 1st
cycle must be ignored. Example: F-1 Pole Position language selection menu.
* Fix viewport set in DisplayWindowMupen64plus::_swapBuffers()
Fixed Native resolution factor seems broken #1404
* UI: Custom crop and windowed resolution shows/hides rather than enables/disables
* Fix circular dependency of GLideNHQ to GLideN64
Specifically TxQuantize.cpp was referencing arrays defined in GLideN64.
* Cleanup Android make files
* Fix compile and link on MAC_OS_X
* Remove annoying cmake message "bcm_host.h not found"
* UI: Fixing contributor typos
* Code refactor: move gDP.rectColor initialization to gDP.cpp
* Hacky fix for RPi depth issues
* Up shader storage version.
* Replace rectAttrib::color by uniform.
* Disable DepthBufferToRDRAM if PixelReadBuffer is not available.
* Revert "Code cleanup: remove unused variable in GraphicsDrawer::updateScissor"
This reverts commit 87f1ab79a0b92fa9769df115bc8ef7117cfbd764.
* Code cleanup: correct aux buffer detection in FrameBufferList::copyAux() and FrameBufferList::removeAux()
* Code cleanup: remove unused variable in GraphicsDrawer::updateScissor
* Code cleanup: remove unused move constructor for DepthBuffer
* Code cleanup: remove unised field from struct colorImage.
* Code cleanup: remove redundant parameter from FrameBuffer::init.
* german translation part 3
Add missing comments.
* german translation: fix special signs
* UI: Disabling frame buffer doesn't disable filters/AA
* Always render to FBO, even when frame buffer emulation is disabled.
* Code cleanup in FrameBufferList::renderBuffer: remove redundant casts to ObjectHandle.
* Up ShaderStorageFormatVersion.
* Silence clang warning.
* Rename opengl_ColorBufferReaderWithBUfferStorage.h/cpp
This allow compilation with clang in Anroid Studio with Windows. This file
name was too long for some reason.
* Add ResizeVideoOutput to MupenPlusPluginAPI

 

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Mise à jour : 14 mars
 
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Information importante
 
Émulateurs du jour
 
PCSX2 1.5 - 1932 + Plugins
 
Emulateur



gamedb: wrong entry (duplicated) Close #915
debugger: add eu bios info
gsdx: restore the order of the texture filtering option It was modified by mistake with previous filtering refactoring
gsdx: Remove VS2013 stuff
pcsx2: Remove VS2013 ifdefs


 
PPSSPP 1.3 - 908



Update glslang+SPIRV-Cross submodules
Remove armips from the generic CMake build again, it didn't build on iOS
Use $(DefaultPlatformToolset)_xp for easier VS builds with different toolsets.
Merge: 7b460b1 429bf5d Merge pull request #9424 from LunaMoo/VS_stuff Use $(DefaultPlatformToolset)_xp for easier VS builds with different toolsets.
Merge: 9e90627 f3c518a Merge pull request #9426 from unknownbrackets/input-state Remove various legacy parts of the InputState
Fix SoftGPU for 16-bit framebuffer formats. Fixes #9422
Eliminate annoying warning in non-buffered rendering mode
Warn if trying to run some games that are known to require buffered rendering with it not enabled.
Don't warn about slowness in debug builds
Setup a global GPU command table, and start moving stuff into it.
Fix bug where dispatcher would not check core state directly after Advance. Fixes #9398 properly (it was previously hidden somehow with extra backbuffer binds).
Unify matrix, dither and signal table entries
Unify some ignored command table entries
Unify the light parameter table entries
Unify viewport/region/scissor command table entries
Unify morph weight, patch parameter command table entries
Some reordering, fixing in the command tables
Unify the control commands in the tables
Unify logicop, antialias in the command table
Unify texture settings in the command tables
Unify minz/maxz in command tables
Unify fragment shader settings in the command table
Unify some vertex shader related settings in the command tables
Unify most of the rest of the command table entries
Merge: e37decc 5a946d9 Merge pull request #9428 from hrydgard/unify-gpu-tables Unify GPU command tables (mostly)
Merge: e5ef76c b4740a2 Merge pull request #9427 from hrydgard/dispatcher-core-state-fix Dispatcher core state fix
Restore two accidentally deleted command table entries.


 
Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Officiel



 
new.gifDéveloppement



* [Project64] Build with Visual Studio 2015

* [Glide64] Reset more variables in free_combiners

* Merge branch 'master' of https://github.com/project64/project64

* Merge branch 'glide64-cleanup'

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Mise à jour : 15 mars
 
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Information importante
 
Émulateurs du jour
 
PPSSPP 1.3 - 918



Merge: 6278663 b00e788 Merge pull request #9430 from unknownbrackets/input-state Remove legacy InputState tracking



Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Officiel



 
new.gifDéveloppement



* Remove VS2008 project files

* [Project64] Remove delete g_DDRom from CN64System::LoadFileImage

* Update version numbers

* [Build Script] Remove hard coded address

* [Build Script] Add SetGitProperties.cmd

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PCSX2 1.5 - 1934 + Plugins
 
Emulateur



gsdx sw: sync thread if current target pages are already used by input texture Otherwise you have a write before read typical race condition. It works most of the time because textures are stored in temporary buffers (aka texture cache). So the race condition requires texture invalidation in the mix. I hope the perf impact will be small enough. Fix #1691 Blood Will Tell: gray scale effect description Frame is renderer in 0x700 Sync 0x700 (RT will be used as input) Foreach page of frame // The missing Sync was this one. You can't copy new data to 0x2800 // until you finish the rendering that use 0x2800 as input texture // (AKA end of this foreach loop) Sync 0x2800 (not the first iteration, texture will be used as a RT) Copy page from 0x700+offset to 0x2800 Sync 0x2800 (RT will be used as input) Render Effect line1 from 0x2800 to 0x700

