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yorotiba

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Pour ça il faudrait demander mais les jeux DS ne sont toujours pas proposer les émulateurs étant eux bien avancer, même si la XBOX a une génération de moins que la console portable je ne suis pas sur que les jeux de Microsoft seront proposer d'ici peu, et puis il faut voir l'avancement de l'émulateur, s'il ne fait fonctionner qu'un nombre limité de jeux, l’intérêt est moindre. Sachant qu'au vu du développement actuel, je lui donne bien 3 a 5 ans pour être réellement jouable, je ne suis pas expert, mais a titre comparatif, dolphin a largement dépasser les 10 ans de dev, je ne suis pas expert en développement, plutôt système, mais connaissant la complexité de la console et l'avancement ça ne me parais pas irréaliste.

 

Je ne sais pas trop ce qu'est TINE donc je vote blanc x) Je trouve ça intéressant de laisser les conversation ici, ça permet a des utilisateurs futur, le pourquoi du comment des évolutions.

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Mise à jour : 1 juin 
 
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Informations importantes
 
Annonces
 
Émulateurs du jour
 
PPSSPP 1.4.2 - 91

Développement

 

 


GPU: Block mipmap autogen for matching size. If the mips don't get smaller, we can't autogen - the bias in that case is used to select a different texture. Fixes #9731. This also may improve a minor performance issue on PowerVR in some games.
Vulkan: Increment engine version. Since we are kinda majorly different now.
Merge: 9687873 0cdd55f Merge pull request #9750 from LunaMoo/sceJpeg Implement sceJpegDecodeMJpeg & sceJpegDecodeMJpegSuccessively
GPU: Fix negative mip levels with const workaround. 
GLES: Fix startup crash on desktop OpenGL < 4. Most importantly, on Mac OS X. Fixes #9751. May help #9744.
Vulkan: Fix Cardboard rendering. Mostly the Viewport2D flush issue, which may possibly have broken something else.
Fix crash on macOS. Fixes #9751
Merge: f1e9180 ff17713 Merge branch 'master' into vulkan
Merge: ff17713 ffa670a Merge pull request #9754 from unknownbrackets/vulkan Correct some crashes from Vulkan merge
Merge: 05b0aca f66ffb9 Merge pull request #9755 from unknownbrackets/mipmaps GPU: Block mipmap autogen for matching size
 

 


Dolphin 5.0 - 3971

 

 


IP/Top: Fix GetAddrInfo written socket (PR #5506 de sepalani)

 

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Bonjour tout le monde ;)

 

comme prévu je vous donne l'heure du premier live TINE

 

il aura lieu à 14:00

 

et durera une bonne partie de l'après midi.

 

je tiens à rappeler pour ceux qui raterait que ce live sera en rediffusion sur YouTube.

 

le ou les liens seront ajoutés en première page.

 

pour ceux souhaitant une idée de ce que représente ce live voici les détails :

 

  • mise en valeur d'autres liens lié à ce topic
  • informations sur l'émulateur 
  • tutoriels
  • explication " comment ça marche "
  • comparatifs de performances avec d'autres émulateurs similaires
  • Let's play de jeux que je connais pas, jamais jouer, ne maîtrise pas ( ça vas être comique )

 

je vous attends donc lundi 5 juin à 14:00.

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Mise à jour : 2-6 juin
 
Revenir à la première page
 
Informations importantes
 
Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2115 + Plugins
 
Emulateur
 
Développement



3rdparty: Add xz submodule The submodule commit corresponds to the v5.2.3 release.
3rdparty:xz: Add project and config file The config file is currently just a straight copy of the one in the xz repo.
gsdx: Use std::vector for xz dump output buffer By default, Windows has a 1MB stack size limit per thread, so array cannot be used...
windows: Link GSdx to liblzma (xz)
unix: Remove LZMA_SUPPORTED define
gsdx: Fix GS dump readback EOF handling An EOF only occurs after attempting to read past the end of the file. Account for this correctly, which fixes a potential infinite loop when reading back an xz compressed GS dump.
gsdx: windows: Port xz dump readback Also modernize and std:: a bit while I'm at it.
GSdx-OGL: Extend ICO workaround to PAL videomode
GSdx-HW: Revamp buffer size calculation Added a more robust buffer size calculation mechanism for custom resolutions. Improves performance in higher resolutions for games which don't need a big buffer. There's a great boost in performance at GS limited scenarios. I don't even feel there's a need for the large framebuffer option right now, For future - I plan on making the large framebuffer enabled version as the default as the overhead is there only at situations when it's necessary. Until then keeping the original code just to be on the safe side in case any issue pops up.
GSdx-HW: Move scaling code to separate subroutine Move the custom resolution scaling code to a separate subroutine and allow future RT buffer resize calls when the buffer size isn't enough. (Example: when a game's CRTC/Framebuffer size changes. The older code didn't consider such cases)
gsdx: Fix variable initialisation issue Class member variables are initialised in order of declaration in the class definition. Move native_buffer to the top of the class definition to avoid initialising m_width and m_height to random values.


 
PPSSPP 1.4.2 - 181

Développement



Fix jpeg's with width not matching psp buffer size.
SoftGPU: Fix separate mip cluts in linear jit.
UI: Fix Take Screenshot support.
GLES: Copy only depth in BlitFramebufferDepth. Otherwise we get glitched rendering in some games - see #9740.
SoftGPU: Support Take Screenshot partially. This doesn't capture the FPS etc. as other backends do, but at least it takes a screenshot.
Vulkan: Allow blit/copy of depth or stencil only. Docs say nothing about this not working, and it works on NVIDIA, from what I can tell.
Initialize pspWidth and increase the max size.
Merge: 7822e5b f10c9df Merge pull request #9760 from LunaMoo/sceJpegWidth Fix jpeg's with width not matching psp buffer size.
Merge: 2d882b7 41c378e Merge pull request #9768 from unknownbrackets/softgpu SoftGPU: Fix separate mip cluts in linear jit
Merge: 65b71df 83d0178 Merge pull request #9767 from unknownbrackets/depth-blit Blit depth only in BlitFramebufferDepth on GLES and Vulkan
Merge: eb6caf3 1cc488a Merge pull request #9766 from unknownbrackets/screenshot Fix Take Screenshot
Merge: dba22e2 665a2c0 Merge pull request #9769 from hrydgard/vulkan-sw-skinning Implement software skinning for the Vulkan backend.
Fixes for D3D11 postprocessing
UI: Fix fade-out when editing touch controls.
UI: Enable mouse settings only if checked. Like other settings do.
UI: Allow texture ini create only within game.
UI: Remove padding hack for setting info message.
UI: Fix text wrap when kerning adjusts spaces. This was happening for some setting info messages. The sum of the word lengths didn't actually match the line length, because more space was added between some words.
Merge: 0ac9795 e55b6ac Merge pull request #9770 from hrydgard/unify-drawengine Unify some code in DrawEngine
UI: Make some tooltips less technical.
Merge: d0aca65 9a14de5 Merge pull request #9773 from unknownbrackets/ui-minor Tweak some minor UI glitches
GPU: Refactor common frame dumping code.
Split TextDrawer into interface and implementation.
Core: Refactor repeating disc id homebrew code.
GE Debugger: Initial structure for GE data dumping. This snapshots the GE commands and drawing to facilitate debugging.
GE Debugger: Implement basic recording. A bit slow since it searches really hard for dups, but otherwise the file is often very large.
GE Debugger: Record memcpy/memset too.
GE Debugger: Simple framework to load dumps. This tries to execute them within the context of the emulator as much as possible, so we don't have weird bugs. Going with a file type so we can easily load the dump by opening the file directly.
Merge: 2391c0e 0e44c3b Merge pull request #9668 from LunaMoo/featureTR Add "ignoreAddress" to texture replacement.
GE Debugger: Start a module/thread for dump runs. Otherwise some things might get confused.
GPU: Add a debug method to grab list tick wait. So that we can wait until then when doing test drawing.
Merge: af1801a 6e98dbb Merge pull request #9776 from hrydgard/textrender-refactor draw_text.cpp refactor
GE Debugger: Initial GE dump replay. Doesn't work for a few reasons, mainly need existing matrix state/etc.
GE Debugger: Record init state and display buf. Some things are now visible, but still drawing wrong...
GE Debugger: Clear after replay finished.
GE Debugger: Fix matrix dumping. Record wasn't seeing the commands to dump them.
GE Debugger: Load commands more directly.
GE Debugger: Fix memmem and cleanup. Somehow the prev memmem was sometimes not working right...
GE Debugger: Fix recording in softgpu.
GE Debugger: Fix clut command recording. The loadclut command hasn't executed yet...
GE Debugger: Align texture/vertex/etc. data. This may allow slab allocation after all, since it needs to be aligned.
GE Debugger: Allocate replay memory smarter. This ends up being a good chunk faster.
    Jit: Fix syscall outside delay slot. Doesn't happen in real games, but useful in debug code.
GE Debugger: Fix replay FPS.
GE Debugger: Run replay using stalling. This is faster and tests flushing better.
GE Debugger: Compress GE dumps. This doesn't save slab memory/size, but it does improve file size.
GE Debugger: Add record button.
GE Debugger: Reduce memory allocation. This allows larger dumps to run without memory errors.
GPU: Stall properly on matrix data. Hit an infinite loop because it kept passing the stall pause and looping. Found when recording the God of War demo.
GE Debugger: Add some comments and cleanup.
GE Debugger: Pass filename into dump replay.
GE Debugger: Fix replay timing drift.
Merge: 3e71265 73fd75c Merge pull request #9780 from unknownbrackets/ge-record GE recorder and replay
Patch unusual way of checking for firmware version.
Merge: c5ebeb4 21497b5 Merge pull request #9781 from LunaMoo/idolDLC Patch unusual way of checking for firmware version.
Start sketching native text rendering for Android
Fix assorted JNI issues, the calls work now.
Font rendering code runs but it sure ain't right
Fix vertical positioning, eliminate double-&
Address comments, make things closer to the Win32 code. Things work better.
    Merge: 705499c 751c61b Merge pull request #9782 from hrydgard/android-textrender WIP: Android: Use native canvas API to draw text onto bitmaps.
Merge: d2ac92e c17f5f1 Merge branch 'sum2012-utility-minor'


