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[AIDE] Additional, Installation, Download, Emulation


yorotiba

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Mise à jour : 26 avril
 
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Émulateurs du jour
  
Dolphin 5.0 - 3463



Various CMake cleanups for DolphinWX (PR #5316 de ligfx)


 
Dolphin ichiiruka 5.0 - 929
 
Développement


fix depth range for d3d backends


 
mGBA 0.6.x
 

Shader : gba-color ajouté par les développeurs.


Développement



change division to multiplication in gba-color shader
Qt: Update German GUI translation
GBA: Fix multiboot loading resulting in too small WRAM


 
Project64 2.3.2 + 2.3.x + Plugins
 

Plugin vidéo : project64-video ajouté par les développeurs.


Emulateur
 
Développement



* [Video] Revert some of the changes to TextureEnhancer code
* [Video] Update headers
* [Video] Make all video plugin in to one project
* [Video] Rename glide64 to Project64-video
* [Android] Remove Plugin_ForceGfxReset


 
Medusa 0.1.x



* DS GX: Fix DMAs triggering too frequently (fixes #620, #583)
* DS Timers: Fix ARM9 timers running too fast
* Merge branch 'master' into medusa
* GBA: Fix multiboot loading resulting in too small WRAM
* 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
* Qt: Handle interrupting CLI debugger better (fixes #697)
* Qt: Fix logo missing with integer scaling (fixes #696)


 
PCSXReloaded 1.9.x



* Prevent incomplete vertices using precise NCLIP

- Fixes errors ocurring in +CPU mode where NCLIP is used for collision detection

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bonjour,

 

nouveau sur romstation, je ne comprend pas tout.... En plus du logiciel on es obliger d'installer tout les émulateur ?

 

Comment réussir a jouer avec une manette pc quel sont les réglages spécific ?

 

Bonne journée merci d'avance

 

 

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Salut et bienvenue a toi, pas la peine d'installer tes émulateurs, télécharge un jeu tu auras le choix ensuite au moment du lancement de ce jeu, entre plusieurs émulateurs. Pour ta manette tu as un tuto que tu devrais trouver assez facilement qui t'aide a config ta manette sur chaque émulateur (au cas ou donne nous le modèle de cette manette, car si jamais c'est une ps4 par exemple, tu devras télécharger ds4windows)

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bonjour,

 

non il n'est pas nécessaire d'installer tout les émulateurs ( heureusement ), si je mets a disposition autant d'émulation, c'est pour offrir des émulateurs de qualité, de performance, de compatibilité.

 

de qualité : parce que certaines émulateurs sont plus simple pour les mêmes fonctionnalités.

 

de performance : parce que certains émulateurs permettent à des PC faible performance d'avoir les mêmes fluidité que pour ceux requérant un pc de très bonne performance.

 

de compatibilité : parce que certains émulateurs fonctionne mieux sur certains jeu,

 

c'est le cas de rayman, qui marche pas sur epsxe, moins bien sur psxfin, alors qu'il fonctionne très bien sur pcsx Reloaded

 

 

donc si tu rencontres un problème avec jeu tu peux essayer un autre émulateur déjà présent dans romstation, ou ceux que je mets à disposition.

 

concernant la manette il ne requiert que l'attribution des touches à faire dans les options, il ne sont pas automatiquement attribués.

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il y a 9 minutes, spoukidog a dit :

En plus du logiciel on es obliger d'installer tout les émulateur ?

non, et par défaut, romstation les installent mais ne les mets pas à jour, tu dois le faire par toi même dans les dossiers que romstation installe

il y a 9 minutes, spoukidog a dit :

Comment réussir a jouer avec une manette pc quel sont les réglages spécific ?

tout dépend de la manette et de l'émulateur et parfois, du jeu ou de la console...

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Mise à jour : 27 avril
 
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Émulateurs du jour

 

PCSX2 1.5 - 2017 + Plugins
 
Emulateur
 
Développement

 

 


pcsx2: call XInitThreads at init X11 isn't thread safe by default. It make sense in 1990 but it is ugly nowadays. The trick is that is must called before any X11 function. So the only safe place is at the start of the main. Pcsx2App::OnInit() is the sooner that I've found.

 


 
Dolphin 5.0 - 3475

 

 


JitArm64_SystemRegisters: Fix crXXX (set 32nd bit) (PR #5327 de MerryMage)

 


 
mGBA 0.6.x
 
Développement

 

 


* All: Fix build on Haiku.

 

 

Medusa Officiel + 0.1.x

 

Medusa passe en ALPHA, pour cette raison l'officiel est ajouter dans la liste, un petit changement à été effectuer dans les dossiers, désormais le dossier Medusa x64 sera consacré pour l'officiel, et un nouveau dossier sera créer pour la développement ( à l'avenir ).

 

Ajout par les développeurs du shader " gba-color "

 

Officiel

 

 


Features:
* DS Audio: Add PSG audio
* DS Slot-1: Improve savedata setup via IPC sniffing
* DS Video: Add display capture blending
Bugfixes:
* DS: Fix exposed CPU frequencies and audio timing
* DS Audio: Fix audio sampling slightly too quickly
* DS GX: Fix T-repeat textures (fixes #577)
* DS GX: Fix 4-color texture coordinates
* DS GX: Hack around writing to a full FIFO that has a swap pending (fixes #608)
* DS GX: Fix bitmap textures when no palette is mapped (fixes #628)
* DS GX: Don’t reset state between buffer swaps (fixes #642)
* DS GX: Allow viewport to change in the middle of a frame
* DS GX: Properly mask address for slot 2 4x4-texel textures
* DS GX: Retain translucent polygon ID when drawing opaque fragments (fixes #661)
* DS GX: Fix DMAs triggering too frequently (fixes #620, #583)
* DS GX: Fix large textures wrapping
* DS Slot-1: Emulate initial SPI command delay
* DS Timers: Fix ARM9 timers running too fast
* DS Video: Fix VRAM mirroring in the renderer (fixes #561)
* DS Video: Fix extended modes 1.x screen base range (fixes #568)
* DS Video: Capture with alpha bit set
* DS Video: Bitmap sprites use alpha bit for transparent
* DS Video: Fix blend bit on windows for 3D layer (fixes #611)
* DS Video: Enable overflow bit on extended affine modes
* DS Video: Fix extended mode 0 without extended palettes
* DS Video: Fix capture stride
* DS Video: Fix affine transformations in video capture
* Feature: Fix resizing GIF buffer (fixes #695)
Misc:
* ARM9: Implement SMLAW
* ARM9: Implement STRD/LDRD
* DS: Set boot complete bit in RAM on boot (fixes #576, #580, #586)
* DS: Attempt to detect if a game is homebrew
* DS Memory: Ensure DS9 I/O is 8-byte aligned
* DS Slot-1: Emulate KEY delay
* FFmpeg: Allow framerate to be adjusted
* Qt: Add .nds files to the extension list in Info.plist
* Qt: Add .srl as an extension for DS ROMs