 

gsdx ogl: use an HLE shader to avoid upscaling line in ICO ICO uses a depth of field effect for the fog. Depth is extracted into the alpha channel of a texture. And then used as blending factor. You need a 1:1 texture/pixel mapping otherwise you will line at boundaries. In order to extract the DoF, ICO moves the depth buffer around the GS memory. Memory moves are implemented in the not-scaled world. It means that we can't have the above 1:1 ratio. And we don't know anymore that data are coming from the current depth buffer. The solution: I reused an HLE channel shader to read the depth buffer directly. This way I have the guarantee that pixel/depth are aligned. Close #1816


 
PPSSPP 1.3 - 943



Update armips with regex workaround
Hopefully buildfix Linux (untested)
D3D11: Fix stencil=255 bug
Update vulkan headers to latest (1.0.42.1)
Add Gradle build. This time, we don't remove the old build system and we don't switch Travis.
Fix a mistake with cflags reorg
Restore build*/ in .gitignore
Merge: f5c3b15 5149288 Merge pull request #9038 from hrydgard/android-gradle Android Studio / gradle support (WIP)
This file is still needed in its old location to build Android using the old tools.
Add missing US version ID for NBA 2K13 compat.ini
Merge: fa353ae f9b050b Merge pull request #9433 from LunaMoo/compat_ID Add missing US version ID for NBA 2K13 compat.ini
Add Hyllian's xBR-lv2 Shader Accuracy (tweak by guest.r)
Fixes to GPU system information. Fixes #9434
CMakelist cleanup, might buildfix things on Linux Clang
Skip 5xBR based upscaling if output < (1.6 * input)
SDL: Fix the command line parser to not double-parse args, fixing #9367
Forward the GOLD cmake variable to a CPP define.
Add tab to system info to show some build configuration flags Would be nice if there was a way to automatically get them all ... there might be with some CMake trickery?
gradle: Add a new build config with debug signing but release optimization. Add a fixed debug keystore so debug key is effectively the same on all my computers, making testing more convenient.
Merge: c18edcd f717590 Merge pull request #9435 from LunaMoo/5xBR_lv2 Add Hyllian's xBR-lv2 Shader Accuracy (tweak by guest.r)
Windows: Get rid of my private gold branch, simply gate behind a define instead.
Android: Add gold resources (banners need work)
Update iss installer script


 
Dolphin 5.0 - 2951



Volume: Use ReadSwapped more (PR #5056 de JosJuice)
Fix VolumeIsValid being referenced even though it was deleted (PR #5073 de JosJuice)
Remove Blob nullptr checks from Volume code (PR #4411 de JosJuice)
HW/DSP: Remove prefixed underscores from parameter names (PR #5074 de lioncash)
DSPLLE: Remove commented out code (PR #5075 de lioncash)
IOS/ES: Split the ES code (PR #5071 de leoetlino)
SI_DeviceGBA: Minor cleanup (PR #5078 de lioncash)
OGL: Remove support for NV_depth_buffer_float. (PR #5082 de Armada651)
Disable pinned memory for AMD mesa drivers (PR #4973 de z0z0z)
NetPlay: use move semantics instead of unique_ptrs (PR #4876 de ligfx)
Change "Fullscreen" Menu Option to "Toggle Fullscreen" (PR #4932 de PEmu1)
SI_DeviceGCController: Minor cleanup (PR #5083 de lioncash)
Fix remove and add buttons not disabling after removing Action Replay code (PR #4964 de DisorderIy)
Move LoadPatches calls (PR #5079 de JosJuice)
GCMemcard: Move memcard source files to their own directory (PR #5087 de lioncash)
GCMemcard: Minor cleanup (PR #5089 de lioncash)
SI_Devices: Minor cleanup (PR #5086 de lioncash)
Default to SSL verify on (PR #5080 de leoetlino)
CMake: Use CMAKE_CXX_STANDARD instead of passing -std=c++14 (PR #4703 de ligfx)
EXI/SI: Move enum constants into namespaces (PR #5091 de lioncash)
SI: Minor cleanup (PR #5090 de lioncash)
MMU: Create constants for our BAT flags. (PR #5012 de degasus)

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Mise à jour : 17 mars
 
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Émulateurs du jour
 
PCSX2 1.5 - 1939 + Plugins
 
Emulateur



LilyPad: Improve analog/pressure sensitive detection Improves detection of analog or pressure sensitive support, which previously made some games unable to detect the correct mode.
LilyPad: Add Quick Setup Adds quick setup that allows for quickly setting up all the default pad buttons without having to click on each one separately. Hides special inputs(inputs that aren't available on a PS(2) controller) by default.
LilyPad: Display a warning when all controls are inactive Displays a console warning if no controls/controllers are active and the emulation cannot be controlled.
LilyPad: Fix F4 button (PCSX2 FrameLimiter toggle) getting blocked Fixes issue where losing focus after pressing alt-tab would end up blocking the F4 button (which is used for turning the PCSX2 FrameLimiter on and off). Fixes: https://github.com/PCSX2/pcsx2/issues/1797
LilyPad: General fixes and UI improvements Some general fixes and UI improvements. Adds Reset Configuration to Input/Force Feedback configuration screens that resets the configuration for the selected control(s). Adds Restore Defaults button to the General tab that deletes all LilyPad Settings and bindings and resets to the default settings. Adds double-click functionality to the PAD list on the General tab, which will now send the user straight to the corresponding PAD tab.


