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Mise à jour : 31 mars - 4 avril
 
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Information importante
 

Bonjour - Bonsoir à tous,

 

En ce mois d'avril, mois des poissons, il n'y aura pas de blague bien que j'étais tenter :), ceci dit il y a eu beaucoup de nouvelles choses au mois de mars.

 

un hébergement permanent des fichiers ( vers " uptobox", précédemment "1 fichier.com" ) fini les fichiers supprimés à durée limité, et oui la qualité ça se paye, et offrir les meilleurs services ça n'a pas de prix :shocked:

 

La mise à jour 1.5 de mon logiciel d'installation pour les émulateurs, et là y avait du boulot ( mais tous ne le possède pas " coming soon "), cependant voici quelques informations sur cette MAJ :

 

  • changement de certains textes pour rendre plus cohérent 
  • meilleurs lisibilité sur le nom ( d'émulateur, version utilisé... )
  • ajout de quelques textes pour évité des remarques déplacé ( dont je ne suis entièrement pas responsable )
  • rectifications de commande ( sans gravité à posteriori )

 

  • La tant espéré disponibilité à tous d'installer automatiquement l'émulateur, novices comme connaisseurs.

 

  • Ce qui n'a pas changer c'est de devoir choisir l'émulateur au démarrage ( ceci est à vous de le faire )

 

Émulateurs du jour
 
PCSX2 1.5 - 1977
 
Emulateur



gsdx:linux: Fix missing logo on some Linux distros The pixdata format loader has been removed from recent versions of gdk2-pixbuf, so the logo doesn't load. Avoid preprocessing the data and leave the logo as an embedded bitmap file.
gsdx:cmake: Fix logo dependency issue Changes to the dependencies of the generated logo files did not trigger a rebuild of the files. Use add_custom_command instead of execute_process so build dependencies can be specified. Also prevent the generated files from polluting the source directory.
GSdx: Move Ace Combat 4 CRC hack to aggressive level and fix spelling issues Ace Combat 4 CRC hack removes clouds for a good speed boost, which removes both 3D clouds(invisible with Hardware renderers, but cause slowdown) and 2D background clouds. Removes blur from player airplane. This hack also removes rockets, shows explosions(invisible without CRC hack) as garbage data, causes flickering issues with the HUD, and in some (night) missions removes the HUD altogether. The CRC hack has been moved to the aggressive level. Aggressive is misspeled several times in the file, this has been adressed.
PCSX2: Console log plugin message update Remove full path from every plugin binding and only add it to the preceding "Loading Plugins..." line. Instead the revision date and version number are printed for each plugin to make it easier to identify issues with plugin versions.
PCSX2: Console log widescreen patch folder message improvement Improves the widescreen patch message when loading from the cheats_ws folder instead of the archive.
GameIndex: minor update Update compatibility info for 2 games based on compatibility reports I made earlier. Fixes title for the PAL and NTSC-U releases of Tokyo Xtreme Racer Drift 2. And adds a fix for Sled Storm(confirmed to be required for both the PAL(SLES-50683) and NTSC-U(SLUS-20363) versions).
gsdx: cpu detection take 3! Don't use 64 bits type in Xbyak::Cpu Recent GCC uses SSE4/AVX code to optimize the 64 bits operation. It is bad idea as it would generate an illegal instruction on older CPU.
GSdx: Memory Wrapping Windows port Adds GS Memory Wrapping hack to Windows. Enabling the hack will fix cut-off cutscenes in Wallace & Gromit: The Curse of the Were-Rabbit and Thrillville.
GSdx: Direct3D port of HPO special/V2 Adds a port of the new Half-pixel Offset options for the Direct3D Hardware renderers.
GSdx: Main & Hacks window update Reorganizes Hacks dialog window. Adds UI elements for the Memory Wrapping and HPO v2/Special commits Adds advanced OpenGL functions "Geometry Shader" and "Image Load Store" to the Windows UI. Renames "Configure Hacks" to "Advanced Settings and Hacks", to more closely resemble the Linux GUI.
GSdx: Shader & OSD window update Adds Texture Filtering Of Display option to the Shader dialog window Windows UI. Updates the layouts of the Shader and OSD dialog windows to more closely resemble the Linux GUI.
GSdx: Add Windows GUI for split texture filtering option Adds Windows GUI elements of the split texture filtering options. Bilinear Texture Filtering is moved to the top section of the main GSdx window, and Trilinear Filtering is moved to Hacks.
GSdx: Unscale Point and Line Direct3D11 port Ports the "Unscale Point and Line" hack to the Direct3D11 Hardware renderer. And enables the "Unscale Point and Line" hack for Custom Resolutions with Direct3D11 and OpenGL.
GSdx: Add merge sprite hack to GSdx hacks dialog Adds merge sprite hack to GSDx hacks dialog And ports merge sprite hack to Direct3D renderers. Special thanks to my keyboards Ctrl, c and v buttons for all their hard work in porting this hack.
gsdx: workaround AVX2 generated code by GCC See commit for the full details. v2: use a direct access to the union field instead of extract32 It gives us both optimal and working code.
gsdx:linux: Fix missing logo on some Linux distros The pixdata format loader has been removed from recent versions of gdk2-pixbuf, so the logo doesn't load. Avoid preprocessing the data and leave the logo as an embedded bitmap file.
gsdx:cmake: Fix logo dependency issue Changes to the dependencies of the generated logo files did not trigger a rebuild of the files. Use add_custom_command instead of execute_process so build dependencies can be specified. Also prevent the generated files from polluting the source directory.
GSdx: Move Ace Combat 4 CRC hack to aggressive level and fix spelling issues Ace Combat 4 CRC hack removes clouds for a good speed boost, which removes both 3D clouds(invisible with Hardware renderers, but cause slowdown) and 2D background clouds. Removes blur from player airplane. This hack also removes rockets, shows explosions(invisible without CRC hack) as garbage data, causes flickering issues with the HUD, and in some (night) missions removes the HUD altogether. The CRC hack has been moved to the aggressive level. Aggressive is misspeled several times in the file, this has been adressed.
PCSX2: Console log plugin message update Remove full path from every plugin binding and only add it to the preceding "Loading Plugins..." line. Instead the revision date and version number are printed for each plugin to make it easier to identify issues with plugin versions.
PCSX2: Console log widescreen patch folder message improvement Improves the widescreen patch message when loading from the cheats_ws folder instead of the archive.
GameIndex: minor update Update compatibility info for 2 games based on compatibility reports I made earlier. Fixes title for the PAL and NTSC-U releases of Tokyo Xtreme Racer Drift 2. And adds a fix for Sled Storm(confirmed to be required for both the PAL(SLES-50683) and NTSC-U(SLUS-20363) versions).
gsdx: cpu detection take 3! Don't use 64 bits type in Xbyak::Cpu Recent GCC uses SSE4/AVX code to optimize the 64 bits operation. It is bad idea as it would generate an illegal instruction on older CPU.
GSdx: Memory Wrapping Windows port Adds GS Memory Wrapping hack to Windows. Enabling the hack will fix cut-off cutscenes in Wallace & Gromit: The Curse of the Were-Rabbit and Thrillville.
GSdx: Direct3D port of HPO special/V2 Adds a port of the new Half-pixel Offset options for the Direct3D Hardware renderers.
GSdx: Main & Hacks window update Reorganizes Hacks dialog window. Adds UI elements for the Memory Wrapping and HPO v2/Special commits Adds advanced OpenGL functions "Geometry Shader" and "Image Load Store" to the Windows UI. Renames "Configure Hacks" to "Advanced Settings and Hacks", to more closely resemble the Linux GUI.
GSdx: Shader & OSD window update Adds Texture Filtering Of Display option to the Shader dialog window Windows UI. Updates the layouts of the Shader and OSD dialog windows to more closely resemble the Linux GUI.
GSdx: Add Windows GUI for split texture filtering option Adds Windows GUI elements of the split texture filtering options. Bilinear Texture Filtering is moved to the top section of the main GSdx window, and Trilinear Filtering is moved to Hacks.
GSdx: Unscale Point and Line Direct3D11 port Ports the "Unscale Point and Line" hack to the Direct3D11 Hardware renderer. And enables the "Unscale Point and Line" hack for Custom Resolutions with Direct3D11 and OpenGL.
GSdx: Add merge sprite hack to GSdx hacks dialog Adds merge sprite hack to GSDx hacks dialog And ports merge sprite hack to Direct3D renderers. Special thanks to my keyboards Ctrl, c and v buttons for all their hard work in porting this hack.
gsdx: workaround AVX2 generated code by GCC See commit for the full details. v2: use a direct access to the union field instead of extract32 It gives us both optimal and working code.