 

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Mise à jour : 28 avril
 
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Émulateurs du jour
 
PCSX2 1.5 - 2043 + Plugins
 
Emulateur
 
Développement



GSdx: Move/add GT4 CRC Moved a CRC hack to Aggressive that can cause or fix VRAM and RAM spikes. This way people can switch between each config if they experience problems with either. Varies on userconfig , game version and maybe hardware. Added missing CRC game version for GT4 pal. Note: The issue might be the same on GT3 and GTConcept , the code might need to be removed for those games as well.
spu2-x: Combine XAudio2 2.7/2.8+ code into an inline file Avoids code duplication, though there's now messy ifdefs...
spu2-x:xaudio2: Simplify XAudio2Error exception Instead of creating a separate message function, just reuse what() and pass the string to the std::runtime_error constructor instead. Also catch a reference to a std::runtime_error instead, since it'll allow for simpler cleanup.
spu2-x:xaudio2: Improve cleanup after an exception Initialise pointers to nullptr, move the LoadLibrary code into the try block (where it should have been in the first place), and use Close() to cleanup if an exception occurs. Also initialise/destroy the critical section in the base class constructor/destructor. This should avoid resource leaks if an exception occurs.
spu2-x:xaudio2: Use unique_ptr Also remove the unused constructor parameter from StreamingVoice and rename the variables slightly.
spu2-x:xaudio2: Comment stuff to investigate
cmake: create the macro add_custom_glib_res to handle resources
cmake: reindent onepad/CMakeLists.txt with space
onepad: add a game controller db resource It will be used later by the SDL2 API
onepad: use range loop and vector of unique_ptr to manage the joystick
onepad: properly indent comments Clang-format doesn't like the double *
onepad: drop hacks/options for DualShock3 SDL2 will take care of correct detection
onepad: remove SDL1 manual detection code path
onepad: move enum first in .h file It would avoid future compilation issue
onepad: plug SDL2 API game controller
onepad: use external resource to support more joysticks
onepad: Move init/destroy code to constructor/destructor * prefix remaining member with m_ * Use array for m_effect_id * Properly Destroy/Close Haptic/Joystick/Game Controller (except on older SDL versions which are buggy)
onepad: drop the pad if an error was detected v2: init m_no_error in gamepad constructor
onepad: add hot-plugging support Note: pad to player mapping is done later v2: remove the useless print
onepad: use range loop for hash iteration
onepad: add an unique identifier
onepad: plug uid instead of the index ini must be recreated
onepad: add a GUI list box to select joypad based on UID Note: remove the cancel management of the small modal It is easier, it doesn't always work anyway
onepad: replace pthred/queue with std::mutex/mt_queue v2: based on turtleli feedback rename m_q into m_queue add includes
onepad: remove autorepeat deadcode a9af374 onepad: don't touch autorepeat setup
onepad: clean the gamepad/joystick interface Remove return of empty function Use final/override qualifier Remove useless virtual Thanks turtleli for the advices


 
PPSSPP 1.4 142

Développement



Mouse Control(Windows only for now)
Try on a nicer mapping workaround.
Polish the new workaround, seems to be nice and simple.
Add Tip to inform user how to use mouse control.
Handle more mouse buttons(middle, 4, 5)
Add an option to trap mouse within window/display area.
Merge: 339d4b2 26006e9 Merge pull request #9644 from LunaMoo/MouseControl Mouse Control(Windows only for now)
Fix ALT key mapping.


 
Dolphin 5.0 3486



[Android] Fix game banners (PR #5331 de mahdihijazi)
Vulkan: Implement support for post-processing (PR #5296 de stenzek)


 
mGBA 0.6.x
 
Développement



GBA: Fix typo of GBAIsBIOS
SDL: Fix GLES2 build

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concernant les sauvegardes Zsnes.png

 

concernant le plein écran c'est ALT + ENTREE, mais dans mon cas l'émulateur ne supporte pas le plein écran il freeze.

 

si jamais tu as le même problème, il te faudra télécharger un autre émulateur de SuperNintendo, qui sont plus récent que Zsnes

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Mise à jour : 01 mai
 
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Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2055 + Plugins
 
Emulateur
 
Développement



onepad: move an ok button to the right corner
gsdx: call XInitThread on Linux dump replay
gsdx: Fix uptr size on Windows x64 build
Revert "pcsx2: call XInitThreads at init" This reverts commit 99180f5afbe012d87ef2cd68c3250e3dde90f396. Unfortunately Mint/Arch got segmentation fault in Xlib mutex locking... Sadly Xlib will be back to thread-unsafe mode. I'm cooking another solution based on EGL
gsdx egl: rewrite the EGL implementation Split code in 2 parts * Base class (GSWndEGL) that implement the core EGL and GL context * Derived class (GSWndEGL_X11/GSWndEGL_WL) that implement the backend to handle native resources Note: Most backend code is only useful for GSopen1/PS1 mode. GSopen2 only requires the AttachNativeWindow implementation Code is based around EGL_EXT_platform extension that allow to select the platform at runtime. Note: I think the extension was integrated in EGL 1.5 The X11 backend was mostly converted to XCB The wayland backend is only a placeholder for future code I don't know if MS windows is/could be supported with EGL_EXT_platform API Code validated on Mesa. Proprietary drivers aren't yet tested.
spu2x: comment unused variable
pcsx2: remove unused variable
psx|spu2x|gsdx: shift negative value is undefined in C standard Instead does the negation after the shift v2: assert shift <= 15 in clamp_mix
gif: avoid (wrong) uninitialized warning My guess is that GCC reports an warning because of the default case. I don't think we support yet __builtin_unreachable on Linux Nevertheless it will still be an issue in non-release build
svu: cast variable to int to avoid unsigned vs int comparison
spu2-x: Remove outdated website text file
pcsx2: Remove unnecessary aMax/aMin macros