 
PPSSPP 1.3 - 952



D3D9: Set the right Z in ApplyBounds
Always trigger gpu->Resized when exiting GameSettingsScreen. Strangely, this does NOT help #9438.
Make sure UpdateCmdInfo is called "in sync" with settings changes. Fixes #9438. (well, at least the software skinning part. not sure if there are more)
GPU: Move "if (resized_)" to BeginHostFrame to avoid desynchronized settings. Also wipe the input layout cache on D3D11 on resize. Fixes #9438.
Minor resource reorg
innosetup: Make the application name variable driven
Windows: Start at a sensible window size if high-DPI. Avoids the worst of #9437 but does not fix it.
Windows: Update dpiScale of fonts before recreating them on resize. Fixes #9437
Windows: Add a simple little cmd script to zip up the emulator


 
Dolphin 5.0 - 2968



Add the hash for the PAL v1.1 IPL to the list (PR #5076 de BhaaLseN)
Fix memory breakpoints not triggering on Windows (PR #5004 de aldelaro5)
OGL: implement Bounding Box on systems w/o SSBO (PR #5029 de ligfx)
Simplify GetSysMenuRegion (PR #5095 de JosJuice)
SI: Convert SI buffer from a C array to std::array (PR #5094 de lioncash)

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Annonces Importantes :

 

Comme vous le savez déjà, j'ai annoncé il y a une semaine la préparation de la 1.5 de mon EXE d'installation ( logiciel d'installation )

 

Afin de me facilité le travail, ce logiciel d'installation, ne sera plus disponibles jusqu'à sa nouvelle version.

 

Sachez que cette version aura le mérite de convenir à tout le monde :kissing_closed_eyes:

 

Veuillez accepter mes sincères excuses pour ce désagrément.

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Mise à jour : 18-21
 
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Ajout du topic pour les DLC de la PSP


Émulateurs du jour
 
PCSX2 1.5 - 1943 + Plugins
 
Emulateur

 

 


gsdx: split GSVector.h into smaller files
gsdx: Avoid "using namespace std" in spsc queue
pcsx2: Remove unused/incomplete stuck/wait for thread dialogs
gui: Remove unused/incomplete panels/dialogs Also rearrange the CMakeLists.txt slightly so things are easier to find and to remove a duplicate entry.

 


 
PPSSPP 1.3 - 1035

 

 


We don't really support different listeners per log type, so let's get rid of that fiction.
Simplify logging code some more. Cleaner log output on Android.
Merge: 38fd8c6 5d613bf Merge pull request #9442 from hrydgard/clut-texture-format-compatibility D3D11: Expand 16-bit CLUT textures to 32-bit if not supported.
Add Jeanne d'Arc to DrawSyncEatCycles hack
Add ability to tag objects in the gl_lost_manager
GL: Improve lost managment in DrawContext framebuffers
Merge: 37ef84e 71a188e Merge pull request #9444 from LunaMoo/JeanneCompat Add Jeanne d'Arc to DrawSyncEatCycles hack
Rework Android lost/restore lifecycle again. Can autorotate screen without crashing again. Should help #9295 and maybe #8906.
Merge: 348a4c5 9611575 Merge pull request #9445 from hrydgard/log-cleanup Log code cleanup
Merge: 299ca02 908193e Merge pull request #9446 from hrydgard/android-lifecycle Rework Android lost/restore GL context handling again
Make it very slightly easier to build atlastool on Windows. Still not exactly convenient.
Texcache: Cleanup some code formatting. Makes it more readable. No functional impact.
Texcache: Apply freq change flag to minihash fail. Previously, by mistake, only full hash fails could flag a frequently changing texture - minihash checks skipped this, causing scaling performance issues. Fixes #9125.
Texcache: Always mark videos as freq changing. This prevents scaling of the first frame in some cases, when later frames would also not be scaled. Improves performance and reduces frame mismatch.
Texcache: Clarify STATUS_FREE_CHANGE usage.
Merge: 24cfb73 b21c081 Merge pull request #9447 from unknownbrackets/texcache Always mark videos as frequently changing
Change a PanicAlert to an ERROR_LOG. Should possibly report.. http://forums.ppsspp.org/showthread.php?tid=1310&page=3 Add a comment.
x86: Implement Jit_TcU16Through. This just ports the updateSide logic from other types.
Don't dirty texture state when kicking off a display list. This might hide real bugs and affect performance, and should not be necessary.
Windows: Improve core context init. This clears the error from glewInit(), and ensures we check GL extensions only after selecting the desired GL profile. Also, consistently use the core profile flag to select the context
Merge: 2336792 fbee328 Merge pull request #9449 from hrydgard/remove-texture-hash-failsafe Don't dirty texture state when kicking off a display list.
Windows: Remove an unused function.
Change another mutex back to being recursive. Oops. Fixes #9450
GL: Avoid unnecessary stencil shader binding. The comment became untrue, so no need to rebind for each bit.
D3D11: Report unexpected self-renders
Merge: d30116b ae2c019 Merge pull request #9451 from unknownbrackets/gl-minor Cleanup Windows GL core context handling, minor graphics tweaks
Make ReportScreen a dialog. Minor improvement to GE debugger.
Qt apps on non-mobile, non-Windows platforms now see /usr/share/ppsspp/assets
Texcache: Reduce duplicated expand32 code.
D3D11: Correct non-palette 16 bit textures on Win7. These weren't being expanded.
Merge: 9fa13c7 18484be Merge pull request #9456 from unknownbrackets/texcache D3D11: Correct non-palette 16 bit textures on Windows 7
Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size.
Revert "Vertexcache ComputeMiniHashRange: Doesn't make sense to hash more data than the step size." This reverts commit 0bbb61e5d24b7735c986496902c0b99adf88c770
Fix bug in D3D11 framebuffer readbacks, helps #9361, though seems off by half a pixel?
D3D11: Get rid of a forgotten half pixel offset. Improves #9361
Fix some type narrowing warnings and typos
Cut down on some logspam.
D3D11: Correct GE debugger stencil value display. When hovering over a pixel, if we send a float, it won't show the 0-255 value, which we'd prefer for stencil values. This is the easy fix.
UI: Make the other report screen a dialog too.
Merge: ef26ee2 77fccda Merge pull request #9458 from unknownbrackets/warnings Correct some warnings, minor tweaks
Merge: 1f0dfad 36a8f71 Merge pull request #9459 from duganchen/qt_assets_dir Fix assets directory for non-mobile, non-Windows Qt builds
D3D11: Avoid a framebuffer copy when reading back data if rendering at 1x Fix the size of the framebuffer copy.
With this, lens flare works in 2x+ in Burnout Legends. #9361
cmake: Fix linking against system GLEW
cmake: Fix linking against system Snappy
Merge: c502692 7d4c878 Merge pull request #9461 from Orphis/cmake_cleanup Fix linking against system GLEW and Snappy
UI: Track translate/scale/fade transform by screen. This translates drawing, scissor, and touch to the transform.
Fix crash on resize due to overridden property.
Spline: Simplify uniforms/dirty to one check. This makes backends more consistent in which values they use, and reduces the (relatively uncommon compared to other drawcalls) dirty checks for splines.
UI: Consider only the lower screen's postRender. This makes more sense at least than applying one of each...
Merge: 92b0f00 d4ff7cc Merge pull request #9465 from unknownbrackets/hw-tess Spline: Simplify uniforms/dirty to one check
UI: Make PopupScreens animate in just a bit.
Merge: 71da7f4 ade110b Merge pull request #9463 from unknownbrackets/resize Fix crash on resize due to overridden property
    UI: Ask linear child views to stay inside AT_MOST. Fixes the DevMenu pop up in larger windows.
UI: Generalize easing functions a bit.
UI: Allow overriding dialog logic on finish. This seems cleaner.
UI: Fade PopupScreens out too.
Merge: 7eb13a6 09dac5d Merge pull request #9464 from unknownbrackets/ui-transform Add a simple UI transition for popups
Set PSP_SAS_MAX_GRAIN correctly.
zip_close warning/bug fix
Misc logging improvments, minor safety check
Fix a type conversion warning.
Appveyor: disable scanning for tests. It doesn't find them, and it wastes some time looking on each build.
Merge: fdfc572 c4d77ee Merge pull request #9467 from unknownbrackets/warnings Quick warning fix + appveyor config change
Gradle experiment: Throw an exception quickly if trying to build release without RELEASE_STORE_FILE.
Update the lang submodule
Merge: fa9f8f6 ea0aab9 Merge pull request #9470 from zminhquanz/master Add warning simulate block transfer , setting info
Remove one tip, correct another.
Load SDL's gamecontrollerdb from assets directory, not relative to exe. Fixes #9460. Also remove support for that env variable.
Merge: b4fa8ae 1b69936 Merge pull request #9473 from hrydgard/gamecontrollerdb-from-assets Load SDL's gamecontrollerdb from assets directory, not relative to exe