 
PPSSPP 1.4 + 1.4 - 37

 

C'est officiel PPSSPP passe en 1.4, vous pouvez d'ors est déjà mettre à jour votre PPSSPP.




Qt: don't require QtMultimedia if building with SDL for #9157
Add UMD switching to What's New in README
Merge: fd47e39 11485f6 Merge pull request #9516 from jbeich/qt+sdl Qt: don't require QtMultimedia if building with SDL
Gradle: Use the main assets directory instead of the android/assets one which is only updated when doing old style builds...
Update AndroidManifest version to 1.4. (Probably can stop doing this though as Eclipse builds are no longer used for releases).
Finally move flash0 into assets, fixing #9468 and #9520 CMake fix Fix the innosetup and zip scripts for the new assets location
Merge: 186d471 8d1ece0 Merge pull request #9521 from hrydgard/move-flash0-into-assets Move flash0 into assets
Update README, also dummy commit to get a new build after buildbot fix
Remove the "Disable alpha test" setting. It breaks too many things. The performance benefits in a few games on older hardware are not worth it. We are able to automatically remove redundant alpha test in many cases now.
Merge: f7d6d7d 7230a8b Merge pull request #9526 from hrydgard/remove-disable-alpha-test Remove the "Disable alpha test" setting. It breaks too many things.
Merge: fe45000 f56576c Merge pull request #9529 from TotalCaesar659/patch-1 Updated links to HTTPS
Fix crash in LocoRoco with D3D11 when hitting a spiky (a broken texture gets created with too many mipmaps for its size)
Apply the D3D11 loco roco fix identically to the other backends To make centralization easier, and this should be a problem for the other backends as well.
UI: Allow choosing game bgs for all UI.
Windows: Add option to browse for bg image. And also to clear the image.
UI: Improve documentation on pop up use.
Merge: 97058b4 6541413 Merge pull request #9535 from unknownbrackets/ui-background2 UI: Allow setting the background image
Windows: Reduce CPU usage with no XInput connected.
Core: Clear debug stats on frame start. This way we can log drops and debug stats at the same time - oops.
Even the vertex interpreter, not just the jit, can crash from misaligned vertex data.
Merge: 6b46f8e 0bd31e1 Merge pull request #9536 from unknownbrackets/xinput-inactive Windows: Reduce CPU usage with no XInput connected
Merge: 65adbb1 51fe978 Merge pull request #9537 from unknownbrackets/frame-drops Core: Clear debug stats on frame start
Make the slow framerate warning yellow. Don't show it if running at "alternate speed"
All backends: Reorganize blend state mapping to make dirty-tracking easier
Port some other minor changes over from #9255
Port some accessors over from #9255 to be able to catch these changes and dirty state later.
D3D11: Don't manually wipe the state keys. Make sure that the keys are properly initialized.
Don't wipe the Vulkan pipeline key, allow for building it incrementally
Forgot to fix this accessor too
Merge: 6313d2a 6b9b26f Merge pull request #9541 from hrydgard/state-optimizations-prep State optimizations prep
Win32: Enable/disable menu items when a menu is popped down. Allows us to avoid calling UpdateUI from sceUmd. Should fix #9546
Depal: Use the full CLUT mode setting as the depal shader key. Fixes #9550 for both D3D11 and D3D9.
Merge: 22d5acb a029195 Merge pull request #9552 from hrydgard/smarter-menu-enable Smarter menu enable
Fix R/B swap in D3D11 depal