  
PPSSPP 1.4 - 167

Développement



Windows: Fix minor leak in disassembly UI.
Merge: 14e6667 5fd6d4a Merge pull request #9651 from LunaMoo/minorOCD Minor OCD fix;].
UI: Make GPU events more consistent.
Fix "copy type" pointer cwc
UI: Allow choosing bgs (android)
D3D11: Free swapchain on graphics reset.
Windows: Simplify host shutdown. The whole nativeHost/oldHost thing is unnecessary. This also fixes gl lost holder mismatches.
Merge: 4a97ab2 3f90c2d Merge pull request #9654 from LunaMoo/CWC0x6_0x1 Fix "copy type" pointer cwc
Core: Cleanup MAC address handling. No need to make it leak, even if it doesn't matter much on shutdown. Better to have the leak listing empty.
UI: Fix crash on item select with hidden items. Because we can't assume the number is an index into the views, when some of those views weren't created.
Merge: dbd8085 de3c4fe Merge pull request #9655 from unknownbrackets/leaks Fix some leaks
Merge: 712fb08 c3a6d5a Merge pull request #9653 from xiushudongfang/UI_background_android UI: Allow choosing bgs (android)
Windows: Init with OpenGL 4.5 if possible. Also, try more versions if older.
System: Use a separate API for bool props. This simplifies defaulting, instead of -1 being "true".
SoftGPU: Implement CONTINUE prim type. Matches tests (except 3D lines, which aren't implemented yet.)
Merge: ee68f09 3b4103c Merge pull request #9656 from unknownbrackets/sysprop System: Use a separate API for bool props
Merge: 446d103 1666586 Merge pull request #9658 from unknownbrackets/softgpu-continue SoftGPU: Implement CONTINUE prim type
Add some paranoid checks around touch IDs that probably won't help #9647 Also adds LunaMoo to credits list.
Merge: e880c03 0b16899 Merge pull request #9657 from unknownbrackets/wgl-init Windows: Init with OpenGL 4.5 if possible
Fix: in some extreme case on-screen touch controls get stuck on iOS
Merge: 72adb92 17b6f9f Merge pull request #9659 from xsm1997/master Fix: in some extreme case on-screen touch controls get stuck on iOS


 
Dolphin 5.0 - 3560

 

Dolphin est désormais disponible en EXE d'installation




JitArm64: Implement CR cache (PR #5326 de MerryMage)
Native compressed custom texture support (PR #5279 de stenzek)
PPCAnalyst: Skip nop alignment (PR #5242 de sepalani)
PPCAnalyst: Support return from interrupt (PR #5238 de sepalani)
PPCAnalyst: Find interrupt/exception handlers (PR #5240 de sepalani)
BootWiiWAD: Prevents SymbolMap loading (PR #5178 de sepalani)
[HLE] Fixes XFB issues in Debug Mode (PR #4469 de sepalani)
HLE: Fix apploader regression (PR #5341 de sepalani)
PPCAnalyst: Prevent a crash when outside the RAM (PR #5342 de sepalani)
[Android] Fix edit controls layout (PR #5339 de mahdihijazi)
Automatic translation resources sync with Transifex
Mark "Host Code:" and "IP Address:" as translatable (PR #5348 de JosJuice)
Remove incorrect usage of _trans (PR #5349 de JosJuice)
Refactor GameListCtrl (PR #5334 de spycrab)
Fix display of Japanese text in the Memory Card Manager (PR #5336 de JosJuice)
MemoryWindow: Minor cleanup (PR #5344 de lioncash)


 
mGBA 0.6.x
 
Développement



* Qt: Update German GUI translation
Added translations for strings related to the new Video Log feature.
Also improved some older translations.


 
Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Développement



* [Project64] Fix short cuts for full screen
* [Video] Update saving setting


 
Medusa Officiel + 0.1.x

 
Développement



* DS GX: Fix toon shading alpha

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Mise à jour : 2 mai
 
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Émulateurs du jour
 
PCSX2 1.5 - 2055 + Plugins
 
Emulateur
 
Développement



onepad: add DUALSHOCK4 USB Wireless Adapator mapping Close #1924



Dolphin 5.0 - 3572



Make ENABLE_ANALYTICS=0 do something (Issue #9622) (PR #5283 de spycrab)
Qt: Fix platform icons (PR #5352 de spycrab)
FifoPlayer: replace union structures with explicit byte padding (PR #5322 de ligfx)
Frame: Normalize member names (PR #5350 de lioncash)

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Informations importantes

 

PPSSPP :

  • Ajout de 97 patchs FPS, montant à un total de 306.
  1. Ils seront disponibles dès qu'une nouvelle mise à jour de l’émulateur sera créer.
  2. Des mises à jour de certains patchs ont vus le jour, il y a de forte chance qu'elles ne soit pas ajoutés lors de la prochaine MAJ de l'émulateur. rassurer vous elles seront ajoutés dans les plus brefs délais.

Liste des nouveaux jeux concernés :

 

Révélation

A

Ace Combat X: Skies of Deception - USAb
Ape Escape On The Loose - USA

B

Black Rock Shooter - USAb
Burnout Dominator - EURb [Multi5]
Burnout Dominator - USAb
Burnout Legend - USAb

C

Crazy Taxi - Fare Wars - EUR
Crazy Taxi - Double Punch - JPN
Chili Con Carnage - USA

D

Dante Inferno - USA / EUR/ENG / EUR/SPA
Death Jr. - USA / EUR
Dissidia 012 Final Fantasy - EURb
DTM Race Driver 2 - EUR
DTM Race Driver 3 Challenge - EUR

F

FIFA Street 2 - USAb
Fight Night Round 3 - USAb
Final Fantasy VII Crisis Core - EUR/SPA

G
Gods Eater Burst - USA
Gran Turismo USA
GTA - Liberty City Stories - USA (v1-v3)
GTI Club Supermini Festa! - USA

H
Hunter x Hunter Wonder Adventures - JPNb

M
Manhunt 2 - USA
Marvel Ultimate Alliance - EUR - USA (v1-v2)
Marvel Ultimate Alliance 2 - EUR - USA (v2)
Midnight Club L.A. Remix - EUR - USA
Modnation Racers - USA
MotorStorm - Arctic Edge - USA - JPN