 


 
Dolphin 5.0 - 3036

 

 


DSP/Jit: Explicitly specify scratch register for Update_SR_Register (PR #5084 de MerryMage)
PIE support for the DSP JIT (PR #5097 de MerryMage)
SI: Namespace device classes (PR #5092 de lioncash)
OGL: Fix texture_type checks in FrameBufferManager::CreateTexture (PR #5100 de VinDuv)
Don't save watches and breakpoints on stop and load on boot (PR #5005 de aldelaro5)
Display a different error message when failing to ES_Launch the Wii Menu (PR #5101 de JosJuice)
Fix saving/loading screenshots for Android (PR #5104 de mahdihijazi)
NetPlayClient: Eliminate variable shadowing (PR #5108 de lioncash)
ES: Remove unused string format argument in LaunchPPCTitle (PR #5107 de lioncash)
Memmap: Replace '0' constant with nullptr (PR #5106 de lioncash)
Check whether WAD is a channel before reading names (PR #5102 de leoetlino)
Automatic translation resources sync with Transifex
NetPlayServer/NetPlayClient: const correctness (PR #5111 de lioncash)
Jit64AsmCommon: Use correct quantization table (PR #5112 de MerryMage)
IOS: Add NandUtils (PR #5085 de leoetlino)
Remove mbedtls install target (Again) (PR #5109 de orbea)
Use 6-char game IDs for NAND tiles (if they are printable) (PR #5093 de JosJuice)
Display nicer version strings for the Wii Menu (PR #5099 de JosJuice)
Move "Background Input" out of individual controller configurations (PR #4856 de ligfx)
VertexShaderGen: Correct for negative viewport dimensions. (PR #5096 de Armada651)
Fix memory breakpoint when checking the middle of the data (PR #5009 de aldelaro5)
FileMonitor redesign (PR #4901 de JosJuice)
Jit64: Implement a constant pool (PR #5110 de MerryMage)

 

 

PcsxR - 1.9.x

 

 


* Add support for new visualisations
- vertex colour
- new primitive type encoding
Now displays semi-transparent as coloured wireframe to allow them to be visible without corrupting the colour information.
* Add support for arbitrary clock multipliers
Allows users to set an arbitrary floating point value to multiply CPU clock speed by. Drop box provides access to all the previous presets.