 
Dolphin 5.0 - 3239



CoreTimingTest: make AdvanceAndCheck() static (fix warning) (PR #5158 de ligfx)
DiscIO: initialize out args to ReadSwapped (fixes warning) (PR #5152 de ligfx)
Breakpoints.cpp: fix format string warnings (PR #5129 de ligfx)
StubHost: remove unused Host_RequestFullscreen() (PR #5153 de ligfx)
Common: Remove dead code in NandPaths (PR #5184 de leoetlino)
Update to Android SDK 25 (PR #5151 de mahdihijazi)
DolphinWX/Frame: Remove GetGameListCtrl() (PR #5186 de lioncash)
android: Change the color of the selected slot to make it more visible (PR #5160 de mahdihijazi)
Move DVD code to a new directory (PR #5149 de JosJuice)
VertexLoaderTest: fix maybe-uninitialized warning (PR #5168 de ligfx)
OGL: Fix MSAA being forced to 1x (PR #5189 de stenzek)
Remove libao sound backend (PR #5190 de ligfx)
Fix disappearing gecko codes (PR #5192 de vtj)
Core: Amend VS filter tag (PR #5193 de lioncash)
IOS/IPC: Remove unneeded forward declaration (PR #5195 de leoetlino)
Frame: Make TAS dialogs private (PR #5194 de lioncash)
CPU: Convert state enum to an enum class (PR #5180 de lioncash)
Arm64: a slew of warning fixes (PR #5159 de ligfx)
FrameTools: unbind KEY_DOWN handler when game stops (PR #5198 de ligfx)
VideoBackends: GPU Texture Decoding (PR #4467 de stenzek)
IOS: Don't expose HLE::Reset() (PR #5197 de leoetlino)
Frame: Remove callback function prototypes from header. (PR #5200 de lioncash)
[Android] Load the game banner from the ROM and use it if no screenshot is available (PR #5118 de mahdihijazi)
TASInputDlg: Minor changes (PR #5196 de lioncash)
Core: Hide determinism global (PR #5201 de lioncash)
D3D: Drop redundant interface TextureEncoder (PR #5203 de stenzek)
IOS/ES: Fix GetTMDView (PR #5204 de leoetlino)
IOS/WFS: Fix logging message (PR #5205 de leoetlino)
CoreTimingTest: make AdvanceAndCheck() static (fix warning) (PR #5158 de ligfx)
DiscIO: initialize out args to ReadSwapped (fixes warning) (PR #5152 de ligfx)
Breakpoints.cpp: fix format string warnings (PR #5129 de ligfx)
StubHost: remove unused Host_RequestFullscreen() (PR #5153 de ligfx)
Common: Remove dead code in NandPaths (PR #5184 de leoetlino)
Update to Android SDK 25 (PR #5151 de mahdihijazi)
DolphinWX/Frame: Remove GetGameListCtrl() (PR #5186 de lioncash)
android: Change the color of the selected slot to make it more visible (PR #5160 de mahdihijazi)
Move DVD code to a new directory (PR #5149 de JosJuice)
VertexLoaderTest: fix maybe-uninitialized warning (PR #5168 de ligfx)
OGL: Fix MSAA being forced to 1x (PR #5189 de stenzek)
Remove libao sound backend (PR #5190 de ligfx)
Fix disappearing gecko codes (PR #5192 de vtj)
Core: Amend VS filter tag (PR #5193 de lioncash)
IOS/IPC: Remove unneeded forward declaration (PR #5195 de leoetlino)
Frame: Make TAS dialogs private (PR #5194 de lioncash)
CPU: Convert state enum to an enum class (PR #5180 de lioncash)
Arm64: a slew of warning fixes (PR #5159 de ligfx)
FrameTools: unbind KEY_DOWN handler when game stops (PR #5198 de ligfx)
VideoBackends: GPU Texture Decoding (PR #4467 de stenzek)
IOS: Don't expose HLE::Reset() (PR #5197 de leoetlino)
Frame: Remove callback function prototypes from header. (PR #5200 de lioncash)
[Android] Load the game banner from the ROM and use it if no screenshot is available (PR #5118 de mahdihijazi)
TASInputDlg: Minor changes (PR #5196 de lioncash)
Core: Hide determinism global (PR #5201 de lioncash)
D3D: Drop redundant interface TextureEncoder (PR #5203 de stenzek)
IOS/ES: Fix GetTMDView (PR #5204 de leoetlino)
IOS/WFS: Fix logging message (PR #5205 de leoetlino)


 
Dolphin ichiiruka 5.0 - 744 + 919
 
Officiel


-Merge latest master changes.


 
Développement


-Fixed some issues reported in the forum.


 
mGBA 0.6.x



* SDL: Fix game crash check
* Qt: Show native directory separators in the GUI.
The core still gets '/'s always (it chokes on '\'s), but the Qt
interface always uses the native separators.
In the process of doing this, also removed the custom FileDialog
subclass and made everything use GBAApp::get*FileDialog instead.
Also fixes #552, because I had to change that code anyway.
* GB Video: Fix frame end callbacks not getting called while screen is off
* Qt: Fix setting audio and video sync without reloading the game
* Qt: Don't link against SDLMAIN, Qt already handles that. (#551)
* GBA Memory: Fix copy-on-write for ROM when executing in ROM
* Fix GDB stub reporting of CPSR
* version.cmake: Correctly set the working directory.
Fixes out-of-tree builds.
* Qt: Add HEVC and NVENC to video formats
* Qt: Fix host check
* Qt: Restore deploy-mac.py and only use when cross-compiling
* 3DS: Fix build
* Qt: Remove QtNetwork dependency

* GB: Allow setting DMG palette
* GB: Fix flickering when screen is strobed quickly
* SDL: Fix race condition with audio thread when starting
* Qt: Simplify high-framerate fix (fixes #545)


 
Project64 Plugins
 
Plugins Vidéos
 
GlideN64



* Make Resident Evil 2 playable.
* Simplify TextureCache::_loadDepthTexture : do not convert unsigned shorts to floats
* Correct condition for max number of lights in gSPNumLights.
Thanks to gizmo98 for pointing on it.
* Correct DisplayWindowWindows::_readScreen
* Read screen shot data only from front buffer.
* Add glFinish
* ColorBufferReader performance improvements
* Fix validity check for depth buffer.
Fixed Pokemon Stadium Menu Items Missing (Regression) #1446
* Add missing ucode for Animal Forest
Fixes https://github.com/gonetz/GLideN64/issues/1326
* Revert commit 210c9ea.
Fixed Majora's Mask Flickering #1434
* arm neon: add multivector versions of InverseTransformVectorNormalize
Arm neon performance is much better if more data can be loaded and
processed.
Four vectors. Opt level -O3
—————————————-
runtime 100% - C function
runtime 99% - Neon function
runtime 56% - Neon 2x function
runtime 36% - Neon 4x function
Four vectors. Opt level -O2
—————————————-
runtime 100% - C function
runtime 71% - Neon function
runtime 43% - Neon 2x function
runtime 30% - Neon 4x function
* Update gliden64_fr.ts
* arm neon: remove DotProduct
Compared to C function DotProduct runs slower.
-O0 factor 0,86
-O1 factor 1,60
-O2 factor 1,59
-O3 factor 1,57
Six values and 3x mult/add is not enough workload to fill at least two
quads and hide neon latency.
* Fix HD textures load for MK64, #1341
* Correct UScreenScale::update()
* Improve work with threads in NoiseTexture::init()
* Remove optimization for noise texture filling introduced by commit 3da71d1f
This optimization reduces noise quality on Windows, e.g. in SM64 or Silicon valley.
* arm neon: move neon files into own folder
* arm neon: add neon version of RSP_LoadMatrix
Split LoadMatrix versions in different *. cpp files.
RSP_LoadMatrix.cpp = cpp version
RSP_LoadMatrixX86.cpp = x86 asm version
RSP_LoadMatrixNEON.cpp = arm neon intrinsics version
* arm neon: add neon version of gSPTransformVertex
* Call _calcTileSizes before TextureParams structure initialization because
_calcTileSizes can change clamp flags.
Fixed #1317 Smash 64 Graphical Inaccuracies
* Revert "Correct _calcTileSizes."
This reverts commit 6f35e5a237add13d54bc7c9b2105df3e0b0d8d78.
* Remove hack_ZeldaMM from URenderTarget::update().
Fixed Majora's Mask - No geometry visible with N64 depth compare #1431