N
N.O.V.A. - USA (v3)

O
Obscure: The Aftermath - EUR

P
Pac-Man World 3 - EUR - USA
Pac-Man World Rally - USA
Phantasy Star Portable - USA
Phantasy Star Portable 2 - USA
PhotoKano - JPN
Pursuit Force - EUR - USA (v2)
Pursuit Force Daitsuiseki - JPN (v2)
Pursuit Force - Extreme Justice - EUR + Multi11 + Multi5/RUS - USA

R
Ratatouille USA - EUR/SPA
Rengoku - USA
Rengoku 2 - USA
Resistance: Retribution - USA

S
Sega Rally EUR - RUS - JPN (v1-v2)
Sega Rally Revo - USA
Shinobido - EUR
Shinobido Homura - JPN
Split/Second - Velocity - EUR
Star Wars - The Force Unleashed - EUR(Multi 2-3) - USA
Sword Art Online - JPNb
Super Dangan Ronpa 2 - JPN

T
Tantei Opera Milky Holmes - JPN
Tantei Opera Milky Holmes 2 - JPN
Tekken 5 : Dark Resurrection - EUR - JPN
Tenchu Shadow Assassins - USA
The Godfather - Mob Wars - USA - EUR(Multi3)/SPA
The Warriors - EUR
Tony Hawk's Underground 2: Remix - EUR/ENG.FR.GER - USA
Tony Hawk's Project 8 - USA - EUR/ENG.Multi5

W
Warriors Orochi - USA - EUR/Eng/Multi2
White Knight Chronicles : Origins - EUR
WWE SmackDown! vs. RAW 2010 featuring ECW - EUR - USA
WWE SmackDown! vs. RAW 2011 EUR - USA

X
X-Men Legend 2 - USA - EUR/SPA

Y
Ys Ark Of Napishtim - USA
Ys SEVEN - USA(P)
(P) Attention vous devrez activer le cheat 30FPS avant l'élévateur dans la ville abandonnée d'Edona.
 

 

 

A cette occasion j'ai modifié certains graphique concernant la liste des patchs, afin d'être plus compréhensible, une légende viens compléter ce graphique.

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Mise à jour : 3-4 mai
 
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Informations importantes
 

PPSSPP :

  • Ajout comme prévus des nouveaux patchs FPS, en raisons de certains patch contenant 30FPS ( nécessaire à certains jeux ), le titre à été changer.
  • Ajout du descriptif
  1. Des bugs ( potentiel ) à cause du patch
  2. De modification de la fréquence du CPU en complément du patch
  3. De modification du taux de rafraîchissement du cheat en complément du patch
  4. De désactivation d'option en complément du patch
  •  Ajout du tutoriel en image concernant les 2 modifications complémentaire du patch, dans la sect

Annonces

 
Émulateurs du jour
 
PCSX2 1.5 - 2059+ Plugins
 
Emulateur
 
Développement



build.sh: avoid duplicate on clang-tidy analysis
common: add make_unique for C++11 v2: fix windows compilation v3: fix copyright date
modernize: use std::make_unique instead of std::unique_ptr I didn't update GSdx and cdvdGigaherz because we need to pull common include files


 
PPSSPP 1.4 - 171

Développement



Experiment (#9647): Wipe RawInput buffers
Experiment (#9647): Prevent NaN values from getting into the UI system through TouchInput
Add a constructor to GestureDetector, to see if that fixes initialization
Also memset.


 
Dolphin 5.0 - 3625



Convert VolumeDirectory names back to SHIFT-JIS (issue #9988) (PR #5272 de spycrab)
    Qt: Fix gamelist updating (PR #5355 de spycrab)
Qt: Fix no games at all showing up all (PR #5358 de spycrab)
NANDImporter: fix printf warning (PR #5359 de ligfx)
    Jit64: fix braces warning in Jit_Integer (PR #5357 de ligfx)
    SignatureDB: Rewrite FormatHandler API (PR #5140 de sepalani)
    Disable screensaver on OS X (PR #5232 de MerryMage)
    SignatureDB: fix prevented copy elision (PR #5361 de ligfx)
ConfigManager: Increase default latency for OpenAL backend to 5 (PR #5255 de MerryMage)
    JitArm64: fix ps_res (PR #5363 de Tilka)
    [Android] Add the missing Stereoscopic options (PR #5364 de mahdihijazi)
    Common/Hash: small cleanup (PR #5362 de Tilka)
    [Android] Fix crash on the Android TV (PR #5338 de mahdihijazi)
    JitArm64: Drop ps_res instruction. (PR #5367 de degasus)
    CMake: only look for Bluez on Linux (PR #5368 de ligfx)
    CMake: clean up HIDAPI build (PR #5318 de ligfx)
    CMake: don't look for shared Google Test (PR #5369 de ligfx)
    Android build files (PR #5114 de timmutton)


 
Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Développement



* [Android] Remove ReducedSyncMem and PreAllocSyncMem


 
Bsnes 0.73.3 - + 0.73.x + xBRZ
 
Développement



* better behavior for M/X flags in register editor

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Mise à jour : 5 mai
 
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Informations importantes
 

PPSSPP :

 

ajout et mise à jour de 66 patchs, certains contiennent des versions beta en plus de l'original


Annonces

  • Suite à une erreur de code script, le premier topic est légèrement différent en utilisant la commande [ b ] j'ai pas réfléchi que ça mettrait en gras ( fatigue quand tu me tiens :p ) pour cette raison je changerais pour [be] désignant un patch contenant une version beta en plus de l'original.
    Je suis actuellement en train de tout refaire, ça prendra un certains temps, car je dois vérifié touts les patch concernés.
  • J'ai aussi modifier la légende pour la rendre encore plus lisible, et compréhensible, notamment sur l'usage des [ ].