 
Dolphin 5.0 - 4199



HLE: Prevent GetStringVA to strip newlines (PR #5536 de sepalani)
Make EXIDEVICE_MEMORYCARDFOLDER the default for slot A (PR #5199 de ligfx)
StringUtil: Add StringPopBackIf UnitTests (PR #5553 de sepalani)
cmake: enable same conformance-related flags as msbuild (PR #5554 de shuffle2)
    Fix UB string comparisons (PR #5555 de JosJuice)
Reimplement support for unencrypted Wii discs (PR #5548 de JosJuice)
    fix wiimote report size on windows (PR #5556 de shuffle2)
    Interpreter: simplify srawx/srawix (PR #5558 de Tilka)
DiscIO: Remove C/I/S prefixes from class names (PR #5559 de JosJuice)
quick UB fix for 3c0bdd74
    Clean up the boot code (PR #5492 de leoetlino)


 
mGBA 0.6.x
 
Développement



 - Debugger: Segment/bank support
 - GB: Symbol table support
 - GB MBC: Add MBC1 multicart support
 - GBA: Implement keypad interrupts
 - LR35902: Watchpoints
 - Memory search
 - LR35902: Fix decoding LD r, $imm and 0-valued immediates (fixes mgba.io/i/735)
 - GB: Fix STAT blocking
 - GB MBC: Fix swapping carts not detect new MBC


 
Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Développement



* [Video] Ignore changes when writing settings
* Merge branch 'master' of https://github.com/project64/project64
* [Video] Rename grLfbReadRegion to gfxLfbReadRegion
* [Video] Rename grLfbUnlock to gfxLfbUnlock
* [video] rename grLfbLock to gfxLfbLock
* [Video] Rename grBufferSwap to gfxBufferSwap
* [Video] Rename grBufferClear to gfxBufferClear
* [Video] Rename grRenderBuffer to gfxRenderBuffer
* [Video] Rename grFramebufferCopyExt to gfxFramebufferCopyExt
* [Video] Rename grAuxBufferExt to gfxAuxBufferExt
* [Video[ Rename grSstWinOpen to gfxSstWinOpen
* [Video[ Remove grSstWinOpenExt
* [video] rename gfxDrawVertexArrayContiguous to grDrawVertexArrayContiguous
* [Video] Rename grDrawVertexArray to gfxDrawVertexArray
* [Video] Rename grDrawLine to gfxDrawLine
* [video] remove grDrawPoint
* [Video] Rename gfxDepthBiasLevel to grDepthBiasLevel
* [Video] Rename grDrawTriangle to gfxDrawTriangle
* [Video[ rename grDepthMask to gfxDepthMask
* [Video] Rename grDepthBufferFunction to gfxDepthBufferFunction
* [Video[ rename grDepthBufferMode to gfxDepthBufferMode
* [Video] rename grCullMode to gfxCullMode
* [Video] Rename grVertexLayout to gfxVertexLayout
* [Video] remove grCoordinateSpace
* [Video] Rename grConstantColorValueExt to gfxConstantColorValueExt
* [Video] Rename gfxTexAlphaCombineExt to grTexAlphaCombineExt
* [Video] Rename grTexColorCombineExt to gfxTexColorCombineExt
* [Video] rename grAlphaCombineExt to gfxAlphaCombineExt
* [Video] Rename grColorCombineExt to gfxColorCombineExt
* [Video] Rename grStippleMode to gfxStippleMode
* [Video] Rename grChromakeyValue to gfxChromakeyValue
* [Video] Rename grChromakeyMode to gfxChromakeyMode
* [Video] rename grFogColorValue to gfxFogColorValue
* [Video] Remove gfxFogGenerateLinear
* [Video] rename guFogGenerateLinear to gfxFogGenerateLinear
* [Video] remove guFogTableIndexToW
* [video[ rename grFogMode to gfxFogMode
* [Video] Rename grAlphaTestFunction to gfxAlphaTestFunction
* [Video] Rename grAlphaTestReferenceValue to gfxAlphaTestReferenceValue
* [video] Rename grAlphaBlendFunction to gfxAlphaBlendFunction
* [video] rename grTexCombine to gfxTexCombine
* [Video] Rename grAlphaCombine to gfxAlphaCombine
* [Video] Rename grColorCombine to gfxColorCombine
* [Video] rename grConstantColorValue to gfxConstantColorValue
* [Video] Rename grTexTextureMemRequired to gfxTexTextureMemRequired
* [Video] Rename grTexMaxAddress to gfxTexMaxAddress
* [Video] Remove grTextureAuxBufferExt
* [Video[ rename grTextureBufferExt to gfxTextureBufferExt
* [video] rename grSstWinClose to gfxSstWinClose
* [Video] rename grColorMask to gfxColorMask
* [Video] Rename grClipWindow to gfxClipWindow
* [Video] Remove VPDEBUG code
* [Video] Remove unused functions
* [Video] Rename grTexMinAddress to gfxTexMinAddress
* [Video] Change GR_LOD_ to GFX_LOD_
* [Video] Remove GRCOLORCOMBINEEXT definition
* [Video] Remove grGetString
* [Video] make rdp.vtx private
* [Video] Make rdp.tiles private
* [Video] Make RDP in to a class instead of struct
* [Video] Fix up Project64-video.mk
* [Video] Change GR_TEXFMT_* to GFX_TEXFMT_*
* [Video] Rename glide64.rc to Project64-video.rc
* [Video] Remove PERFORMANCE code
* [Video] move g_scr_res_x, g_scr_res_y, g_res_x, g_res_y in to Renderer.h
* [Video[ remove voodoo.num_tmu
* [Video] Remove grGetProcAddress
* [Video] Replace GrAlpha_t with gfxAlpha_t
* [Video] Minor code clean up
* [Video] Move ucode code in to c++ files
* [Video] Rename Ucode files from .h to .cpp
* [Video[ Make rdp.halt a bool
* [Video] Remove _ENDUSER_RELEASE_

 

Higan 102 - 20



 

R19 :

 

- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs

Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.

Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.

The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.

Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.

However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.

What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.

I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.

 

 

R20 :

 

- nall: `#undef OUT` on Windows platform
- GBA: add missing CPU prefetch state to serialization (this was
breaking serialization in games using ROM prefetch)
- GBA: reset all PPU data in the power() function (some things were
missing before, causing issues on reset)
- GBA: restored horizontal mosaic emulation to the new pixel-based
renderer
- GBA: fixed tilemap background horizontal flipping (Legend of Spyro -
warning screen)
- GBA: fixed d8 bits of scroll registers (ATV - Thunder Ridge Racers -
menu screen)
- SFC: DRAM refresh ticks the ALU MUL/DIV registers five steps forward
[reported by kevtris]
- SFC: merged dmaCounter and autoJoypadCounter into new shared
clockCounter
- left stub for old dmaCounter so that I can do some traces to
ensure the new code's 100% identical

GBA save states would have been broken since whenever I emulated ROM
prefetch. I guess not many people are using the GBA core ...