 
Plugins Audios
 
Azimer's HLE



* USE_PRINTF fix to remove std namespace -- fixes XBox build
Cleanups
* Revised the way the sound factory knows whether a sound driver exists - also doubled XA2 queued buffers
The first change is made to decouple the SoundFactory implementation
from the specific drivers. Simply excluding a driver from the build
will now no longer make it available for selection. The second change
is one I hope fixing some issues for @Frank-74 . By doubling the number
of buffers available in XA2 implementation we shouldn't run into an
issue with the buffers depleting completely. Wait and see...
* Made some DS8 changes
I believe this should correct a no audio issue in certain circumstances.
* Merge pull request #193 from Frank-74/patch-2
Fix default config settings.
* Fix default config settings.
Defaults weren't saved if AziCfg.bin didn't exist.


 
3DNes 1.3.0



- Switch to core architecture => possibility to use another emulation core

- Improve cpu, ppu, apu emulation accuracy as a whole

- Fix input latency issue

- Fix sound lag, cropping

- Reimplement of mmc3 mapper

- Porting Blipbuf to C# => code base is pure C# now

- Add Vrc2-4 mapper (21,23,25,27)

- Add Action53 mapper (28)

- Remove border masking => now you can observe the scene from trully 360 degree

- Add instancing shader, better rendering performance

- Onepass virtual reality rendering

- Smoother shadow rendering

- Add credits for BlipBuf and BizHawk project

- Save/Load backward compability is broken

 

Re-upload

 

Snes9x 1.5x

 

Bsnes 0.73.3 + Dev + xBRZ

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Mise à jour : 5-7 avril
 
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Information importante
 
Émulateurs du jour
 
PCSX2 1.5 - 1981 + Plugins
 
Emulateur

 

 


gsdx ogl: reduce requirement for SW renderer Clip Control is only used for the HW renderer. It will help Nvidia DX10 GPU on Windows. Potentially old AMD GPU too. Unfortunately Ivy bridge still misses texture copy Note on Linux, you can use the free Mesa driver. Otherwise, it is time to save money for a future upgrade :)
gsdx sw: Update comment on the GCC bug Add link to bugzilla. Bug will be fixed in GCC7 Close #1881
GameDB: Add GT3 memcard filter Adds base GT3 serial to other release as per #1878
GSdx ogl sw: Move GL_ARB_copy_image to optional Move GL_ARB_copy_image to optional for OpenGL SW render. It will allow Ivy Bridge to work with OpenGL SW as it's not required. Sandy Bridge is not yet tested , would be nice if someone could test.

 


 
PPSSPP 1.4 - 56

 

 


Windows: Make UI update significantly cheaper. Setting menu strings, reloading shaders, and redrawing the menu were all a bit slow. This skips those things unless they've changed.
Allow using any touchId to scroll. Should help #9554.
Fix out-of-bounds framebuffer blit on color bind. This corrects a crash reported in Persona 3 using D3D11.
Windows: Move menu early-exits into update func. This way we'll more easily remember to change them if we add flags.
Windows: Fix check state after menu translate. The caching in SetIngameMenuItemStates was pointless, and buggy on language change.
Merge: e99f1c0 c3a4f53 Merge pull request #9558 from unknownbrackets/ui-update Windows: Make UI update significantly cheaper
Merge: 9078323 f7da920 Merge pull request #9560 from hrydgard/touch-scroll-fix Allow using any touchId to scroll. Should help #9554.
Restore calls to UpdateUI from sceUmd, now that it's faster.
Fix XInput polling in UWP apps. Should help #9555
Touch on Windows Desktop: Apply the DPI scale *after* ScreenToClient. Might further improve #9554.
Minor cleanup with GOLD define - only use it in System_GetPropertyInt
Make scroll gesture detector compatible with other touches than #0. Should help #9554.
Further fixes to #9554
Make the gesture detector treat all touches fully individually. Fixes issues with last commit.
Merge: 19bf222 ff14495 Merge pull request #9566 from unknownbrackets/gpu-blit Fix out-of-bounds framebuffer blit on color bind
QtMain: Renamed mis-named variable assets_dir to external_dir
Use the root of the memstick as a tempdir for downloads. Should help #8711

 


 
Dolphin 5.0 - 3255

 

 


D3D: Drop redundant interface TextureEncoder (PR #5203 de stenzek)
IOS/ES: Fix GetTMDView (PR #5204 de leoetlino)
IOS/WFS: Fix logging message (PR #5205 de leoetlino)
ControllerEmu: Replace includes with forward declarations (PR #5207 de lioncash)
TextureCacheBase: fix custom textures not being loaded (PR #5206 de ligfx)
Add configurable toggle to round vertices to nearest pixel (PR #4715 de iwubcode)
TextureConversionShader: Fix compile error in C14X2 decoder (PR #5208 de stenzek)
TextureConversionShader: Add missing swap for index of C14X2 textures (PR #5213 de stenzek)

 


 
mGBA 0.6.x

 

 


* Res: Update patron list

 

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Mise à jour mineur : 

 

Re-Upload :

  • Epsxe
  • Higan
  • Mesen
  • Nestopia
  • PcsxR
  • Project64
  • Pcsx2 : plugin vidéo + manettes
  • directX fix

Ajout de nouveaux tutos :

 

  • Afin de minimiser les topics concernant les erreurs de VC+, j'ai ajouté le tuto et le lien de téléchargement.
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Mise à jour : 8-10 avril
 
Revenir à la première page

 
Information importante
 
Émulateurs du jour
 
PCSX2 1.5 -1987 + Plugins
 
Emulateur



gsdx linux gui: reduce height on/for small screen * Remove the logo * add a scroll on the osd panel
gtk_scrolled_window_set_propagate_natural_height on GTK 3.22+ use the nicer GTK_CHECK_VERSION macro
gsdx linux gui: align gui with wndows (tooltip + checkbox) add checkboxes for the 2 "new" hacks Wrap gs memory & merge postprocessing sprite add tooltip for OpenGL options v2: based on turtleli feedback use
gsdx ogl: Deleted objects are automatically unbound/unmapped
remove an old merge conflict file (that souldn't have been commited)
pcsx2: Remove unused variables I'm not sure these variables were ever used.
gsdx ogl: remove useless glx/egl context print