Émulateurs du jour
 
PPSSPP 1.4 - 175

Développement



Handle alt+tab and drop down menu when mouse is confined and game is running
Merge: 9284ea8 2a60f2e Merge pull request #9664 from LunaMoo/mouseStuff Handle alt+tab and menu better when mouse is confined in-game
Fix to partial restarts (when switching backends), plus misc. Helps #9666


 
Dolphin 5.0 - 3635



    Use _trans consistently for controllers (PR #5345 de JosJuice)
    Add a workaround for a PowerVR glsl compiler bug (PR #5372 de JonnyH)


 
Dolphin ichiiruka 5.0 - 941
 
Développement


Merge Latest Master Changes
fix for uncompleted revert

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Mise à jour : 6-8 mai
 
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Informations importantes
 
Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2070 + Plugins
 
Emulateur
 
Développement



onepad: s/set_keyboad_key/set_keyboard_key/
onepad: drop useless goto statement
onepad: allow to save/reload SDL2 mapping from OnePAD2.ini file SDL_GAMECONTROLLERCONFIG is nice but limited to a single entry. (Note it can still be used) Option name is SDL2. Here an example SDL2 = 03000000a306000020f6000011010000,PS2700 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
onepad: remove dead code
onepad: replace key_status pointer by g_key_status object
onepad: replace conf pointer by g_conf object
onepad: create a LUT for the pad key => SDL key mapping Initial plan was to allow to remap the logical (SDL) key. Unfortunately I feel some issues with the current enum. * button/axis overlap * trigger/axis must be handled differently Nevertheless, code is easier this way
onepad: move KeyName in the dialog and remove the now useless dialog.h Note: use C++ construct to avoid C buffer.
GSDX: Add missing grayouts to Shadeboost options The shadeboost options text (Contrast, Brightness, Saturation) were not grayed out when shadeboost was disabled, it was sort of inconsistent compared to the behavior of external shader, so added grayouts to them when shadeboost is disabled. Also changed "OpenGL Very Advanced Custom Settings" to "OpenGL Advanced Settings", the verbosity didn't help much in my opinion.
GSDX: Remove redundant parenthesis from combobox text The third parameter of the GSSetting constructor already encloses the text in parenthesis, so the right bracket here just messed up things.
cmake: search /usr/bin/wx-config32 (for arch users...) issue #1933


 
PPSSPP 1.4 - 186

Développement



Windows: Initialize WindowsHost in EmuThread. This seems like a more appropriate place, and a more appropriate thread, for it to be initialized on.
Merge: 80d4673 793178c Merge pull request #9667 from unknownbrackets/win-host Windows: Initialize WindowsHost in EmuThread
UnitTest: Correct vertex and jit tests. We now convert texcoords to floats.
Work towards a clean vulkan shutdown.
GPU: Remove now-unused vertex decoder funcs. We always convert to float now, so these functions are no longer used.
arm: Jit throughmode 16-bit texcoords. It's popular, and this makes decoding such verts much faster.
Vulkan: Remove obsolete warning suppressions. Increase descriptor pool sizes.
Merge: 42a6943 7699fa5 Merge pull request #9670 from unknownbrackets/vertexjit Remove unused vertex decode steps, jit through s16
Windows debug builds: Only break on Vulkan validation warnings if a debugger is attached.


 
Dolphin 5.0 - 3667



Automatic translation resources sync with Transifex
DolphinWX: Use title ID from ISOFile when possible (PR #5381 de JosJuice)
WX: Disable NAND import when emulation is running (PR #5384 de leoetlino)
WX: Don't create data dir if it is missing (PR #5392 de leoetlino)
Minor text fixes (PR #5380 de JosJuice)
Contributing: Use constexpr for compile-time constants (PR #5387 de leoetlino)

 

Dolphin ichiiruka 5.0 - 944
 
Développement


fix linux compilation


 
mGBA 0.6.x
 
Développement



* SDL: Prevent resizing below 1x resolution with integer scaling
* SDL: Add integer scaling


 
Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Développement



* [Android] have m_LastStoreReg check in CArmOps::PreOpCheck
* [Video[ Fix up gl include in release
* [Android] Set release version 10 (2.3.3)
* [Android] Update tracking
* [Android] Add store check to ShiftRightUnsignImmed
* [Project64] Some Code clean up

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PPSSPP 1.4 - 200

Développement



SoftGPU: Apply clamp/wrap in through.
SoftGPU: Improve texcoord rounding. This fixes several obvious issues in Crisis Core, but it's still wrong when texcoords go the other direction. Need to use the deltas.
SoftGPU: Refactor mask calculation and use SSE. A tiny bit faster.
SoftGPU: Fix separate mipmap cluts. These should only be used for CLUT4.
Merge: fd4ef48 dacb776 Merge pull request #9674 from unknownbrackets/vertexjit Implement a few x86 vertexjit optimizations
SoftGPU: Process mipmaps in texturing.
SoftGPU: Round screencoords. It seems like this is what the PSP does, or maybe this is just correcting for floating point error...
SoftGPU: Calculate mip level based on float bits. This is probably what the hardware does and much faster.
UI: Enable some settings for software rendering. These now affect softgpu, so let's not disable them.
Merge: f06daba 6e4898d Merge pull request #9673 from unknownbrackets/softgpu SoftGPU: Implement mipmapping
Update lang


 
Dolphin 5.0 - 3669



Unicode correctness (PR #5330 de Armada651)


 
Dolphin ichiiruka 5.0 - 945
 
Développement
 
Project64 2.3.2 + 2.3.x + Plugins
 
Plugins Vidéos
 
Z64



* fix 2nd LOD constant
* Merge branch 'refs/heads/pr/60'
* fixed literal precision mismatch with LOD constant
* syntax cleanup to GLSL for neater debugging

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Dolphin 5.0 - 3679

 

 


Qt: Bring Gamelist up to Wx standards (PR #5395 de spycrab)
lint: Check for newline at EOF (PR #5396 de sepalani)
Qt: Add controller (overview) window (PR #5377 de spycrab)
IOS/ES: Handle fake-signed tickets properly (PR #5399 de leoetlino)
Config/Layer: Fix accidental cast of RecursiveSection to Section (PR #5397 de MerryMage)
 

 


 
Dolphin ichiiruka 5.0 - 947
 
Développement
 

3DNes 1.4.0 + Prebuild Games
 

En raison d'un nouveau dossier contenant des pré-configuration du jeu ( créer par l'auteur ) et d'éventuels nouveaux fichiers, ceci ont été mis en optionnel, disponible en zip et en installation.

 

il contient actuellement 79 jeux, parmi les plus populaires ( voir ci-dessous ).