 

Medusa Officiel + 0.1.x
 
Développement



* Merge branch 'feature/input-revamp' into medusa
* Merge branch 'master' into feature/input-revamp
* Qt: Fix library view redrawing way too much
* Util: Fix CircleBufferWrite
* Merge branch 'master' into feature/input-revamp
* Debugger: Add missing files
* Debugger: Show current banks
* LR35902: Add watchpoints
* GBA: Oops
* GBA: Add keypad IRQs (fixes #733)
* GB I/O: Fix bootrom running forever
* GB MBC: Fix swapping carts not detect new MBC
* GB MBC: Fix initialization and swapping
* Python: Add GB SIO
* Python: Add GBA SIO
* Python: Reduce boilerplate in builder
* Python: Reduce boilerplate
* Python: Fix uninitialized variable

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Mise à jour : 7 juin
 
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Informations importantes
 
Annonces
 
Émulateurs du jour
 
PPSSPP 1.4.2 - 190

 

Développement



GE Debugger: Gah, fix some pointer size errors. Happened to be 8 bytes, but not on 32-bit, of course.
SoftGPU: Avoid some compile warnings. Remove some no-longer used funcs, add some switch default logs.
UI: Add some missing overrides.
Merge: ae94516 21fbacd Merge pull request #9784 from unknownbrackets/warnings Warning fixes
Merge: b7263b6 42bdf3e Merge pull request #9783 from hrydgard/elf-safety Various ELF loading size checks for safety


 
Dolphin 5.0 - 4227



    Implement slider bar present on GHWT and GH5 controllers (PR #5560 de shuffle2)
Don't show CPU and file related OSD messages on boot (#5533)
Fix OpenAL backend on macOS (PR #5187 de ligfx)
EditorConfig: Don't enforce a specific line ending (PR #5561 de bb010g)
Qt: Implement hotkeys (PR #5510 de spycrab)
    Core: Fix vcxproj filter (PR #5565 de lioncash)
    ec_wii: Add missing <string> header (PR #5566 de lioncash)
    Core: include what you use (PR #5569 de lioncash)
    Boot: Make BootExecutableReader hierarchy constructors explicit (PR #5568 de lioncash)
    Qt: Use TitleDatabase for better names in the game list (PR #5564 de Starsam80)
    Movie: Use std::put_time in GetRTCDisplay() (PR #5567 de lioncash)
HW/WiiSaveCrypted: Don't use new/delete (PR #5571 de leoetlino)


 
Higan 102 - 21
 



- GBA: fixed WININ2 reads, BG3PB writes [Jonas Quinn]
- R65816: added support for yielding/resuming from WAI/STP¹
- SFC: removed status.dmaCounter functionality (also fixes possible
TAS desync issue)
- tomoko: added support for combinatorial inputs [hex\_usr\]²
- nall: fixed missing return value from Arithmetic::operator--
[Hendricks266]

Now would be the time to start looking for major regressions with the
new GBA PPU renderer, I suppose ...

¹: this doesn't matter for the master thread (SNES CPU), but is
important for slave threads (SNES SA1). If you try to save a state and
the SA1 is inside of a WAI instruction, it will get stuck there forever.
This was causing attempts to create a save state in Super Bomberman
- Panic Bomber W to deadlock the emulator and crash it. This is now
finally fixed.

Note that I still need to implement similar functionality into the Mega
Drive 68K and Z80 cores. They still have the possibility of deadlocking.
The SNES implementation was more a dry-run test for this new
functionality. This possible crashing bug in the Mega Drive core is the
major blocking bug for a new official release.

²: many, many thanks to hex\_usr for coming up with a really nice
design. I mostly implemented it the exact same way, but with a few tiny
differences that don't really matter (display " and ", " or " instead of
" & ", " | " in the input settings windows; append → bind;
assignmentName changed to displayName.)

The actual functionality is identical to the old higan v094 and earlier
builds. Emulated digital inputs let you combine multiple possible keys
to trigger the buttons. This is OR logic, so you can map to eg
keyboard.up OR gamepad.up for instance. Emulated analog inputs always
sum together. Emulated rumble outputs will cause all mapped devices to
rumble, which is probably not at all useful but whatever. Hotkeys use
AND logic, so you have to press every key mapped to trigger them. Useful
for eg Ctrl+F to trigger fullscreen.

Obviously, there are cases where OR logic would be nice for hotkeys,
too. Eg if you want both F11 and your gamepad's guide button to trigger
the fullscreen toggle. Unfortunately, this isn't supported, and likely
won't ever be in tomoko. Something I might consider is a throw switch in
the configuration file to swap between AND or OR logic for hotkeys, but
I'm not going to allow construction of mappings like "(Keyboard.Ctrl and
Keyboard.F) or Gamepad.Guide", as that's just too complicated to code,
and too complicated to make a nice GUI to set up the mappings for.

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@yorotiba Merci de me citer comme source potentielle pour MAME mais c'est bien plus compliqué que ça. Je ne peut pas mettre à jour le set de MAME dans ROMStation car la team n'a jamais jugé bon de me permettre de le faire.

 

Pour ceux qui se posent des questions sur MAME, je vais essayer d'expliquer, en quelques lignes, pourquoi MAME peut vite être un cauchemar (pour la team ROMStation comme nous simple utilisateur de MAME)

 

Les développeurs de MAME sortent en moyenne une version chaque mois (ceci peut être moins (en cas de gros bugs ou beaucoup plus (si peu de changements sont prêts))

 

Chacune de ces versions apportent de nouveaux jeux MAIS AUSSI et SURTOUT des améliorations sur les jeux déjà présents et le set d'un jeu (set = ensemble de ROM au sein d'une même archive) peut évolué, être redumpé, décrypté etc

 

Donc le set change (assez peu) de mois en mois ; de quelques centaines de Mo à 2 Go pour les ROMs (beaucoup plus si on a des CHDs en plus mais c'est plus rare)

 

Personnellement, je tiens à jour mon set MAME complet de version en version et sauf cas exceptionnel d'indisponibilité de ROMs, mon set est toujours complet (ROMs, CHDs, Samples)

 

Maintenant parlons du "cas" ROMStation ^^ Je m'étais proposé pour tenir à jour la section MAME de ROMStation (sous entendu, je pouvais ré-uploadé l'intégralité du set chaque mois et pour simplifier la chose pour certains faire aussi des pack de version). Mettre à jour ce set oblige à passer à la dernière version à chaque fois sinon certaines ROMs ayant beaucoup changées ne serait plus reconnues par une ancienne version de MAME. Il suffisait donc à la team de ROMStation de mettre à jour l'ému au moyen de la MAJ de ROMStation à chaque mois. Sauf que ma demande est restée lettre morte. La version de MAME avec laquelle vous jouez actuellement est la version 0.143 datant du 28 Juin 2011 a donc  ... 6 ans d'ancienneté, pour un ému ayant une nouvelle version chaque mois, je vous laisse imaginer le fossé pharaonique qui peut y avoir avec la dernière version.

 

C'est même beaucoup moins catastrophique pour csUME (qui lui n'est même pas officiel, c'est un fork de MAME fusionné avec MESS (projet émulant des consoles et ordis) sauf que depuis longtemps maintenant MAME et MESS ont été fusionnés officiellement donc csUME n'a aucun raison d'exister), donc csUME, lui, est en version 0.160 datant du 6 octobre 2015 !

 

Un travail colossal est à faire en upload et en section MAME sur le site mais il est possible. Plusieurs milliers de ROMs sont à faire (fiche de jeu etc) mais pour un developpeur en PHP, on peut créer un script pour automatiser un grand nombre de choses. Si la team de ROMStation a envie de s'y mettre, je suis là pour aider à l'upload :p

 

Pour ceux qui ont des questions, vous pouvez me MP :)

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Mise à jour : 8-9 juin
 
Revenir à la première page

  
Informations importantes
 
Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2116 + Plugins
 
Emulateur
 
Développement



Add Danish translation


 
PPSSPP 1.4.2 - 196

Développement



Core: Set cwd for non-ms0:/ games on boot. This isn't ideal (games should be in ms0:/PSP/GAME/), but it gives a better chance of games working than not setting a cwd at all. Fixes #9785.
sceVaudio: Fix typo in constant name. Same value, but this is clearer.
Merge: 2cd8bb5 1339bf1 Merge pull request #9790 from unknownbrackets/homebrew Set a working directory for homebrew outside ms0:/PSP/GAME/
Fix UWP build
D3D11: Fix Star Ocean again (wasn't clearing stencil properly)
Port a small simplification to D3D9


 
Dolphin 5.0 - 4273



DiscIO: Use the correct offset shift for DOL exports (PR #5574 de leoetlino)
Vs cleanup (PR #5570 de shuffle2)
msvc: use /W4 (and fixes to make it work) (PR #5572 de shuffle2)
    Core: Move SignatureDB and Config source files into filters (PR #5576 de lioncash)
msvc: enable some default-off warnings (PR #5579 de shuffle2)
unittests: set user directory (PR #5545 de shuffle2)
move IOS::HLE::WriteReturnValue to .cpp file (PR #5581 de shuffle2)
IOS/ES: Implement ES_SetUpStreamKey (PR #5575 de leoetlino)

 

Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Développement



* Merge pull request #1320 from JunielKatarn/msbuild_dirprops
Add defaults file so MSBuild can be run from any subdirectory.
* Add defaults file so MSbuild can be run from any subdirectory.