* Fix issue with flat shaded primitives in colour only mode
* Fix false positive when rendering transparent objects in wireframe

 

 

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Mise à jour : 22 mars
 
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Émulateurs du jour
 
PCSX2 1.5 - 1949 + Plugins
 
Emulateur



pcsx2: Remove unused MenuId_Sys_Restart and related code
pcsx2:mainframe: Remove some comments and unused prototypes The flag comment was wrong, the rest are mostly old leftovers/TODOs.
gsdx: Remove unused and incomplete GSDeviceSW
3rdparty:freetype: Use zlib in 3rdparty instead of internal version Reduces the GSdx DLL size slightly (14kb with VS2017)
gsdx: Remove ancient codeblocks file
gsdx: Fix vsnprintf usage in format function -1 is only returned when there is an encoding error, and the va_list argument is indeterminate after being passed to vsnprintf. Use the return value to determine the buffer length, and call va_end and then va_start before vsnprintf is called again.


 
PPSSPP 1.3 - 1049



Add Driver 76 and Chili Con Carnage to list of games that require buffered rendering. Thanks @KabutoKun
UI: Make some tips less technical and simpler.
Merge: ed93d6f cbee412 Merge pull request #9472 from unknownbrackets/tips UI: Make some tips less technical and simpler
UI: Zero initialize EventParams in typical usage. Better to be safe.
UI: Put developer tools Back in a standard place.
UI: Make popups transition their button.
http: Cancel remote server connects faster. This way the UI doesn't appear to hang when you click cancel.
UI: Keep Back buttons consistent in http settings. Also, prevent changing server port while serving.
http: Add an additional cancel check.
Merge: 31e831a 5f54726 Merge pull request #9478 from unknownbrackets/remoteiso Cancel remote disc streaming connects faster
Windows: d3dcompiler_47.dll is redistributable, so add it to our installation package scripts.
Merge: 04faacd 07d2b4f Merge pull request #9476 from unknownbrackets/ui-transform UI: Make popups transition their button
Stencil in thin3d/gl was broken. Not that we use it for anything though.


 
Dolphin 5.0 - 3054



Fix memory breakpoint when checking the middle of the data (PR #5009 de aldelaro5)
FileMonitor redesign (PR #4901 de JosJuice)
Jit64: Implement a constant pool (PR #5110 de MerryMage)
JitAsm: Add missing forward declaration of X64CodeBlock (PR #5119 de MerryMage)
JitArm64: Fix usages in conditional code. (PR #5116 de degasus)
JitBase: Make MergeAllowedNextInstructions a const member function (PR #5120 de lioncash)
FifoPlayer: In-class initialize member variables where applicable (PR #5122 de lioncash)
GeckoCodeConfig: Return vector by value for LoadCodes() (PR #5125 de lioncash)
UICommon: Don't print --version option twice (PR #5126 de leoetlino)
MMU: comment-out unused var HW_PAGE_TAG_SHIFT (PR #5132 de ligfx)



mGBA 0.6.x



* Core: Only attempt to open BIOS if the path is non-null
* Core: Fix typo
* .travis.yml: Use an explicitly defined build matrix. (#544)
* .travis.yml: Use an explicitly defined build matrix.
* Attempt to use GCC on Mac.
* Add gcc4.8 to Travis deps.
* Remove gcc set from .travis.yml.
* .travis-deps: Install and set compiler to GCC only if we need it.
* Formatting
* Remove redundancy
* .travis.yml: source the deps script.
* Doc: Fix MSYS2 shortcut names in README.md
* CMakeLists: Fix SDL-less build when there is no SDL on the system.


 
Project64 2.3.2 + 2.3.x + Plugins
 
Plugins Vidéos
 
GlideN64



* Updating Spanish translation
* Fix ColorBufferToRDRAM::_prepareCopy for 1x native resolution.
Fixed Original N64 Resolution" breaks Majora's Mask (E) #1396
* Remove cached texture if new texture with the same CRC has different dimensions.
Fixed Aidyn Chronicles menu icons enlarged or text cut #1420
Problem description:
I thought that the same texture must always have the same dimensions.
I was wrong. When Aidyn Chronicles menu opens,
menu textures clamp width or clamp height may change during menu opening animation.
CRC remains the same because texture data not changed.
Solution:
Remove cached texture when expected dimensions differ from actual ones and load texture again.
I hope it is a rare case.
* Disable LOD emulation on GLES2 devices that can't support it
* Fix viewport Y for negative scale.
Fixed #1426, regression in eiko st andrews
* Revert changes in subscreen hack.
* Correct FrameBuffer::init
* arm asm: add MultMatrix2 without memcpy
Unlike the C function of MultMatrix neon asm writes m0 only after
calculation.
* arm asm: optimize gSP neon
-use vld1.32 to load four d registers at once
* arm asm: optimize neon
-rewrite InverseTransformVectorNormalize
-reorder instructions to get best throughput
-use vld1.32 and vst1.32 to load four d registers at once
* Code cleanup: class FrameBuffer => struct FrameBuffer
* Update german translation
* Fix GL_ARB_compute_shader statement
* Fix build error in clang due to mis matched types
* Do not mirror screen shot image.
* Fix buffer size check in ColorBufferToRDRAM::_prepareCopy
* Correct chained buffers detection in FrameBufferList::renderBuffer()

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Mise à jour : 23 mars
 
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Émulateurs du jour
 
PCSX2 1.5 - 1950 + Plugins
 
Emulateur



pcsx2: Remove unused Windows files There's actually more (old cheats and patch browser?), but I don't know whether they'd be useful so I'll leave those alone for now.