 

déplacer le dossier " 3dn " directement dans " 3dnes "


Emulateur

 

 


-  Add full support of Virtual Reality: Vive - Rift - Mobile Headsets via SteamVR - Oculus - Riftcat - TrinusVR

- [New Feature][Shape Editor] multi shape processing (adjust, delete), multi shape merging

- [New Feature][Shape Editor] manually select tiles to create new shape.

- [Facility] Add 79 pre build 3dn file of popular nes games

- [New Feature][Pro] Vive - Oculus - 3D Monitor support

- [Change][Window][Linux] 3dn files will be managed at $3dnes_path/3dn

- [Bug Fix] Fix texture rendering bug in some nvidia cards. This is a regression bug.

 

 

 

 

 

 


 
Prebuild Games

 

 


 

Titre des jeux non exhaustif, ils sont basé sur le nom du fichier

 

adventure island

adventure of lolo

akumajo dracula ( castelvania VJap )

arkanoid (USA)

bad apple 2

ballon fight

batman

battle city

battle kid 2 new demo

battle kid demo

blade master

castlevania 2 Simon quest ( usa )

castlevania

chip & dale rescue ranger

contra

digdug

donkey kong ( all )

donkey kong 3 (all )

donkey kong Jr. ( all )

double dragon ( USA )

double dragon 2 the revenge ( USA )

double dragon

dragon fighter

DR mario

duck tales

earth bound

excite bike

FC-win98

Felix the cat

final fantasy ( USA )

final fantasy

flappy

gaiden

galaga

gyruss ( USA )

kid icaru (EU )

kirby's adventure

kombat

legacy of the wizard

legend of rage

little nemo

loe runner ( U )

lunar pool ( USA )

mappy

mario bros ( USA )

mario

mario 3

megaman 1

megaman 2

megaman 3

monster party

nomolos demo inl

pacman

pinball ( ALL )

punch out ( USA )

Q-bert ( USA )

R.C pro-am ( USA )

rad racer

rhde

rivercity ransom

road fighter ( EU )

Road fighter by monxgame

shatterhand ( U )

spartan ( J )

spy hunter

streemert bundle

strt2010

super bat puncher demo

tecmo super brawl

tetris - nintendo

tetris - tengen

urban champion ( ALL )

yie ar kung fu

young indiana jones chronicles
 

 


 

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Mise à jour : 11 mai
 
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Émulateurs du jour
 
PCSX2 1.5 - 2073 + Plugins
 
Emulateur
 
Développement



Allow building the player with the legacy GSdx.
GSFrame: Update title only after rendering starts The title bar will display "progressive" for 1-2 seconds when booting an interlaced game at some cases, it's due to an uninitialized SMODE2 register, so let's wait till the rendering starts to allow time for the SMODE2 init and get the proper values from games.
Counters: Update videomode enum with proper prefix Thanks to @colepcsx2 (https://github.com/PCSX2/pcsx2/pull/1896#commitcomment-21858717) for pointing it out! I also updated the prefix in the inferior video mode detection of GSdx, I'm not even sure why we need the videomode info on the plugin side, might be useful someday.

 

Dolphin 5.0 - 3683



Qt: Fix that some columns are not hidden properly (PR #5402 de spycrab)
Config: Fix a formatting issue (PR #5403 de leoetlino)


 

Project64 2.3.2 + 2.3.x + Plugins
 

Plugins Vidéos
 
GlideN64



 * Fix texture cache file name when rom name contains colon, #1477
* Correct light vector length calculation for point lighting, #778
* Update point lighting calculaton according to Gillou68310 recommendations, #778
Point lighting still works incorrect.
* Add floating point support to RDRAM to color buffer
* Added floating point support to ColorBufferReader
I consolidated a lot of code that was the same between implementations in
the process, so now the code is common.
* Use floating point frame buffer format for Adreno 500 series GPUs
* UI: Fix duplicate fullscreen refresh rates
* Don't allow zLUT index below zero when converting floats to UINT16
* Hotkeys work only when plugin's window is active (Zilmar-spec build only)
Fixed HD Texture Dump/Edit textures request #1465
* FrameBufferList::renderBuffer() : correct Y offset in source buffer.
Fixed screen shake in Lode Runner 3D #301
The game uses weird way to work in interlaced mode.
* Code cleanup: remove unused variables.
* UI: New font selection
* Fix negative viewport, #6
* Update custom settings for Paper Mario/Mario Story
* arm neon: add faster versions of InverseTransformVectorNormalize 2x and 4x
2x, opt level -O2
old 0,42 runtime of c function
new 0,36 runtime of c function
4x, opt level -O2
old 0,30 runtime of c function
new 0,23 runtime of c function
* Refactor gSP.lights and gSP.lookat


 

Z64



* Merge branch 'refs/heads/fb-valid'
* fb validity checking Implementation


 

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Émulateurs du jour
 
PCSX2 1.5 - 2090 + Plugins
 
Emulateur
 
Développement



onepad: remove useless code reported by Coverity (I forgot to remove the code)
onepad: be sure m_unique_id is set even in case of early return not important as the object will be deleted but please coverity
gsdx: only print once OpenGL status message All credits go to @lightningterror Fix #1882
cmake: better gcc + gsdx integration Only set fabi-version on older GCC (5.0 and below) Disable broken optimization for GCC7+ (until we find a better solution)
Cmake: what should have been the previous commit
common: use = default instead of trivial constructor/destructor reported by clang-tidy Note: drop throw() specifier as it is the 'default' in C++11 for destructor
core/gui: use = default instead of trivial constructor/destructor reported by clang-tidy Note: drop throw() specifier as it is the 'default' in C++11 for destructor
core: use = default instead of trivial constructor/destructor reported by clang-tidy Note: drop throw() specifier as it is the 'default' in C++11 for destructor
core: use = default instead of trivial copy constructor
gsdx: use = default instead of trivial constructor/destructor reported by clang-tidy
common: remove throw specifier on destructor By default in C++11 destructors are noexcept. Besides throw is deprecated
common: use = default instead of trivial destructor Strangely clang-tidy didn't report them. Commit was done with a sed to it need careful review.
core: remove throw specifier on destructor It is the 'default' on C++11
    core: use = default for trivial destructor Again not reported by clang-tidy and done with sed
core: remove noexcept on destructor It is the default on C++11
pcsx2|common: replace throw() by noexcept
gsdx linux: port to latest GTK3 API * replace gtk_table by gtk_grid => it still misses some paddings * Use 3.22 monitor API to query screen size => need to be tested * directly add scrolled windows into a container without bothering with the viewport. Code compile fine but wasn't tested. v2: disable the code until I (or someone) get a chance to test and fix it.