 
PPSSPP 1.4 - 70



Windows: Make the window positioning code slightly saner and more straightforward.
Switch back to using CXSCREEN/CYSCREEN for centering instead of the virtual screen.
Merge: b1a530b 07ce4c2 Merge pull request #9580 from unknownbrackets/rewind SaveState: Correct crash on rewind usage
When not resetting Y position, clamp Y to 0 early. See #9563
When resetting Y, make sure we don't end up outside the screen. See #9563
Merge: 4f7bfbe f18b1a5 Merge pull request #9568 from hrydgard/window-position-fixes Windows: Make the window positioning code slightly saner and more straightforward.
Merge: d703886 4a8c661 Merge pull request #9585 from unknownbrackets/gpu-clear Skip VRAM clears when no download has been made
Linux: Added support for Hidromancer gamepad device driver
Merge: a85b76e 2c8c3c3 Merge pull request #9588 from SeeK-ntr0py/master Linux: Added support for Hidromancer gamepad device driver


 
Dolphin 5.0 - 3305



Automatic translation resources sync with Transifex
AX: Implement loop_counter and support UCodes without LPF (PR #5211 de MerryMage)
Add i18n comments for the acronym IR (PR #5226 de JosJuice)
StringUtil: Fix a ctype assertion (PR #5214 de sepalani)
TextureCacheBase: remove duplicated variable (PR #5216 de ligfx)
Revise descriptions for new settings (PR #5227 de JosJuice)
WX: Disable a few menu items when a Wii title is running (PR #5185 de leoetlino)
IOS/ES: Return IPC_EINVAL for unknown ioctlvs (PR #5212 de leoetlino)
IOS/ES: Block ES_DIVerify from the IPC interface (PR #5209 de leoetlino)
Add unit tests for IOS/ESFormats (PR #5161 de leoetlino)
EXI: Namespace device classes (PR #5105 de lioncash)
CachedInterpreter: fix HLEFunction argument (PR #5224 de ligfx)
FileSearch: Namespace functions under the Common namespace (PR #5219 de lioncash)
Frame: Fix macOS keyboard while emulation is running (PR #5222 de MerryMage)
Frame: Make cheat dialog private (PR #5217 de lioncash)
RenderBase: const correctness (PR #5230 de lioncash)
SI_Devices: Get rid of pointer casts for ID assignment in RunBuffer (PR #5229 de lioncash)
VideoConfigDiag: Move event implementations into the cpp file (PR #5218 de lioncash)
Automatic translation resources sync with Transifex
Simplify condition for enabling/disabling vertex rounding checkbox (PR #5231 de JosJuice)
Fix a regression when reloading a title (PR #5215 de sepalani)
TextureCache: Fix incomplete GPU texture decoding of non-square mips (PR #5220 de stenzek)
VideoCommon: rework anamorphic widescreen heuristic (PR #5008 de ligfx)


 
mGBA 0.6.x

 

Développement



* Qt: Fix Qt5Network removal

* Qt: Fix threading issues shutting down game audio

 

Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Développement



* [zlib] Fix compile issue on android

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Information importante
 
Émulateurs du jour
 
PCSX2 1.5 - 1988 + Plugins
 
Emulateur

 

 


cdvdgigaherz: Avoid LL after date in library name string

 


 
PPSSPP 1.4 - 73

 

 


Merge: fa64241 9c1aba2 Merge pull request #9583 from sum2012/lang Update lang
Fix issues with software GPU on D3D11

 


 
Dolphin 5.0 - 3313

 

 


Jit_SystemRegisters: Make mfspr PIE-compliant (PR #5144 de MerryMage)
PPCTables: Do not consider OPTYPE_UNKNOWN as valid instruction (PR #5239 de sepalani)
RenderBase: Return tuples from CalculateTargetScale and ConvertStereoRectangle instead of using out parameters (PR #5234 de lioncash)

 

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il y a 1 minute, romstationup a dit :

mes en français stp je comprend rien . sur un forum en français c'est mieu .

^^ mais si tu n'es pas callé (un minimum) en programmation, tu ne vas rien comprendre non plus et y a des trucs intraduisible!

mais de toutes facon, si tu est callé en programmation, tu connait un minimum l'anglais technique qui est utilisé ici

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la réponse est dites par gaga46.

 

je parles l'anglais basique, si peux passablement comprendre les nouvelles fonctionnalités ajouter, les correctifs apportés, depuis le temps que j'ai commencé ce topic.

 

je ne peux pas tout traduire ( comme indiqué par gaga46 ) ceci pour éviter une fausse information

 

je peux seulement apporté de l'aide si un problème est apposé dans romstation.

 

alors pourquoi je mets ces logs ?

 

parce-que certains membres me l'ont demandés, ne me prenant pas plus de temps pour le faire ;)

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Information importante
 
Émulateurs du jour
 
PPSSPP 1.4 - 79



Merge: c899882 587e5f7 Merge pull request #9602 from unknownbrackets/touch-mismatch Windows: Correct touch id mismatch
Merge: 81c3c7c 5a7ad5b Merge pull request #9603 from unknownbrackets/fb-resize Fix framebuffer size flopping back and forth


 
Dolphin 5.0 - 3334



IOS/SDIOSlot0: Separate IOCtl/IOCtlV behavior into individual functions (PR #5081 de lioncash)
Jit64AsmCommon: Make frsqrte and fres PIE-compliant (PR #5246 de MerryMage)
TextureConversionShader: Consider source format of EFB for EFB2RAM (PR #5202 de stenzek)
CMake: turn on -fdiagnostics-color for Ninja builds (PR #5248 de ligfx)
MathUtil: References can be const (PR #5249 de MerryMage)
Make the Wii config pane shorter (PR #5244 de JosJuice)
Get rid of some nonsense related to booting DOL/ELF files (PR #5228 de JosJuice)


 
mGBA 0.6.x

  

Ajout de l'émulateur en 64bits ( x64 ), disponible en zip et en exe


Développement



* Feature: Command line ability to override configuration values
* Util: Move StringList to string.c
* Feature: Make -l option explicit
* Qt: Add .gb/.gbc files to the extension list in Info.plist
* Qt: Remove debug messages

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Information importante
 
Émulateurs du jour
 
PCSX2 1.5 - 1994 + Plugins
 
Emulateur

 

 


gsdx: use vector of char as shader container It will avoid various char cast on Linux. v2: remove cast on windows file and std prefix shader vector v3: forget to remove some char cast
gsdx linux: implement GSdxApp::LoadResource based on g_resource v2: use early return to reduce code/branch complexity v3: use nullptr
gsdx: always NULL terminate resources on Windows It is done automatically on Linux. Strings are much better with this NULL char ;) All credits go to turtleli v2: increase resize instead of push_back NULL char
gsdx ogl: use load resource to load shader * Windows behavior must be checked * remove glsl_source.h v2: fix missing include Big thanks to Turtleli v3: fix indentation in gsdx-res.xml add dependency in cmake remove old res/glsl/fxaa.fx symlink add tfx.cl for OpenCL support on Linux v4, v5 fix cmake indentation
gsdx: add GSmkdir for windows based on CreateDirectory v2: use nullptr
gsdx: add GStempdir wrapper to get a tempory directory Allow to use Linux compatible code for OpenCL