 
PPSSPP 1.3 - 1107



Accept DPAD_CENTER as an "Accept" key. Fixes #9471
udis86: make some large arrays const.
Allow text input on some more platform in settings. See #9421
Merge: 35e2a5a 1f1db63 Merge pull request #9481 from LunaMoo/minor_xbr Fix minor glitch with 5xBR effects.
Fix issue with repeated keypresses even if a key was pressed only once -- fixes pause menu and fullscreen toggle among others
Allow MakePixelTexture to use a subrange. For example, if it has a larger texture it wants to reuse, it can control this via texcoords. Let's keep it at top left, though.
Video: Enable threads for video decoding. This was previously getting (accidentally?) enabled by the call to `avformat_find_stream_info()`. See #9262.
Add support fake mipmap hacks to D3D11.
GL: Avoid common-case shuffling video/raw draws.
Merge: d408b99 1a5a73b Merge pull request #9483 from neoh4x0r/sdl-repeat Fix issue with repeated keypresses even if a key was pressed only once
Merge: d1d1472 8f16c9d Merge pull request #9487 from LunaMoo/revert_mistake Revert "Fix minor glitch with 5xBR effects."
Merge: df533d8 1b02734 Merge pull request #9485 from unknownbrackets/video-optim GL: Optimize video uploads a bit
Merge: 0f7c039 7a7e4ed Merge pull request #9484 from unknownbrackets/ffmpeg-threads Video: Enable threads for video decoding
Adjust DIRTY_ALL_UNIFORMS to match the new reality.
Add UWP projects and rough UWP entry point application based on the sample Delete sample load, hook things up. It now builds but doesn't run Reformat, add an event
Merge: 4151fc5 d475c75 Merge pull request #9486 from xebra/fake_mipmap Add support fake mipmap hacks to D3D11.
UWP: Add a temporary directory with the assets until we can figure out how to copy these at build time.
UWP: Add simple script to produce the square-shaped UWP logos. Add gold assets
Hook up the backbuffer. PPSSPP draws now, though with issues.
UWP: Hook up basic keyboard support
UWP: Hook up basic touch/mouse input. Start work on loading from a StorageFile. Getting closer to starting to boot a game
Fix issue where we were a little too aggressive when eliminating calls to SetRenderTarget
Assorted cleanup, UWP memory map fixes. PSPFlower runs in both 32-bit and 64-bit.
UWP: Fix audio sample rate, savestates, memory leak.
Enable FFMPEG in the UWP build
Add mousewheel support
D3D11: Implement basic screen rotation (90 degree is the only one fully implemented)
UWP: Fix window resize
UWP: Do some build system hackery to make it workable to make GOLD builds. Give the Gold build its own GUID
Turn off WholeProgramOptimization in Release mode, link is too slow
UWP: Hide the graphics API from the logo screen, it's always D3D11
UWP: Fix DPI calculations for touch. Implement back button support.
Simplify log initialization a little. Minor logging improvments in native. Don't disable logging in UWPMain
StorageFileLoader: More safety
Add hack to make the JIT stable(r) on UWP ARM. Can't make it right without FlushInstructionCache which is not available. Sigh...
UWP ARM: Shrink the JIT hack
UWP: Save memory by only committing the ranges we need, instead of doing a giant allocation.
Merge: 5e2d5fd 656645f Merge pull request #9479 from hrydgard/uwp-initial-support UWP initial support
UWP: Remove tests configuration. Start experimenting with CI.
Merge: a787010 4a2677e Merge pull request #9489 from LunaMoo/IntellisenseFix Revert unintentional change from #9424 to fix intellisense.
Fix old bug breaking "non-fast" memory on ARM64. May help #9477, also see #9488


 
Dolphin 5.0 - 3071



GeckoCodeConfig: Minor changes (PR #5127 de lioncash)
Jit64: Merge memory allocations into a single allocation (PR #5121 de MerryMage)
ARDecrypt: const correctness (PR #5136 de lioncash)
TextureCache: Don't lock freed rendertargets for one frame. (PR #5134 de degasus)
VertexLoaderBase: In-class initialize class members where applicable (PR #5138 de lioncash)
Arm64Emitter: Get rid of pointer casts in PoisonMemory (PR #5137 de lioncash)

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Mise à jour : 24-27
 
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PCSX2 1.5 - 1954 + Plugins
 
Emulateur

 

 


gsdx:windows: Fix console output when replaying dumps
lilypad: Use l length modifier for wide character string w is Windows specific. Fixes a gcc and clang warning.
Add crc hack for project metafalica Closes https://github.com/PCSX2/pcsx2/issues/1762

 


 
PPSSPP 1.3 - 1139

 

 