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Annonces
 
Émulateurs du jour
 
Dolphin 5.0 - 4305



    IOS/ES: Make NandUtils member functions (PR #5563 de leoetlino)
Boot: Check TMD validity before reading from TMD (PR #5584 de JosJuice)
    remove MemUsage, and therefor psapi dependency (PR #5583 de shuffle2)
    FilesystemPanel: Expand game partition rather than second partition (PR #5586 de JosJuice)
    VolumeWii: Don't set m_game_partition until we know partition is valid (PR #5587 de JosJuice)
VolumeDirectory: Minor fixes (PR #5585 de JosJuice)
    Update zlib to 1.2.11 (PR #5588 de TaoSc)
    Config: Remove creation of unnecessary CommandLine layer (PR #5592 de MerryMage)
VideoConfigDiag: Refresh VideoConfig before opening configuration dialog (PR #5590 de MerryMage)
    VideoConfig: Remove useless code (PR #5593 de leoetlino)
    VideoConfig: Remove bRunning (PR #5595 de MerryMage)
StringUtil: Make SplitString return by value (PR #5596 de leoetlino)
    Skip GameCube IPL by default (PR #5597 de JosJuice)
    Vulkan: Don't transition image layouts inside render passes (PR #5589 de stenzek)


 
Project64 2.3.2 + 2.3.x + Plugins
 
Plugins Audios
 
RSP



* Allow the semaphore hack to try without full LLE.


 
DeSmuME 0.9.x
 
Développement



* Merge pull request #71 from kongfl888/screenshot
winport: fix the screenshot type is not saved.
* winport: fix the screenshot type is not saved.

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Mise à jour : 13-14 juin
 
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Informations importantes
 
Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2117 + Plugins
 
Emulateur
 
Développement



gsdx:d3d11: Fix incorrect geometry shader use The sprite geometry shader was still being used even if the sprites were converted on the CPUs. Convert all sprites using the GPU - the fix isn't ideal, but it'll likely have to do unless someone feels like porting over more of the OpenGL changes to the D3D11 renderer. Closes #1921.



PPSSPP 1.4.2 - 198

Développement



Merge: dfdf548 a223d4e Merge pull request #9799 from unknownbrackets/case-hack Apply a hack to simulate USB created files


 
Dolphin 5.0 - 4335



    IOSC additions and fixes (PR #5598 de leoetlino)
    Core: Misc WiiRoot fixes (PR #5591 de leoetlino)
    Silent GameList PNG warnings (PR #5603 de sepalani)
    Vulkan: Fix image layout assertion failing for palette textures (PR #5605 de stenzek)
Qt: Implement advanced mapping I/O windows (PR #5479 de spycrab)
    Common: Add HttpRequest to simplify HTTP requests (PR #5599 de leoetlino)
Externals: Add zeux/pugixml@38edf25 (PR #5600 de leoetlino)
    Qt/MappingWindow: Update layout to match WX (PR #5608 de Starsam80)
PathConfigPane: Prevent an invalid index assert (PR #5604 de sepalani)
    IOSC additions and fixes (PR #5598 de leoetlino)
    Core: Misc WiiRoot fixes (PR #5591 de leoetlino)
    Silent GameList PNG warnings (PR #5603 de sepalani)
    Vulkan: Fix image layout assertion failing for palette textures (PR #5605 de stenzek)
Qt: Implement advanced mapping I/O windows (PR #5479 de spycrab)
    Common: Add HttpRequest to simplify HTTP requests (PR #5599 de leoetlino)
Externals: Add zeux/pugixml@38edf25 (PR #5600 de leoetlino)


 
Bsnes 0.73.3 - + 0.73.x + xBRZ

Développement



* Merge pull request #126 from undisbeliever/fix-debugger-qpens
Fix debugger graphical glitches
* Fix CgramWidget selected outline
Previously the CgramWidget would render the selected color outline as a
17% white, 83% black dashed line on Qt5 with a QT_SCALE_FACTOR of 2.
This commit changes the CgramWidget so that the selected color outline
is drawn as a 50% white, 50% black dashed line, independent of the
device pixel ratio.
* Correctly draw selected cell border in ImageGridWidget
This commit also fixes a glitch in Qt5 where the outline of some
selected TilemapViewer cells were not rendered correctly if the zoom was
set to a prime number.
* Use cosmetic QPen in ImageGridWidget
This is the proper method of drawing lines with a constant width that is
independent of the QPainter transformation.


 
Higan 102 - r24
 



- FC: fixed three MOS6502 regressions [hex\_usr]
- GBA: return fetched instruction instead of 0 for unmapped MMIO
(passes all of endrift's I/O tests)
- MD: fix VDP control port read Vblank bit to test screen height
instead of hard-code 240 (fixes Phantasy Star IV)
- MD: swap USP,SSP when executing an exception (allows Super Street
Fighter II to run; but no sprites visible yet)
- MD: grant 68K access to Z80 bus on reset (fixes vdpdoc demo ROM from
freezing immediately)
- SFC: reads from $00-3f,80-bf:4000-43ff no longer update MDR
[p4plus2]
- SFC: massive, eight-hour cleanup of WDC65816 CPU core ... still not
complete

The big change this time around is the SFC CPU core. I've renamed
everything from R65816 to WDC65816, and then went through and tried to
clean up the code as much as possible. This core is so much larger than
the 6502 core that I chose cleaning up the code to rewriting it.

First off, I really don't care for the BitRange style functionality. It
was an interesting experiment, but its fatal flaw are that the types are
just bizarre, which makes them hard to pass around generically to other
functions as arguments. So I went back to the list of bools for flags,
and union/struct blocks for the registers.

Next, I renamed all of the functions to be more descriptive: eg
`op_read_idpx_w` becomes `instructionIndexedIndirectRead16`. `op_adc_b`
becomes `algorithmADC8`. And so forth.

I eliminated about ten instructions because they were functionally
identical sans the index, so I just added a uint index=0 parameter to
said functions. I added a few new ones (adjust→INC,DEC;
pflag→REP,SEP) where it seemed appropriate.

I cleaned up the disaster of the instruction switch table into something
a whole lot more elegant without all the weird argument decoding
nonsense (still need M vs X variants to avoid having to have 4-5
separate switch tables, but all the F/I flags are gone now); and made
some things saner, like the flag clear/set and branch conditions, now
that I have normal types for flags and registers once again.

I renamed all of the memory access functions to be more descriptive to
what they're doing: eg writeSP→push, readPC→fetch,
writeDP→writeDirect, etc. Eliminated some of the special read/write
modes that were only used in one single instruction.

I started to clean up some of the actual instructions themselves, but
haven't really accomplished much here. The big thing I want to do is get
rid of the global state (aa, rd, iaddr, etc) and instead use local
variables like I am doing with my other 65xx CPU cores now. But this
will take some time ... the algorithm functions depend on rd to be set
to work on them, rather than taking arguments. So I'll need to rework
that.

And then lastly, the disassembler is still a mess. I want to finish the
CPU cleanups, and then post a new WIP, and then rewrite the disassembler
after that. The reason being ... I want a WIP that can generate
identical trace logs to older versions, in case the CPU cleanup causes
any regressions. That way I can more easily spot the errors.

Oh ... and a bit of good news. v102 was running at ~140fps on the SNES
core. With the new support to suspend/resume WAI/STP, plus the internal
CPU registers not updating the MDR, the framerate dropped to ~132fps.
But with the CPU cleanups, performance went back to ~140fps. So, hooray.
Of course, without those two other improvements, we'd have ended up at
possibly ~146-148fps, but oh well.