 


 
PPSSPP 1.4 - 82

 

 


UI: Respect the pause button display setting. As of 22782b6, the setting stopped working. It can be useful for Windows touch devices. Fixes #9609.
Merge: d2172c7 989f19f Merge pull request #9610 from unknownbrackets/pause-button UI: Respect the pause button display setting

 


 
Dolphin 5.0 - 3354

 

 


Pitch-Preserving Audio Stretching (PR #5241 de MerryMage)
Jit_LoadStorePaired: Make psq_st PIE-compliant (PR #5250 de MerryMage)
Remove audio backend tooltip (PR #5251 de JosJuice)
TextureConversionShader: fix syntax error (PR #5253 de ligfx)
JitArm64_RegCache: Use std::array where applicable (PR #5254 de lioncash)

 


 
mGBA 0.6.x


Développement

 

 


Core: Add option to allow preloading the entire ROM before running
Qt: Code cleanup

 

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Information importante
 
Émulateurs du jour
 
PCSX2 1.5 - 1996 + Plugins
 
Emulateur

 

linux: mesa full steam ahead ! Enable multithread openGL * Might be slower until all improvements are merged to mesa Disable error validation * Not yet merged
common: Replace __threadlocal with C++11 thread_local



Dolphin 5.0 - 3362

 

Jit64: Use a temporary register for memory references. (PR #4708 de degasus)
GPFifo: Use a pointer instead of an index (PR #5257 de MerryMage)
Jit_LoadStore: Make dcbz PIE-compliant (PR #5261 de MerryMage)


 
Dolphin ichiiruka 5.0 - 922
 
Développement

 


-Fixed some issues reported in the forum.

-merge latest master changes

-Merge Master Audio Stretching

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Mise à jour : 15-17 avril
 
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Annonces :

 

Si certains ont droit à des week-end de trois jours, ce n'est pas cas pour TINE OD :)

 

Les MAJ's sont bien présentes :p
 
Émulateurs du jour
 
PCSX2 1.5 - 1998 + Plugins
 
Emulateur



common: drop pthread TLS emulation thread_local is supported by all C++11 compliant compiler Keep a way to disable TLS for shared object to avoid issue of DTV slot shortage.
Make memory view row size configurable, store it and "Align window to row size" in settings


 
PPSSPP 1.4 - 101



Remove unused parameter to DestroyAllFBOs().
Disable pause button when not using touch. Remove per-game status from some settings which shouldn't be per-game.
Destroy FBOs only on actual resize. As a side effect, this means going to settings won't reset all FBOs anymore. The behavior can still be obtained by changing render resolution or rendering mode. This makes resizing the window faster on Windows, and resumes quicker from pause.
Merge: aa2b4a2 372cbaa Merge pull request #9613 from LunaMoo/config_stuff Disable pause button when not using touch.
Merge: a4cb215 98ba7af Merge pull request #9617 from unknownbrackets/resize Destroy FBOs only on actual resize
Vulkan: Detect swapchain init failure. This seems to be a driver bug, and occurs on NVIDIA when OpenGL has previously been inited. Or we're not cleaning something up properly... but there's a driver error logged to debug output.
SoftGPU: Correct negative coord handling. Fixes #5159 - we need this signed to handle negative values properly.
SoftGPU: Fix crash on matrix load. Just stubbing the draw engine here.
Add a restarting flag to NativeInit/NativeShutdown. Will be used externally. Also cleanup some LogManager init/shutdown in case these are called multiple times on Windows.
SoftGPU: Force render res to 1x. This fixes issues with the vertex preview in the GE Debugger.
Windows: Avoid restarting completely on GPU change. This retains the logger, avoids an annoying window open/close, and most importantly for me: keeps the debugger attached.
Core: Remove bRestartRequired config hack.
SoftGPU: Use common spline/bezier rendering. There's nothing inherently non-software rendering about this.
EditorConfig: Workaround MSVC2017 bug. Let's just comment out for now. Thanks to LunaMoo for investigating.
SoftGPU: Fix indices starting after 0. We decode to 0, so we need to offset.
Merge: 627c280 1912a94 Merge pull request #9619 from unknownbrackets/native-restart Windows: Avoid restarting completely on GPU change
SoftGPU: Simplify index conversion.
SoftGPU: Remove old spline handling code.
Merge: 1a9e93d 1e78642 Merge pull request #9620 from unknownbrackets/softgpu-negative SoftGPU: Fix negative coords, indexed drawing, and splines


 
Dolphin 5.0 - 3385



Vulkan: Fix incorrect render pass for out-of-range clears (PR #5258 de stenzek)
JitArm64: Fix bugs introduced by #5257 (PR #5268 de MerryMage)
Jit_LoadStore: Fix dbat memory access (PR #5263 de MerryMage)
Jit64: Make psq_lXX PIE-compliant (PR #5259 de MerryMage)
IR_X86: Minor fixups (PR #5269 de MerryMage)
EmuCodeBlock: Make CheckIfSafeAddress PIE-compliant (PR #5260 de MerryMage)
Rename Misc.cpp to CommonFuncs.cpp (PR #5266 de JosJuice)
Update text about pitch depending on emulation speed (PR #5252 de JosJuice)
Automatic translation resources sync with Transifex
Lazily initialize m_main_config_dialog to fix analytics issue (Issue #10213) (PR #5278 de spycrab)


 
Dolphin ichiiruka 5.0
 
Suite à une erreur lors du lancement du jeu, cette erreur provenait du changement de commande par les développeurs.

 

  • remplacement de " /e " par " -e "

 

Réupload et valable pour les 2 versions.
 
mGBA 0.6.x

 
Développement



* PSP2: Update for new toolchain
* GB, GBA: Make ensure clock end frame is always the same


 
Mesen 0.8.1

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

  • Nouvelles fonctionalités

Performance : Des améliorations faites au code rendent Mesen 15-35% plus rapide qu'avant.
Audio : Ajout d'un égaliseur
Patches: Les fichiers UPS et BPS sont maintenant supportés.
Compatibilité : Ajout du support pour les boards FK23C/FK23CA/D1038 et le mapper 104.
PPU : Ajout d'une option pour simuler la dégradation de la mémoire OAM.

  • Problèmes corrigés

PAL : Améliorations de la précision de l'émulation du PPU.
MMC5 : Amélioration de la précision de l'émulation.
FDS : Correction d'un problème avec l'émulation des IRQs (corrige un problème dans Lutter et certains autres jeux).
Émulation : Correction d'un problème qui causait un crash dans "Legend of Link" (un romhack).
Autres: Plusieurs petits problèmes ont été corrigés.