[spline/bezier]Trying to fix a problem that wrong texture format causes a crash.
Compat.ini: Add Daxter to the list of games that require buffered rendering
[spline/bezier]Change all backends vertex texture format to RGBA(16 bytes).
Merge: 744e7d2 ca7f265 Merge pull request #9491 from xebra/improve_hwtess Improve hwtess
Remove duplicate Daxter in compat.ini
Merge: 7daab82 01703f7 Merge pull request #9492 from unknownbrackets/frame-drops Allow debug logging of frame drops
UI: Skip game bg lookup without game. This avoids trying to identify a file without a name.
Core: Reduce frame idle delay. Otherwise we only have a single vblank of time left. Sometimes that's not enough. Effectively, this makes us only sleep one vblank at a time.
Merge: 33db883 1fdf7c5 Merge pull request #9497 from unknownbrackets/ui-minor UI: Skip game bg lookup without game
Merge: b76389c cf37da4 Merge pull request #9496 from unknownbrackets/idle-timing Core: Reduce frame idle delay
gradle: Avoid catch-22 where you can't change the config when it starts out at release (sync needs to pass)
Texcache: Cleanup last bound tex invalidation. When we're deleting, we're always about to bind a new tex.
Remove BGRA path from GLES. Less code to test and support and it does no longer appear to have any benefit. See new comments in #5874
Texcache: Rehash textures after mem invalidation. Before, we were doing this when we enqueued. We need to at least do this when an invalidation is triggered.
Merge: 6a88d6c bb39c2e Merge pull request #9500 from unknownbrackets/texcache Texcache: Rehash textures after mem invalidation
GLES:Fix compatibility checks for instanced rendering.
UI: Refactor game icon/bg loading. This also default-initializes the atomic flags, which seems to fix a race condition I was sometimes experiencing with missing icons.
Texcache: Fix "reuse changed textures". Broken by 9876365, which stopped generating new texture names/ptrs.
Merge: 43d0a2b bc31415 Merge pull request #9502 from unknownbrackets/texcache-secondary Texcache: Fix "reuse changed textures"
Merge: 13c7241 562288b Merge pull request #9504 from unknownbrackets/gameinfo-race UI: Refactor game icon/bg loading
Merge: be7c98c 04e1e1a Merge pull request #9506 from xebra/fix_hwtess_gles GLES:Fix compatibility checks for instanced rendering.
Merge: 576c1b7 10f144e Merge pull request #9505 from hrydgard/remove-gl-bgra-path Remove BGRA path from GLES.
If an entry already exists in the secondary texture cache, delete it properly. Fixes #9503
Texcache: Sprinkle comments on the secondary cache.
Merge: 67fb745 32a07b9 Merge pull request #9509 from hrydgard/secondary-replace-fix If an entry already exists in the secondary texture cache, delete it properly
gradle: Automatically set Android version number according to git commit, when version >= 1.4. Fixes #9490.
Gradle: Output the computed version name and code to text files for further processing.

 


 
Dolphin 5.0 - 3118

 

 


DiscIO: add empty UNKNOWN_REGION case (fixes warning) (PR #5131 de ligfx)
BitUtilsTest: compare ints of the same signedness (fixes warnings) (PR #5154 de ligfx)
DVDInterface: Update comment about buffer speed (PR #5150 de JosJuice)
Clarify the log message for unknown Wii Menu regions (PR #5143 de JosJuice)
IniFile: Minor changes (PR #5135 de lioncash)
Automatic translation resources sync with Transifex
EmuCodeBlock: Place ConvertDoubleToSingle temporaries on the stack (PR #5141 de MerryMage)
JitAsm: Use stored_stack_pointer instead of s_saved_rsp (PR #5142 de MerryMage)
MMU: rewrite loop to avoid warning (PR #5146 de ligfx)
TextureCacheBase: Convert bound_textures from a C array to a std::array (PR #5163 de lioncash)
EGL: Fix missing-braces warning (PR #5166 de ligfx)
UnitTests: use EXPECT_TRUE/EXPECT_FALSE (fixes warnings) (PR #5155 de ligfx)
InputConfigDiagBitmaps: add switch empty cases (fixes warning) (PR #5130 de ligfx)
WiimoteEmu: refer to settings by name, not index (PR #5123 de ligfx)
Fix wrong address in zz_ symbol name (PR #5157 de sepalani)
Jit64: Fix crash at startup (PR #5167 de stenzek)
Fix incomplete Core.vcxproj.filters end-tag (PR #5171 de BhaaLseN)
IOS/ES: Move shared content map, uid.sys code (PR #5115 de leoetlino)
GCMemcardDirectory: Move flush interval constant into the cpp file (PR #5173 de lioncash)
DSPIntMultiplier: Place translation unit local functions in an anonymous namespace (PR #5172 de lioncash)

 


 
mGBA 0.6.x [/b]

Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Développement

 

* Merge pull request #1280 from wisamtb1/master
Added The Arabic language
* small fixes
* Added more translation 06
* Added more translation 05
* added more translations 04
* Added more translations 03
* added more translations 02
* added more translations
will more later tonight.
* Rename Arabic.pj.Lang.txt to Arabic.pj.Lang
* Added Arabic Language
Still working on it. but within few days will be done.
* Merge pull request #1294 from Lithium64/rdb_update
Added new translated roms to RDB
* Added new rom translations
Added new rom translations

* Merge pull request #1248 from JunielKatarn/zlib-1.2.11
Upgrade zlib to version 1.2.11
* Upgrade zlib to version 1.2.11
* Merge pull request #1272 from Frank-74/Remove-pjutilDynLibCallDllMain()
Remove pjutil::DynLibCallDllMain()
* Remove pjutil::DynLibCallDllMain()
* Remove pjutil::DynLibCallDllMain()
* Remove pjutil::DynLibCallDllMain()
* Remove pjutil::DynLibCallDllMain()
* Remove pjutil::DynLibCallDllMain()
* Update Util.h

 


 
Mesen 0.8.0
 
N'oubliez pas que vous pouvez aussi télécharger la mise à jour depuis l'émulateur, il vous annoncera automatiquement une nouvelle version
 

 

 

 


Cette version est un béta - les sauvegardes d'état, vidéos, etc. créés dans cette version pourraient ne pas être compatibles avec les versions ultérieures de Mesen.