 
Medusa Officiel + 0.1.x
 
Développement



* Merge branch 'master' into medusa
* Qt: Fix Library crashing if the MRU is empty (fixes #746)
* GBA BIOS: Fix INT_MIN/-1 crash
* GBA BIOS: Fix INT_MIN/-1 crash
* GB Video: Reset renderer when loading state
* GBA Memory: Remove unused prefetch cruft
* GBA Memory: Simplify prefetch logic (possibly more accurate, but more failing tests)
* GB Audio: Fix channel 3 freeze
* GB Timer: Fix DIV batching if TAC changes
* GB: Implement keypad IRQs
* Python: Improve setup.py generation
* Python: Export memory search
* Core: Fix memory search for wide values
* Debugger: Export debugger interface
* Debugger: Add mDebuggerRunFrame convenience function
* Debugger: Execution tracing
* CMake: Fix flags.h generation
* Core: Move savestate creation time to extdata
* GB MBC: Minor refactoring, basic Pocket Cam support
* Core: Add memory search "guessing"
* Core: Memory search repeat and refresh
* Core: Basic memory search
* Core: List memory segments in the core


 

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Informations importantes

 

Pas de mise à jour pour aujourd'hui ( les développeurs font surement bronzette à la plage :p )

 

Ceci dit j'en ai profité pour ajouter quelques suppléments disponible dès maintenant.

 

  • Bios : certains bios ont été ajouter pour ceux qui possède l'émulateur hors romstation et ce topic

 

Les émulateurs concernés sont :

  1. PCSX2 ( comprenant la dernière MAJ de bios 2.30, et un pack de tous les émulateurs disponibles )
  2. EpsxE
  3. PCSXR
  4. Desmume ( ces bios sont déjà présent dans celui de romstation - ce ne sont pas des MAJ de bios )
  • Cartes mémoires : ces cartes mémoires sont vierges en format 8mo ( format basique sans pertes de données, les supérieurs peuvent provoqués des pertes ou des non compatibilité )

Les émulateurs concernés sont :

 

  1. PCSX2 ( à venir )
  2. EpsxE
  3. PCSXR ( à venir )
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Mise à jour : 15-19 juin
 
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Annonces
 
Émulateurs du jour
 
PPSSPP 1.4.2 - 199

Développement



GE Debugger: Buildfix for BSD. `tm` was not defined, as per jbeich.


 
Dolphin 5.0 - 4439



Qt: Support custom user profile paths (PR #5609 de leoetlino)
Filesystem redesign and performance improvements (PR #2820 de JosJuice)
NoGUI: Fix a missing include for Xlib (PR #5606 de leoetlino)
ESFormats additions and fixes (PR #5601 de leoetlino)
Reorganize File namespace (PR #5611 de JosJuice)
Core: Remove unnecessary header inclusions (PR #5580 de lioncash)
msbuild: put pugixml in Externals solution filter; fix project reference (PR #5619 de shuffle2)
Hotpatch EZFRD64 to fix heap-related crashes, improve the UCRT patch (PR #5582 de shuffle2)
d3d: Add missing include (PR #5621 de Orphis)
    windows: fix handle leak when using continuous scan (PR #5626 de shuffle2)
    IOS/ES: Add signature verification (PR #5612 de leoetlino)
FileUtil fixes (PR #5625 de leoetlino)
Cleanup Projection Hack (PR #5594 de MerryMage)
    DolphinWX: Fix encoding errors in UpdateTitle (PR #5628 de JosJuice)
    TextureConversionShader: Use integer math for truncating EFB format (PR #5314 de stenzek)
    IOS/ES: Fix title ordering (PR #5635 de leoetlino)
File/IOFile: Check _tfopen_s properly (PR #5632 de sepalani)
    Remove unused solution files (PR #5627 de leoetlino)
    JitCache: use SymbolDB names as JIT block names (PR #5637 de Tilka)
    Abstract Texture (PR #5305 de iwubcode)
    UnitTests: Use a temporary profile directory (PR #5639 de leoetlino)
    Rewrite SysConf handling (PR #5638 de leoetlino)
SysConf: Don't set "config done" flags by default (PR #5629 de leoetlino)
    GameSettings: update Yummy Yummy Cooking Jam (PR #5640 de Tilka)
    HttpRequest: Use std::chrono for indicating time periods (PR #5642 de lioncash)
    IOS/ES: Fix bug in ImportTicket ioctlv handler (PR #5643 de leoetlino)
    DSPCore: update free DSP ROM messages (PR #5617 de ligfx)
    Analytics: Set the timeout to 5 seconds (PR #5641 de leoetlino)
    DolphinQt2: FocusEventFilter -> WindowActivationEventFilter (PR #5616 de ligfx)
    VideoCommon: Fix VS filter for AbstractTexture.cpp (PR #5644 de lioncash)
    AbstractTexture: Minor changes (PR #5647 de lioncash)
Retry opening of wiimote channels on initial failure (PR #4940 de sjnewbury)


 
mGBA 0.6.x
 

Shaders ajoutés par le développeurs :

 

  1. LCD
  2. Motion Blur
  3. Scanline
  4. Soften
  5. Vba Pixelate
  6. Vignette

 

Développement



 - Debugger: Segment/bank support
 - GB: Symbol table support
 - GB MBC: Add MBC1 multicart support
 - Implement keypad interrupts
 - LR35902: Watchpoints
 - Memory search
 - Debugger: Execution tracing
 - LR35902: Fix decoding LD r, $imm and 0-valued immediates (fixes mgba.io/i/735)
 - GB: Fix STAT blocking
 - GB MBC: Fix swapping carts not detect new MBC
 - GB Timer: Fix DIV batching if TAC changes
 - GB Video: Reset renderer when loading state
 - GBA BIOS: Fix INT_MIN/-1 crash
 - GBA Savedata: Update and fix Sharkport importing (fixes mgba.io/i/658)
 - OpenGL: Fix some shaders causing offset graphics

 - GB Video: Improved video timings
 - Core: List memory segments in the core
 - Core: Move savestate creation time to extdata
 - Debugger: Add mDebuggerRunFrame convenience function
 - GBA Memory: Remove unused prefetch cruft
 - GB: Trust ROM header for number of SRAM banks (fixes mgba.io/i/726)
 - Core: Config values can now be hexadecimal


 
Project64 2.3.2 + 2.3.x + Plugins
 
Emulateur
 
Développement



* Merge pull request #1325 from LegendOfDragoon/master
Backport F3DTEX/A ucode from GLideN64
* Backport F3DTEX/A ucode from GLideN64
* Merge pull request #1326 from Frank-74/patch-4
Update RDB compatibility status
* Update RDB compatibility status
Indy/Naboo no longer has camera issue. Fushigi no Dungeon - Fuurai no Shiren 2 - Oni Shuurai! Shiren Jou! (J), no longer has constant SRAM use or performance problems.


 
Higan 102 - 27
 



 
  • R25

- processor/arm: corrected MUL instruction timings [Jonas Quinn]
- processor/wdc65816: finished phase two of the rewrite

I'm really pleased with the visual results of the wdc65816 core rewrite.
I was able to eliminate all of the weird `{Boolean,Natural}BitRange`
templates, as well as the need to use unions/structs. Registers are now
just simple `uint24` or `uint16` types (technically they're `Natural`
types, but then all of higan uses those), flags are now just bool types.
I also eliminated all of the implicit object state inside of the core
(aa, rd, dp, sp) and instead do all computations on the stack frame with
local variables. Through using macros to reference the registers and
individual parts of them, I was able to reduce the visual tensity of all
of the instructions. And by using normal types without implicit states,
I was able to eliminate about 15% of the instructions necessary, instead
reusing existing ones.

The final third phase of the rewrite will be to recode the disassembler.
That code is probably the oldest code in all of higan right now, still
using sprintf to generate the output. So it is very long overdue for a
cleanup.

And now for the bad news ... as with any large code cleanup, regression
errors have seeped in. Currently, no games are running at all. I've left
the old disassembler in for this reason: we can compare trace logs of
v102r23 against trace logs of v102r25. The second there's any
difference, we've spotted a buggy instruction and can correct it.

With any luck, this will be the last time I ever rewrite the wdc65816
core. My style has changed wildly over the ~10 years since I wrote this
core, but it's really solidifed in recent years.

 

  • R26

- md/ym2612: initialize DAC sample to center volume [Cydrak]
- processor/arm: add accumulate mode extra cycle to mlal [Jonas
Quinn]
- processor/huc6280: split off algorithms, improve naming of functions
- processor/mos6502: split off algorithms
- processor/spc700: major revamp of entire core (~50% completed)
- processor/wdc65816: fixed several bugs introduced by rewrite

For the SPC700, this turns out to be very old code as well, with global
object state variables, those annoying `{Boolean,Natural}BitField` types,
`under_case` naming conventions, heavily abbreviated function names, etc.
I'm working to get the code to be in the same design as the MOS6502,
HuC6280, WDC65816 cores, since they're all extremely similar in terms of
architectural design (the SPC700 is more of an off-label
reimplementation of a 6502 core, but still.)