 

PCSXReloaded 1.9.x

 

L'exe est désormais disponible, cependant une erreur surviendra concernant un dossier de shader, qui dit que le shader "... " n'a pas pu s'installer, hors le dossier et ses fichiers sont bien présent.

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Information importante
 
Émulateurs du jour
 
PCSX2 1.5 - 1999 + Plugins
 
Emulateur

 

Développement

 


ci: Initialise git submodules in AppVeyor


 
PPSSPP 1.4 - 105

 

Développement

 


Linux: add another PS3 controller GUID
Merge: 0fb01a2 94db23f Merge pull request #9624 from Anarky/master Linux: add another PS3 controller GUID
UI: Proxy devmenu keypress through an event. This prevents a mutex issue in #9626.
Merge: 87ca5cd 7589839 Merge pull request #9627 from unknownbrackets/devmenu UI: Proxy devmenu keypress through an event


 
Dolphin 5.0 - 3404

 

Développement

 

 


[Mario Party 4] Fix "All Mini Games Unlocked" AR Code (Issue #10197) (PR #5282 de spycrab)
OGL: Use struct for post-processing shader options (PR #5277 de stenzek)
x86-64 support on Android (PR #5273 de JosJuice)
MMU: Get rid of pointer casts (PR #5286 de lioncash)
Vulkan: MSAA and frame dumping fixes (PR #5270 de stenzek)
Vulkan: Use BlendingState from VideoCommon (PR #5284 de stenzek)

 


 
Dolphin ichiiruka 5.0 - 926

 
Développement

 


Merge latest master changes

Fixed depth range calculation

Fixed vulkan backend startup


 
Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Développement

 

 


* [VIdeo] Add trace settings
* [Plugins] Give access to notify class

 

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Annonces :

 

Ajout de l'émulateur " Medusa "

 

Créer par l'équipe de mGBA, ce futur émulateur pour GB - GBC - GBA - DS sera très certainement utilisé à la place de DSmume, pour les PC de faibles performances.

 

Bien entendu l'émulateur est toujours pré-configurer, donc près à l'emploi, dès son installation

 

Medusa 0.1.x

 

 


Medusa Features:
* Near full Game Boy Advance hardware support[1].
* Partial DS hardware support[1].
* Game Boy/Game Boy Color hardware support.
* Fast emulation for Game Boy and Game Boy Advance. Known to run at full speed even on low end hardware, such as netbooks[2].
* Qt and SDL ports for a heavy-weight and a light-weight frontend.
* Local (same computer) link cable support.
* Save type detection, even for flash memory size[3].
* Support for cartridges with motion sensors and rumble (only usable with game controllers)[2].
* Real-time clock support, even without configuration.
* A built-in GBA BIOS implementation, and ability to load external BIOS files. DS currently requires BIOS and firmware dumps[2].
* Turbo/fast-forward support by holding Tab.
* Rewind by holding Backquote.
* Frameskip, configurable up to 10.
* Screenshot support.
* Cheat code support[2].
* 9 savestate slots. Savestates are also viewable as screenshots[2].
* Video and GIF recording.
* Remappable controls for both keyboards and gamepads.
* Loading from ZIP and 7z files.
* IPS, UPS and BPS patch support.
* Game debugging via a command-line interface (not available with Qt port) and GDB remote support, compatible with IDA Pro.
* Configurable emulation rewinding.
* Support for loading and exporting GameShark and Action Replay snapshots.
* Cores available for RetroArch/Libretro and OpenEmu.
* Many, many smaller things.

Medusa Planned features
* Networked multiplayer link cable support.
* Dolphin/JOY bus link cable support.
* M4A audio mixing, for higher quality sound than hardware.
* Re-recording support for tool-assist runs.
* Lua support for scripting.
* A comprehensive debug suite.
* e-Reader support.
* Wireless adapter support.
* Game Boy Printer support.
* OpenGL renderer.
* HLE support for DS BIOS and DS ARM7 processor.
* Synthesizing a customizable DS firmware to avoid needing a dump.

Medusa Git (2017/04/17) Changelog:
* FFmpeg: Allow framerate to be adjusted
* DS Audio: Fix audio sampling slightly too quickly
* DS: Fix exposed CPU frequencies and audio timing
* DS Slot-1: Emulate initial SPI command delay
* DS Slot-1: Fix SPI addressing a bit
* DS GX: Fix regression from viewport change (fixes #649)
* DS Video: Fix regression with affine backgrounds
* Merge branch 'master' into medusa
* Qt: Code cleanup
* Core: Add option to allow preloading the entire ROM before running
* Core: Ability to enumerate and modify video and audio channels
* Qt: Attempt to fix #622
* Feature: Command line ability to override configuration values
* Util: Move StringList to string.c
* Feature: Make -l option explicit
* DS GX: Properly mask address for slot 2 4x4-texel textures
* DS GX: Allow viewport to change in the middle of a frame
* DS GX: Don't reset state between swaps (fixes #642)
* DS GX: Fix bitmap textures when no palette is mapped (fixes #628)
* DS Video: Fix affine transformations in video capture
* DS Video: Fix caputre stride
* DS Video: Fix extended mode 0 without extended palettes
* DS Video: Enable overflow bit on extended affine modes
* Qt: Add .srl as an extension for DS ROMs
* Fix Python build libraries (#621)
* DS GX: Hack around writing to a full FIFO that has a swap pending (fixes mgba.io/i/608)

 

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Mise à jour : 19 avril
 
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Informations importantes

 

Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2000 + Plugins
 
Emulateur

Développement



Align functions to up to 16 bytes in the function scanner


 
Dolphin 5.0 - 3406


Android: Add audio stretch setting (PR #5288 de MerryMage)


 
Snes9x 1.54.1

 

Nouveau build de l'officiel 1.54.1

 

* n'est temporairement pas disponible en installation


Officiel



- MSU-1 support by quertymodo
- BSX changes by LuigiBlood
- Fixes movie playback crash

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Mise à jour : 20 avril
 
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Informations importantes

 

Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2002 + Plugins
 
Emulateur

 

Développement



onepad: create a legacy version for SDL1 The legacy version is the version 1.3 The new version is the version 2.0. It would be based on SDL2 only Distribution information. If you link wxWidget with SDL, you will need to be sure it is SDL2 or upgrade. You can build wxWidget with SDL2 with the following trick export SDL_CONFIG=/usr/bin/sdl2-config ./configure --with-sdl .....
Merge: 92aa270 ef34354 Merge branch 'greg/onepad-legacy'


  
mGBA 0.6.x
 
Développement



* PSP2: Minor touchups

* Python: Fix build in some cases


 