 
PPSSPP 1.4 - 228

Développement



Fix typo in VertexDecoder
GPU: Consistently bias const mip levels. Since SLOPE is just a more complicated CONST, we can treat them the same.
GPU: Flush on mipmap slope change.
Merge: f9b2272 5637ae1 Merge pull request #9680 from LunaMoo/typofix Correct typo in VertexDecoder
SoftGPU: Multiply S/T early via SIMD
SoftGPU: Improve wsum recip SIMD. A bit faster.
Merge: ec5b35b 10e5112 Merge pull request #9678 from unknownbrackets/mipmaps Make const mipmaps more consistent
SoftGPU: Correct texturing for pixel centers.
SoftGPU: Correct rendering for pixel centers. This should theoretically calculate everything more correctly.
SoftGPU: Match GLES lighting better, use floats. Using floats simplifies things and also makes it faster.
SoftGPU: Correct fog for rectangles. Gods Eater Burst uses fog in its bloom, with rectangles.
SoftGPU: Don't wrap negative positions. Haven't fully verified this, but without this, Gods Eater Burst's bloom doesn't work, since -1,-1 maps to 1023,1023 so everything is clipped.
D3D11: Fix initialization of mipmaps.
Merge: 8cff9f8 86a1898 Merge pull request #9681 from unknownbrackets/softgpu-center SoftGPU: Correct for pixel centers
GE Debugger: Fix bias display for auto mip mode.
SoftGPU: Fix texture vertex preview in debugger.
Merge: 996c97d 022de0d Merge pull request #9682 from unknownbrackets/softgpu-light SoftGPU: Match GLES lighting better, use floats
Merge: 1f1ed5b 94c138f Merge pull request #9683 from unknownbrackets/ge-debugger Minor GE debugger fixes
SoftGPU: Avoid rcp due to precision issues. Causes artifacts in Sword Art Online, which draws a dialog box using stretched UVs - rcp causes the edges to sample outside the original UVs.
SoftGPU: Implement lines in transform mode.
SoftGPU: Support flat shading for lines.
SoftGPU: Quick hack to fix scissor w/2x2 pixels.
Merge: d13fdfb ad17dec Merge pull request #9686 from unknownbrackets/softgpu-err Fix some significant errors in software rendering
SoftGPU: Bias bottom right side of line drawing. Fixes lines in Persona 2.
SoftGPU: Implement simple mipmapping for lines. Mostly so the min/mag filter is correct.
SoftGPU: Implement pretend antialias. This doesn't really smooth, but at the very least faking it makes Persona 3 have less ugly lines.
SoftGPU: Clip lines entirely outside early. Some were getting through, which may mean the line clipping isn't working so well...
Merge: 225a036 9d64597 Merge pull request #9684 from unknownbrackets/softgpu-lines Fix lines in the software renderer


 
Dolphin 5.0 - 3749



Qt: Add Interface Pane to Settings (PR #5378 de Ryanel)
Qt: Fix Interface Pane (PR #5407 de spycrab)
Boot: Refactor EmulatedBS2 (PR #5406 de JosJuice)
Qt: Add General Pane to Settings (PR #5370 de Ryanel)
Fix for Emulator Issue #10267: Game list column sizes are being incorrectly calculated. (PR #5385 de douglasjv)
IOS/ES: Implement DeleteTitleContent properly (PR #5391 de leoetlino)
    DSPHLE: Use unique_ptr for ucodes (PR #5306 de leoetlino)
Fix DolphinWX.vcxproj.filters (PR #5409 de sepalani)
Use console-appropriate SetupBAT when booting DOL files (PR #5410 de JosJuice)
Automatic translation resources sync with Transifex
Boot: Small simplifications and formatting cleanup (PR #5412 de JosJuice)
Config: Minor fixups (PR #5414 de MerryMage)
DSPHLE: Typo fix (PR #5413 de leoetlino)
PPCAnalyst: Fix annoyances (PR #5386 de sepalani)
Frame: Remove unused member function OnToggleDualCore (PR #5415 de MerryMage)
[RFC] Tweaks to Zelda-HLE to allow multiple GBA connections (PR #5376 de ligfx)
    VS2017 build fix after upgrading project (PR #5416 de lcsondes)
IOS: Fix AddCoreDevices being called twice (PR #5417 de leoetlino)
Use SetupBAT in Boot_ELF (PR #5420 de JosJuice)
Android: Add pressed state to the on-screen controllers (PR #5398 de mahdihijazi)
Remove DVDInterface::GetVolume (PR #4241 de JosJuice)
Don't run EmulatedBS2_Wii with VolumeDirectory (PR #5400 de JosJuice)
    MEGASignatureDB: Add missing override specifiers (PR #5424 de lioncash)
    IP/Top: Implement GetInterfaceOpt hardcoded cases (PR #5425 de sepalani)
Reuse the IOS code for WAD installation (PR #5419 de leoetlino)


 
Dolphin ichiiruka 5.0 - 749
 
Officiel


-Merge latest master changes.


 
mGBA 0.6.x
 
Développement



Core Input: Correct a memset size within mInputUnbindHat()


 
Mesen 0.9.0
 
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

 

-Rembobinage : Ajout d'une fonction de rembobinage qui remonte dans le temps et joue le vidéo et l'audio à l'envers.
Interface : Ajout d'un écran de sélection de jeux.
-Compatibilité : Ajout du support pour les mappers 29, 30, 111, 158 et 174.
-FDS : Ajout d'une option pour sélectionner automatiquement le bon disque.
-Vidéo : Amélioration de l'intéraction entre les filtres vidéos et la taille de l'image, et correction d'un problème avec les formats d'images prédéfinis.
-Autres: Quelques autres petits ajout (Compter d'images, compteur de temps, audio 96kHz, etc.)

 

*Problèmes corrigés

 

-Précision : Amélioration de l'émulation du PPU, MMC5 et VRC6.
-FDS : Correction d'un problème avec l'émulation du son (corrige un problème dans Bio Miracle)
-Overclocking : Amélioration de la compatibilité avec certains jeux.
-Débogueur : Correction de quelques bugs.
-Autres: Plusieurs autres problèmes ont été corrigés.