The main thing left is that about 90% of the actual instructions still
need to be adapted to not use the internal state (`aa`, `rd`, `dp`,
`sp`, `bit` variables.) I wanted to finish this today, but ran out of
time before work.

I wouldn't suggest too much testing just yet. We should wait until the
SPC700 core is finished for that. However, if some does want to and
spots regressions, please let me know.

 

  • R27

- processor/gsu: minor code cleanup
- processor/hg51b: renamed reg(Read,Write) to register(Read,Write)
- processor/lr35902: minor code cleanup
- processor/spc700: completed code cleanup (sans disassembler)
- no longer uses internal global state inside instructions
- processor/spc700: will no longer hang the emulator if stuck in a WAI
(SLEEP) or STP (STOP) instruction
- processor/spc700: fixed bug in handling of OR1 and AND1 instructions
- processor/z80: minor code cleanup
- sfc/dsp: revert to initializing registers to 0x00; save for
ENDX=random(), FLG=0xe0 [Jonas Quinn]

Major testing of the SNES game library would be appreciated, now that
its CPU cores have all been revised.

We know the DSP registers read back as randomized data ... mostly, but
there are apparently internal latches, which we can't emulate with the
current DSP design. So until we know which registers have separate
internal state that actually *is* initialized, I'm going to play it safe
and not break more games.

Thanks again to Jonas Quinn for the continued research into this issue.

EDIT: that said ... `MD works if((ENDX&0x30) > 0)` is only a 3:4 chance
that the game will work. That seems pretty unlikely that the odds of it
working are that low, given hardware testing by others in the past :/ I
thought if worked if `PITCH != 0` before, which would have been way more
likely.

The two remaining CPU cores that need major cleanup efforts are the
LR35902 and ARM cores. Both are very large, complicated, annoying cores
that will probably be better off as full rewrites from scratch. I don't
think I want to delay v103 in trying to accomplish that, however.

So I think it'll be best to focus on allowing the Mega Drive core to not
lock when processors are frozen waiting on a response from other
processors during a save state operation. Then we should be good for a
new release.

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Mise à jour : 20 juin
 
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Informations importantes

 

Ajout des cartes mémoires pour les émulateurs suivant :

  • PCSX2
  • PCSXR

Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2119 + Plugins
 
Emulateur
 
Développement


PCSX2-WX: Increment max ISO count in recent ISO list The default 12 is rather low and won't suffice for most cases, updating it to 20 to give some extra space for additional ISOs. Incrementing it to an even higher value might not be so good as it consumes lots of vertical space, not a nice idea for people with smaller screens.
PCSX2-WX: Add "Always ask when booting" option When enabled, this option opens the file explorer to directly select the ISO at each boot instances instead of relying on the Recent ISO list.


 
Dolphin 5.0 - 4444



    FifoRecorder: Don't allocate ~100.7MB on program startup (PR #5618 de lioncash)
    Automatic translation resources sync with Transifex
DolphinQt2: allow resizing RenderWidget/fix fullscreen (PR #5508 de ligfx)


 
mGBA 0.6.x
 
Développement



* Qt: Fix game unpausing after frame advancing and refocusing
* Core: Fix guess search resulting in tons of zeroes
* Qt: Fix hex search
* Qt: Hook up memory search to viewer
* GB: Fix DMA restarting
* Qt: Limit number of GB sprites correctly
* Qt: Fix tile cache leaking
* OpenGL: Fix some shaders causing offset graphics
* Res: Fix some shader woes
* All: Update README
* Added several new shaders
* GB Audio: Fix square sample range (fixes #546)
* GB Audio: Fix channel 2 not updating during frame 7

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Mise à jour : 21 juin
 
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Annonces
 
Émulateurs du jour
 
Dolphin 5.0 - 4452



Qt: Fix emulation stopped signal (PR #5648 de leoetlino)
    DSPHLE: fix volume in NTSC IPL ucode (PR #5656 de Tilka)


 
mGBA 0.6.x
 
Développement



 - Debugger: Segment/bank support
 - GB: Symbol table support
 - GB MBC: Add MBC1 multicart support
 - Implement keypad interrupts
 - LR35902: Watchpoints
 - Memory search
 - Debugger: Execution tracing
 - LR35902: Fix decoding LD r, $imm and 0-valued immediates (fixes mgba.io/i/735)
 - GB: Fix STAT blocking
 - GB MBC: Fix swapping carts not detect new MBC
 - GB Timer: Fix DIV batching if TAC changes
 - GB Video: Reset renderer when loading state
 - GBA BIOS: Fix INT_MIN/-1 crash
 - GBA Savedata: Update and fix Sharkport importing (fixes mgba.io/i/658)
 - OpenGL: Fix some shaders causing offset graphics
 - Qt: Fix game unpausing after frame advancing and refocusing
 - GB Video: Improved video timings
 - Core: List memory segments in the core
 - Core: Move savestate creation time to extdata
 - Debugger: Add mDebuggerRunFrame convenience function
 - GBA Memory: Remove unused prefetch cruft
 - GB: Trust ROM header for number of SRAM banks (fixes mgba.io/i/726)
 - Core: Config values can now be hexadecimal


 
Snes9x 1.5x
 

Snes9x est désormais disponible en 64bits


Développement



* Correct unzStream revert
* Remove unnecessary msu1 reset
* Merge branch 'msu1-zip'
* Look for msu1 files in .msu.zip
* Add seek capability to unzStream
* Switch to STREAM
* Fix MSU1 audio
* win32: do not change current directory in S9xGetDirectory
* Switch to anomie's version of hires pixel with correct placement
* win32: do not try to reset device if minimized
* Silence -Wimplicit-fallthrough with comments.
* Merge pull request #203 from jristz/patch-1
Update es.po again


 
Higan 102 - r28

 



- higan: `Emulator::()` now returns a struct containing
both a path ID and a string option
- higan: `Emulator::()` now takes an optional final
argument of string options
- fc: added PAL emulation (finally, only took six years)
- md: added PAL emulation
- md: fixed address parameter to `VDP::Sprite::write()`; fixes missing
sprites in Super Street Fighter II
- md: emulated HIRQ counter; fixes many games
- Super Street Fighter II - status bar
- Altered Beast - status bar
- Sonic the Hedgehog - Labyrinth Zone - water effect
- etc.
- ms: added PAL emulation
- sfc: added the ability to override the default region auto-detection
- sfc: removed "system.region" override setting from `Super Famicom.sys`
- tomoko: added options list to game folder load dialog window
- tomoko: added the ability to specify game folder load options on the
command-line

So, basically ... Sega forced a change with the way region detection
works. You end up with games that can run on multiple regions, and the
content changes accordingly. Bare Knuckle in NTSC-J mode will become
Streets of Rage in NTSC-U mode. Some games can even run in both NTSC and
PAL mode.

In my view, there should be a separate ROM for each region a game was
released in, even if the ROM content were identical. But unfortunately
that's not how things were done by anyone else.

So to support this, the higan load dialog now has a drop-down at the
bottom-right, where you can choose the region to load games from. On the
SNES, it defaults to "Auto", which will pull the region setting from the
manifest, or fall back on NTSC. On the Mega Drive ... unfortunately, I
can't auto-detect the region from the ROM header. $1f0 is supposed to
contain a string like "JUE", but instead you get games like Maui Mallard
that put an "A" there, and other such nonsense. Sega was far more lax
than Nintendo with the ROM header validity. So for now at least, you
have to manually select your region every time you play a Mega Drive
game, thus you have "NTSC-J", "NTSC-U", and "PAL". The same goes for the
Master System for the same reason, but there's only "NTSC" and "PAL"
here. I'm not sure if games have a way to detect domestic vs
international consoles.

And for now ... the Famicom is the same as well, with no auto-detection.
I'd sincerely hope iNES has a header bit for the region, but I didn't
bother with updating icarus to support that yet.

The way to pass these parameters on the command-line is to prefix the
game path with "option:", so for example:

higan "PAL:/path/to/Sonic the Hedgehog (USA, Europe).md"

If you don't provide a prefix, it uses the default (NTSC-J, NTSC, or
Auto.) Obviously, it's not possible to pass parameters with
drag-and-drop, so you will always get the default option in said case.