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Informations importantes
 
Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2010 + Plugins
 
Emulateur
 
Développement


gsdx sw: always enable the gs memory wrapping emulation
pcsx2: Fix autorun when commandline and current CDVD options differ Fixes an issue where the game will either boot the wrong CDVD source or fail to boot if the current CDVD option doesn't match the option specified in the command line.
pcsx2: Fix "nodisc" commandline option It was present in the help text but didn't actually do anything.
pcsx2: Avoid clearing current ISO when not autorunning with an ISO
GSdx: Move Resident Evil 4 and The Getaway series CRC hacks Moves Resident Evil 4 hack to Aggressive level as it is no longer required to fix any issues, but does offer a decent speed boost. Moves The Getaway & The Getaway Black Monday CRC hack to Full level, as the issue can be resolved when using the OpenGL Hardware renderer.
GSdx: Remove Dirge Of Cerberus CRC hack Hack was used to remove garbage data rectangles from popping up on screen when objects and characters were added to or removed from the world. This issue is now being handled by OI_DoubleHalfClear in GSRendererHW.cpp, so the hack is no longe necessary and has been removed.
Merge: 47c2f0a 73a879c Merge pull request #1896 from ssakash/counterstuff PCSX2-Counters: Detect DVD variant videomodes


 
PPSSPP 1.4 - 109

 

Développement



Windows: Fix buffer overflow on load. This was causing headless to crash, not sure what it was doing otherwise.
Headless: Fix graphics tests. The draw context wasn't being passed through, so it was segfaulting.
IR: Cleanup some invalid ops.
Merge: 6f58d4d b483444 Merge pull request #9628 from unknownbrackets/headless Fix headless crash on start and graphics tests


 
Dolphin 5.0 - 3414



Generate Symbols From RSO Modules added (PR #5287 de sepalani)
AudioCommon: set volume _after_ starting stream (PR #5292 de ligfx)
IOS/ES: Implement ES_DIGetTMD and ES_DIGetTMDSize (PR #5267 de leoetlino)
ArmCPUDetect: Add missing include (PR #5295 de MerryMage)


 
mGBA 0.6.x

 
Développement



GBA Video: Don't update background scanline params in mode 0 (fixes mgba.io/i/377)

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Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2016 + Plugins
 
Emulateur
 
Développement


pcsx2: Fix booting ISO from commandline
gsdx: fix EGL build
gsdx: don't request a depth buffer on the window Code directly uses depth buffer attached to a frame buffer
cmake: update "check these lib..." strings wx 3.10 is the minimum sdl2 too for onepad a recent glew/gtk2 version is enough


 
PPSSPP 1.4 - 126

 

Développement



Headless: Enable mipmaps.
GPU: Correct const mip 0 detection. The other clause was mip 1.
D3D11: Approximate AUTO/CONST mip bias. These generally work, as long as the mip levels are halving.
D3D9: Disable mips when mip filtering disabled. Only GE_{LINEAR,NEAREST}_MIPMAP_* enable mipmaps.
Merge: 2c6161c 4fb7e43 Merge pull request #9635 from unknownbrackets/softgpu SoftGPU: Rasterize triangles in chunks of 4 pixels
D3D9: Support AUTO mip bias and approximate CONST.
Vulkan: NULL initialize some handles. Was getting crashes until I realized buffered rendering was on.
GLES: Support AUTO and CONST mip bias.
GLES: Avoid MIN/MAX LOD without LOD control flag.
Merge: 4f0e1a0 33ade5f Merge pull request #9633 from unknownbrackets/mipmaps Improve support for mipmaps and related headless fixes
Fix postprocess shader submenu.
Merge: 1a58629 27b41fe Merge pull request #9640 from LunaMoo/winMenu Fix postprocess shader submenu.


 
Dolphin 5.0 - 3441



IOS/ES: Implement GetSharedContents (+ count) (PR #5210 de leoetlino)
Automatic translation resources sync with Transifex
Jit_Integer: Use constant pool in GenerateOverflow (PR #5298 de MerryMage)
Delete WXInputBase (PR #5301 de JosJuice)
Reorder the Tools menu, with more separators (PR #5299 de FRtranslator)
DPL2Decoder cleanup (PR #5303 de MerryMage)
Remove more seemingly unused debug UI strings (PR #5307 de JosJuice)
DolphinWX: Small rework of the Audio config dialog (PR #5304 de FRtranslator)
WX: Don't specify a parent frame for the render frame (PR #5291 de Starsam80)


 
Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Développement



* [Project64] fix CRegisters::FixFpuLocations
* [Project64] Fix CRegisters::FixFpuLocations
* [Project64] Fix Round 0.5 in interpter
* [Project64] Get COP1_D_ROUND_L to use _FPR_D
* [Project64] Clean up eol blank space InterpreterOps.cpp


 
Medusa 0.1.x



* Networked multiplayer link cable support.
* Dolphin/JOY bus link cable support.
* M4A audio mixing, for higher quality sound than hardware.
* Re-recording support for tool-assist runs.
* Lua support for scripting.
* A comprehensive debug suite.
* e-Reader support.
* Wireless adapter support.
* Game Boy Printer support.
* OpenGL renderer.
* HLE support for DS BIOS and DS ARM7 processor.
* Synthesizing a customizable DS firmware to avoid needing a dump.

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Informations importantes
 
Annonces
 
Émulateurs du jour
 
PPSSPP 1.4 - 134

 

Développement



GPU: Attempt recreate of FBOs if failed.
Core: Fix log spam in debug mode. No need to log every single call.
GPU: Consistently use useBufferedRendering_.
GPU: Centralize fb resize, move to begin of frame. It makes more sense here, because otherwise when you change it from the UI settings, it takes a frame to "kick in".
GPU: Fix black screen on buffered render enable. We were never clearing the skip flag. Has been a bug since before v1.0.
Merge: dbe714a d7ca05b Merge pull request #9638 from unknownbrackets/gpu-minor Oops, rebuild FBOs when buffered changes


 
Dolphin 5.0 - 3449

 

Développement



JitArm64: Implement timer SPRs (PR #5262 de MerryMage)


 
Dolphin ichiiruka 5.0 - 928
 
Développement


-Fixed some issues reported in the forum.


 
mGBA 0.6.x
 
Développement



* Test: Fix crash when fuzzing fails to load a file
* GBA Hardware: Fix crash if a savestate lies about game hardware
* Test: Fix crash when loading invalid file



Bsnes 0.73.3 - + 0.73.x + xBRZ
 
Développement



* force debug window visible on debugger events
* allow saving/reloading breakpoints between sessions
* tweaking command line breakpoint syntax
(allows specifying a data value as well as an empty mode string for
disabled breakpoints)

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