Nouvelles fonctionalités

Émulation : Ajout de nombreuses options pour activer/désactiver des comportements spécifiques à certains modèles de NES.
Ligne de commande : Ajout d'options en ligne de commande pour la majorité des options vidéo, audio et d'émulation.
Débogueur : Ajout de plusieurs nouvelles fonctinalités (Editeur hex, support des fichiers TBL, éditeur de code, éditeur de graphiques, et autres), amélioration de la performance et correction de certains problèmes.
Jeux : Les roms «headerless» sont maintenant supportés (s'ils sont présents dans la base de données de jeux)
Problèmes corrigés

Émulation : Amélioration de l'émulation lors d'écritures à l'address $2006 (corrige des problèmes mineurs dans 2 jeux)
Émulation : Amélioration de l'émulation lors de la lecture de l'addresse $2004.
Émulation : Amélioration de l'émulation du «bug» de sprite overflow.
Autres: Plusieurs petits problèmes ont été corrigés.
 

 

 

 

PCSXReloaded 1.9.x

 

 

 

 


* Add texture only visualisation

 

 

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Mise à jour : 28 mars
 
Revenir à la première page
 
Information importante
 
Émulateurs du jour
 
PPSSPP 1.3 - 1143



Gradle: Output the computed version name and code to text files for further processing.
Merge: 60f74c3 a7c3b2f Merge pull request #9510 from xebra/fix_hwtess_gles Fix hwtess gles


 
Dolphin 5.0 - 3118



libusb fixes (mostly for IOS) (PR #5170 de leoetlino)
Generate Symbols From menu added (PR #5156 de sepalani)
Fifo: const correctness (PR #5175 de lioncash)
VertexLoader: Return debug strings by value (PR #5176 de lioncash)
VideoInterface: Minor changes (PR #5174 de lioncash)
Initial support for Haiku. (PR #4951 de waddlesplash)


 
Dolphin ichiiruka 5.0 - 914 
Développement


-Fixed some issues reported in the forum.

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Mise à jour : 29-30 mars
 
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Information importante
 
Émulateurs du jour
 
PCSX2 1.5 - 1962+ Plugins
 
Emulateur



GSdx ogl: SSO Workaround for AMD buggy drivers (#1858) GSdx ogl: SSO Workaround for AMD buggy drivers All 2017 drivers are now blacklisted. The BSOD/crash issue is still there so don't set Blending Accuracy to None! Shortened the message in the console making it more appealing.
gsdx: Move renderer config loading from GSOpen2 to _GSOpen Some duplicate logic is avoided this way.
gsdx: Store the current renderer in GSdxApp
gsdx: Improve OpenGL HW renderer checks If OpenGL software is the saved ini renderer and F9 is pressed to toggle to the hardware renderer, depth emulation will be disabled. This fixes that issue.
gsdx: Add template version of GetConfig It allows static_casts to be avoided for enum classes
gsdx: Add an automatic CRC hack level If a user switches renderer they also have to remember to change the CRC hack level for the best user experience with the selected renderer. This commit adds a new automatic CRC level that autoselects the recommended CRC level for the selected renderer, so that a user doesn't have to make the change manually. coauthor: turtleli
GSdx-PCRTC: Minor modification to NTSC saturation Allow the output circuit saturation to take place at cases where one of the output circuit is enabled with frame mode rendering, I'm not sure it would be safe to allow saturations when both of the output circuits are enabled with frame mode rendering. Unlike field mode rendering, frame mode doesn't use identical rectangles at same co-ordinates for output in two alternating fields and potentially they could use a much bigger output size when both of the output circuits are enabled and are separated without any intersection. So let's limit the saturation to only the cases where we detect a single output circuit for frame mode rendering. Fixes a regression in Devil May Cry 3 and Sky Gunner.
gsdx: Avoid const strings in header file This prevents each .cpp file that included stdafx.h (IOW everything) from having its own copy of the strings.



PPSSPP 1.3 - 1160



Merge: 12c8e2e c9a5c00 Merge pull request #9501 from unknownbrackets/ui-background UI: Add simple support for a custom background
InnoSetup: Allow specifying the app version externally.
InnoSetup: That worked, getting rid of fallback. Now all versions are computed from the git version. (Well, except the Android version when not using gradle)
Refresh bloomHackEnable_ also on resolution change.
Merge: e0fb6c9 d3bfb5c Merge pull request #9511 from LunaMoo/minorUI
Prepare for ultra-wide screens like S8 and G6. See https://android-developers.googleblog.com/2017/03/update-your-app-to-take-advantage-of.html?m=1
Merge: 50e4520 16139e7 Merge pull request #9469 from hrydgard/readme-1.4 Update README.md for 1.4


 
Dolphin 5.0 - 3156



libusb fixes (mostly for IOS) (PR #5170 de leoetlino)
Generate Symbols From menu added (PR #5156 de sepalani)
Fifo: const correctness (PR #5175 de lioncash)
VertexLoader: Return debug strings by value (PR #5176 de lioncash)
VideoInterface: Minor changes (PR #5174 de lioncash)
Initial support for Haiku. (PR #4951 de waddlesplash)
BitField: Minor cleanup (PR #5139 de lioncash)
Fix issues introduced by cpp-optparse on Windows (PR #5133 de leoetlino)
IOS/ES: Handle imports more accurately (PR #5124 de leoetlino)
SignatureDB: Support for WiiTools MEGA files added (PR #5088 de sepalani)
MEGASignatureDB: Minor changes (PR #5183 de lioncash)
Fifo: Remove unnecessary integral casts (PR #5179 de lioncash)


 
Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Développement



* Merge pull request #1301 from Frank-74/patch-2
Fix Namco Museum Galaga freeze.
* Remove useless Culling from Namco Museum
Culling is option used by Jabo to cut draw distance.
Not needed for this. GFX and ALIST are always 0.00%. Everything done by CPU.
* Fix Namco Museum Galaga freeze.
Reported in http://forum.pj64-emu.com/showthread.php?t=7594.
Disabling 32-bit engine fixes the freezing in Galaga.

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