 

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Mise à jour : 22 juin
 
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Émulateurs du jour
 

mGBA 0.6.x
 
Développement



* Core: Fix timing until/next
* GB Timer: Improve timer stepping when updating
* GB: Reset with initial state of DIV register
* GB Timer: Fix sub-M-cycle DIV reset timing and edge triggering

 

Higan 103 
 



* added SuperGrafx emulation
* improved audio band-pass filtering for all emulated systems
* screen rotation is now a hotkey; automatically rotates control bindings
* screen rotation now supported on the Game Boy Advance as well (used by a small number of games)
* massive improvements to Mega Drive emulation
* massive code cleanups and rewrites to many CPU emulation cores (MOS6502, WDC65816, SPC700, etc)
* Famicom, Master System, Mega Drive: added PAL emulation support
* PC Engine, SuperGrafx, Master System, Game Gear, Mega Drive: added save state support
* PC Engine, SuperGrafx: added PSG sound emulation
* Master System, Game Gear: added PSG sound emulation
* Mega Drive: added Z80 APU emulation [with help from Cydrak]
* Mega Drive: added PSG sound emulation
* Mega Drive: added YM2612 sound emulation [Cydrak]
* Super Famicom: fixed Super Game Boy emulation
* PC Engine: added save RAM support (using per-game PCE-CD backup RAM)
* Game Boy Advance: substantial improvements to audio emulation quality
* Game Boy Advance: convert scanline-based PPU renderer to a dot-based renderer
* Game Boy Advance: properly initialize CPU state (fixes Classic NES Series games)
* Game Boy Advance: MUL timing corrected [Jonas Quinn]
* Mega Drive: emulate special mappers for Phantasy Star IV, Super Street Fighter II, etc.
* Super Famicom: use darker luma for INIDISP=0 (large improvement to Final Fantasy III opening)
* Super Famicom: fixed bugs in SMP OR1,AND1 instructions
* cheat code database regrettably removed from official releases; will be made available separately


 

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Mise à jour : 23-26 juin
 
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Informations importantes
 
Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2120 + Plugins
 
Emulateur
 
Développement



ci: Fix 32-bit Travis CI builds [skip appveyor]


 
PPSSPP 1.4.2 - 208 

Développement



Make the Loader API thread-safe Since the majority of the code is using ReadAt API already, map this to a `readp` "syscall" which does not mutate any state about the file descriptor therefore making it fairly safe multi-threading wise. This allows to get rid of read-time mutexes in RamCachedFileLoader and therefore fixes #9803
Also support atomic windows readAt
Add conservative locking arond Caching/HTTP FLs Making them hopefully thread-safe.
Remove use of C file api in LocalFileLoader Instead use native system calls.
Add a note about thread-safety req in FileLoader
Fix windows build
Core: Windows buildfix.
Merge: 3249d81 9550771 Merge pull request #9810 from nagisa/master Make the Loader API thread-safe
Core: Buildfix.


 
Dolphin 5.0 - 4491



NANDImporter: Improve certificate extraction (PR #5646 de Starsam80)
IOS/ES: Add some sanity checks to ImportTitleDone (PR #5650 de leoetlino)
    WX: Use std::future for checking disc integrity (PR #5658 de leoetlino)
Qt: Remove the warning in the settings window (PR #5653 de Starsam80)
    Improve MMU mask checks (PR #5662 de blubberdiblub)
Qt/Windows: Properly link against qtmain. (PR #5668 de shuffle2)
DolphinQt2: fix compile error with analytics disabled (PR #5673 de sephiroth99)
Don't enable Boot to Pause by default in the debugger (PR #5669 de JosJuice)
IOS/ES: Fix import sanity check (PR #5663 de leoetlino)
Gamelist speedup with emustate (PR #5659 de shuffle2)
Fix two warnings (PR #5675 de Tilka)
FileSystemGCWii: Use case insensitive comparison in FindFileInfo (PR #5680 de JosJuice)
SCMRevGen: Use DisableFastUpToDateCheck (PR #5682 de MerryMage)
Windows/Qt: Make maintaining VS files easier. (PR #5678 de shuffle2)
Use CompareStringOrdinal in DoFileSearch instead of _wcsicmp (PR #5688 de shuffle2)
Change "blocking" BlockingLoop::Stop to give up and die after a timeout. (PR #5660 de shuffle2)


 
Dolphin ichiiruka 5.0 - 753 + 954
 
Officiel


-Merge latest master changes.


 
Développement


small fix for 3d vision
fix for auto aspect ratio


 
UoYabause 0.5.0



New cpu core is now ready! it's twice faster than interpreter cpu.


 

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Mise à jour : 27-29 juin
 
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Informations importantes
 

Vous avez surement remarquer qu'il n'y a pas eu de mises à jour ces 2 derniers jours, ceci est normal, j'ai eu un soucis de PC qui m'a obliger à le formater ( tellement énerver que j'ai oublier de sauvegarder certaines donnés importantes notamment pour ce topic )

 

:shocked: MAIS alors ! tu doit tout refaire !!!

 

:cold_sweat:Heureusement non j'avais déjà fait une copie 

 

:dead: mais elle date de plus d'2 mois, depuis il y a eu du changement, j'ai toute fois refait quelques uns

 

:kissing_heart: enfin tout est enfin près et cette fois je réfléchirais avant de tout effacer 


Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2123 + Plugins
 
Emulateur
 
Développement



GSdx: Remove/move DBZ:BT3 CRC Enables character outlines to partially work on Full CRC. DX9 has a small issue where a small black line at the bottom shakes when outlines are enabled. You can either use Aggressive crc or x,y offset to fix the issue. Removed unnecessary crc hack that caused shadows on stationary objects (trees) to move on Direct3D in a weird motion blur type way when the player moved slightly.

 

GSdx: Cleanup warnings on MSVC * Cast return value of IsEof() to bool. (Avoids int -> bool performance warning error) * Cast field and index to the required parameter type of AppendRawData.

 

cmake: blacklist GCC 7.0 and GCC 7.1 (based on a small testcase) GCC bug => https://gcc.gnu.org/bugzilla/show_bug.cgi?id=80799 Close #1937



PPSSPP 1.4.2 - 215

Développement



Merge: 9dced68 7347c28 Merge pull request #9796 from zminhquanz/Runningslowmessage Fix message running slow always show when game running stable speed


 
Dolphin 5.0 - 4598



FileSearch: Minor changes (PR #5693 de JosJuice)
    TitleDatabase: Let user files override sys files (PR #5692 de JosJuice)
    Refuse to launch the shop with default credentials (PR #5694 de leoetlino)
    DolphinWX: properly sync EmuState and banner changes. (PR #5687 de shuffle2)
Qt: Implement safe shutdown (PR #5681 de spycrab)
Rename CMixer to Mixer (PR #5701 de ligfx)
BlockingLoop: fix unhandled enum value warning (PR #5704 de ligfx)
    Update xxhash to 0.6.2 (PR #5684 de TaoSc)
ESFormats: Minor changes (PR #5700 de leoetlino)
OpenAL: only enable on Windows + dynamically load DLL (PR #5691 de ligfx)
DolphinWX: Sync custom title changes on game list rescan (PR #5699 de JosJuice)
DolphinQt: small input mapping code cleanups and fixes (PR #5614 de ligfx)
    Fixed latency setting and cleaned-up OpenAL backend (PR #5631 de LAGonauta)
    Logging fixes (PR #5607 de leoetlino)
    Initialise WiiRoot once per emulation session (PR #5708 de leoetlino)
    Qt: Implement gamelist drag and drop (PR #5685 de spycrab)
Qt/Settings: Implement Audio tab (PR #5652 de spycrab)
Try to make sure that we have the XSI version of strerror_r (PR #5705 de JosJuice)
    Remove unnecessary WiiRoot inits/shutdowns (PR #5710 de leoetlino)
More follow-up for the gamelist speedup PR (PR #5706 de JosJuice)
    FramebufferManager: Fix EFB layers being attached to the wrong FBO. (PR #5712 de Armada651)
    Fix DoFileSearch for non-ASCII paths on Windows (PR #5715 de JosJuice)
    Improved gecko codehandler (PR #5670 de gamemasterplc)
GameSettings: enforce real XFB for Pool Edge (PR #5713 de Tilka)
    IOS/ES: Fix content table handling (PR #5707 de leoetlino)
Add ability to perform Wii online updates (without the system menu) (PR #5610 de leoetlino)
    Qt: Implement graphics window (PR #5615 de spycrab)


 
mGBA 0.6.x
 
Développement



 - Debugger: Segment/bank support
 - GB: Symbol table support
 - GB MBC: Add MBC1 multicart support
 - Implement keypad interrupts
 - LR35902: Watchpoints
 - Memory search
 - Debugger: Execution tracing