 

3DBoy 3.0

 

Et voici le nouveau venu, j'avais ajouter la 3D pour NES, désormais c'est au tour de la GAMEBOY

 

Si j'ai choisi de l'ajouter, c'est parce que d'en espérance que celui soit amélioré, il offre une nouvelle extension aux jeux gameboy.

 

En raison pour le moment d'une incompatibilité avec romstation, cause de ligne de commande indisponible.

Celui ne possède pas de pré-configuration pour romstation, cependant il peut être utiliser manuellement depuis le bureau, ou n'importe où dans vos disques dur.

 

Pour savoir comment ça marche, lisez le fichier traduit en français ( par moi ) présent dans le dossier.

 

cependant attention certains jeux ne peuvent pour l'instant pas être très lisible graphiquement ( voir ci dessous )

 

Attention les screens ont était volontairement couper, pour des raisons

 

- d'impossibilité d'imprim écran en plein écran.

- de modification de taille de la fenêtre, qui reste par défaut la taille maximal de l'écran actuel.

 

Révélation

GameBoy3D_2017-05-15_17-52-41.jpgGameBoy3D_2017-05-15_17-56-56.jpgGameBoy3D_2017-05-15_17-53-50.jpg

 

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Émulateurs du jour
 
PCSX2 1.5 - 2099 + Plugins
 
Emulateur
 
Développement



common: workaround to start ASAN with recent glibc Issue: wait of the semaphore timedout. However semaphore was properly posted counter is 1. To workaround the issue, only throw an error if semaphore counter is 0. Note: I reduced the timeout to 100ms by threads to avoid huge startup delay Close #1939

 

Add installer icon, update copyright and build instructions for NSIS 3.0. Update copyright Reformatted instructions, added info specific to NSIS 3.0

 

Implement version detection for previous installs, separate savestates/memcard categories in the uninstaller. Cleanup scripts and misc. tweaks. Minor tweaks for SharedBase and SharedRedTape: -Updated ${APP_VERSION} to 1.6.0 and tweaked uninstall_log for functionality with uninstall script in pcsx2_full_install.nsi -Added !define for installer icon -Replaced obsolete function with RMDir functionality, uninstaller speed improved marginally -Added filepath for $DOCUMENTS to be removed if empty Main installer tweaks/enhancements: -Tested installer functions in NSIS 3.01 -Implemented uninstall script for future version detection. If an older or equivalent PCSX2 version is detected, the user is prompted to silently uninstall/overwrite or abort the installer. (The function is not compatible with any current stable releases because they lack the registry string required for version detection.) -Added a new installer function so that we can launch PCSX2 directly from the installer. -Supressed some errors related to unused plugins in MakeNSIS. -Replaced File with CreateDirectory function (for Cheats only) because it can't be used on an empty folder and will cause MakeNSIS to fail. -Removed unused /oname parameter that was leftover from SVN builds. -Added option to install additional languages for those who desire to save 2MB of space. -Condensed DirectX Packages into SectionGroup for neatness

 

Remove unused SVN templates and condense installer files. Reduced compile errors by removing output folder dependency. Forgot to add SharedRedtape changes to last commit Remove unused SVN templates Compile the installer to the NSIS folder so that the user doesn't need to worry about the output folder missing; and wonder why the installer won't compile ;)

 

Block installation on XP/fix an uninstaller regression and add ManifestDPIAware to the installer. Remove NSIS dirs from .gitignore. Typo ;) Remove XPStyle parameter. It isn't needed anymore Updated copyright, added ManifestDPIAware for rich folks, removed IDOK true and Cheats folder from $INSTDIR as Turtleli suggested, formatting adjustments. Gitignore: remove now unused NSIS directories Fixed a nasty regression I introduced after a registry pointer was assumed to be incorrect. It contained UserMode data generated by the First Time Wizard. This was causing conflicts and the FTW to fail randomly when running PCSX2 after a reinstall due to old configuration data being read. I added clarifcation below the original comment to reduce confusion in the future.

 

Reformat version detection, move null plugins, force remove folder in uninstaller. Null plugins are sad and lonely, put them with the others later Minor tweaks, force remove Plugins folder because it can prevent $INSTDIR from being deleted (assuming we're doing a standard uninstall) Rewrite version detection to search for 0.9.8 to 1.4.0 as well as future builds. Remove offending whitespace

 

Check/Install DirectX redistributables on Win8.1 and older (so as long as they have admin privileges). Removed SSSE3 and AVX references from build instructions. Remove old build targets from instructions Don't install DXRedists on 8.1 and newer

 

Split portable/pre-install and full installer into own scripts. Move shared definitions to their own files to reduce code duplication. Move version check to own file Split main installer into own script. Integrated changes for portable/standard installation. Forgot to remove a message box

 

Added pre-install dialog, updated build instructions, fix RegKey in uninstaller, automatically backup old configuration folder, misc. changes. Automatically backup old configuration folder to avoid conflicts, misc. changes. Added reviewed changes


 
PPSSPP 1.4 - 232

Développement



Update ab.cmd Fixed pathes and copy dirs.
Merge: ad64325 57ebdda Merge pull request #9690 from Enyby/patch-1 Update ab.cmd
Update gradle plugin version
Remove slowness warning if software renderer is enabled, it'll show on almost everything.


 
Dolphin 5.0 - 3755



IOS/Network: Log IOCTL_SO_CONNECT return value (PR #5430 de sepalani)
Qt: Implement Wiimote Refresh button (PR #5426 de spycrab)
DVDInterface: Fix a regression with changing discs (PR #5431 de leoetlino)


 
mGBA 0.6.x
 
Développement



Qt: New library system (#549)
comment fix

new shader : fish

 

Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Développement



* Merge pull request #1312 from ManiacDC/master
Fix for slow DirectInput enumerations.
* Fix Typo in comment
* Fix for slow DirectInput enumerations. Eliminates enumerations on generic DI8DEVTYPE_DEVICE and only checks to see if a devices is an XInputDevice for DI8DEVTYPE_GAMEPAD, DI8DEVTYPE_DRIVING, DI8DEVTYPE_JOYSTICK, and DI8DEVTYPE_FLIGHT.


 

3DBoy 4.0

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