 - LR35902: Fix decoding LD r, $imm and 0-valued immediates (fixes mgba.io/i/735)
 - GB: Fix STAT blocking
 - GB MBC: Fix swapping carts not detect new MBC
 - GB Timer: Fix DIV batching if TAC changes
 - GB Video: Reset renderer when loading state
 - GBA BIOS: Fix INT_MIN/-1 crash
 - GBA Savedata: Update and fix Sharkport importing (fixes mgba.io/i/658)
 - OpenGL: Fix some shaders causing offset graphics
 - Qt: Fix game unpausing after frame advancing and refocusing
 - GB Timer: Fix sub-M-cycle DIV reset timing and edge triggering
 - Core: Fix interrupting a thread while on the thread (fixes mgba.io/i/692)

 - GB Video: Improved video timings
 - Core: List memory segments in the core
 - Core: Move savestate creation time to extdata
 - Debugger: Add mDebuggerRunFrame convenience function
 - GBA Memory: Remove unused prefetch cruft
 - GB: Trust ROM header for number of SRAM banks (fixes mgba.io/i/726)
 - Core: Config values can now be hexadecimal
 - GB: Reset with initial state of DIV register
 - GB MBC: New MBC7 implementation
 - Qt: Better highlight active key in control binding
 - Core: Improved threading interrupted detection


  
Snes9x 1.5x

 
Développement



Fix a byte-masking error in byuu's APU causing issues in Dark Law, Haisei Mahjongg, and Super Pinball


 
Higan 103 - 03
 



- md/psg: fixed output frequency rate regression from v103r02
- processor/m68k: fixed calculations for ABCD, NBCD, SBCD [hex\_usr,
SuperMikeMan]
- processor/spc700: renamed abbreviated instructions to functional
descriptions (eg `XCN` → `ExchangeNibble`)
- processor/spc700: removed memory.cpp shorthand functions (fetch,
load, store, pull, push)
- processor/spc700: updated all instructions to follow cycle behavior
as documented by Overload with a logic analyzer

Once again, the changes to the SPC700 core are really quite massive. And
this time it's not just cosmetic: the idle cycles have been updated to
pull from various memory addresses. This is why I removed the shorthand
functions -- so that I could handle the at-times very bizarre addresses
the SPC700 has on its address bus during its idle cycles.

There is one behavior Overload mentioned that I don't emulate ... one of
the cycles of the (X) transfer functions seems to not actually access
the $f0-ff internal SMP registers? I don't fully understand what
Overload is getting at, so I haven't tried to support it just yet.

Also, there are limits to logic analyzers. In many cases the same
address is read from twice consecutively. It is unclear which of the two
reads the SPC700 actually utilizes. I tried to choose the most logical
values (usually the first one), but ... I don't know that we'll be able
to figure this one out. It's going to be virtually impossible to test
this through software, because the PC can't really execute out of
registers that have side effects on reads.

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Mise à jour : 30 juin
 
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Informations importantes
 
Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2124 + Plugins
 
Emulateur
 
Développement



GameDB: Add fixes to various games (#1977)

Add fix for R&C2 Going Commando - fixes cinematic and crash

Add fix for Metal Gear Solid 3: Subsistence - fixes screen artifacts

Add multiple fixes for Max Payne

Add / correct fix for Mercenaries 2 - Corrected incorrect title and added timing fix

Add fixes for Scarface Add missing games to DB


 
Dolphin 5.0 - 4602



Fix some GCC ODR warnings (PR #5724 de JonnyH)

Make "Monospaced font" in the log window actually monospaced for all platforms. (PR #5722 de blubberdiblub)


 
mGBA 0.6.x
 
Développement

  • Features:

 - Debugger: Segment/bank support
 - GB: Symbol table support
 - GB MBC: Add MBC1 multicart support
 - Implement keypad interrupts
 - LR35902: Watchpoints
 - Memory search
 - Debugger: Execution tracing

  • Bugfixes:

 - LR35902: Fix decoding LD r, $imm and 0-valued immediates (fixes mgba.io/i/735)
 - GB: Fix STAT blocking
 - GB MBC: Fix swapping carts not detect new MBC
 - GB Timer: Fix DIV batching if TAC changes
 - GB Video: Reset renderer when loading state
 - GBA BIOS: Fix INT_MIN/-1 crash
 - GBA Savedata: Update and fix Sharkport importing (fixes mgba.io/i/658)
 - OpenGL: Fix some shaders causing offset graphics
 - Qt: Fix game unpausing after frame advancing and refocusing
 - GB Timer: Fix sub-M-cycle DIV reset timing and edge triggering
 - Core: Fix interrupting a thread while on the thread (fixes mgba.io/i/692)
 - Core: Fix directory sets crashing on close if base isn't properly detached

  • Misc:

 - GB Video: Improved video timings
 - Core: List memory segments in the core
 - Core: Move savestate creation time to extdata
 - Debugger: Add mDebuggerRunFrame convenience function
 - GBA Memory: Remove unused prefetch cruft
 - GB: Trust ROM header for number of SRAM banks (fixes mgba.io/i/726)
 - Core: Config values can now be hexadecimal
 - GB: Reset with initial state of DIV register
 - GB MBC: New MBC7 implementation
 - Qt: Better highlight active key in control binding
 - Core: Improved threading interrupted detection

 

0.6 beta 2: (Future)

  • Bugfixes:

 - Qt: Fix memory search close button (fixes mgba.io/i/769)

 

0.6 beta 1: (2017-06-29)

 

 - Initial beta for 0.6

 

Emulateur
 
Développement



* Merge branch 'master' of https://github.com/project64/project64
* Merge pull request #1329 from project64/overclock
Overclock
* [Project64] Add UI for Over clock configuration
* playing with Over clocking
* [Project64] Have cheats be able to revert settings
* [Android] Add F3DTEXA.cpp to Project64-video.mk
* [Project64] Add new upload_beta script


 


 
Project64 2.3.2 + 2.3.x + Plugins

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Annonces
 

Création du blog spécialement conçu pour les " progress report "

 

" Progrès du développement " ajoutés tout les 3 mois ( moyenne ) par les développeurs, pour le moment pcsx2 - dolphin

 

D'autres viendront garnir ce blog, il sera aussi possible que j'ajoutes des images, ou des vidéos venu des développeurs.

 

Ce blog est pour les quelques jours/semaines avenir en cours de création, vous pourrez tout de même lire son contenu.

 

Vous êtes simplement avertis de ces changements potentiels.

 

Si vous souhaitez ajouter le blog à vos favoris voici l'adresse : http://progressreportemulateurs.blogspot.fr/

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Mise à jour : 1-4 juillet
 
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Informations importantes
 
Annonces
 
Émulateurs du jour
 
PCSX2 1.5 - 2136 + Plugins
 
Emulateur
 
Développement



cmake: Fix NetBSD compilation Closes #1973
cs_CZ update
GSdx-ogl: Printing console messages v2 (#1954) GSdx-ogl: Console messages v2 Follow up to commit/ec63b04719fd9c05a6aeeacb55dc1c54f5ef145b Add intel broken driver wiki link message in console (OpenGL). Print intel / amd buggy driver message once in console (OpenGL). Pring texture barrier and viewpoint array info once in console (OpenGL).
core: add hidden option EnableVsyncWindowFlag to add the WS_POPUP flag Goal is to ease testing of Vsync/Tearing v2: Properly propagate the WS_POPUP flag
gsdx: remove the unused GSsetFrameLimit API
gsdx: store vsync state into an integer allow to support late vsync (Adaptive vsync).
i10n: upload cs_CZ mo binary files
onepad: Add platform:Linux on game db entries that miss it SDL doc: "Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc)." Issue #1978
gsdx:d3d11: Fix sprite geometry shader Sprites always use flat shading. Fixes #1980
Added Danish mo-files
GameDB Remove recent db fix for MGS3 Subsistence Fixes #1992
i10n: upload da_DK precompiled mo file


 
PPSSPP 1.4.2 - 225

Développement



Fix Windows XP support in LocalFileLoader Because that junk from 50 years ago still matters to people, apparently.
Merge: 3f8ccf4 ee00815 Merge pull request #9822 from nagisa/windows-has-no-weak-linking Fix Windows XP support in LocalFileLoader
UI: Show slow message based on refresh rate. It was always showing because it wasn't divided by 1000.
D3D11: Fix texture scaling with blank first half. This would cause some textures to become blank. Fixes #9813.
GPU: Clean up some GLES3 defaults. It should default both of them the same way. And we already set subimage on desktop.
Merge: 5175abe c711b00 Merge pull request #9823 from unknownbrackets/texscaling D3D11: Fix texture scaling with blank first half
Merge: ca12ffb 79cb51a Merge pull request #9824 from unknownbrackets/ui-slow UI: Show slow message based on refresh rate
Minor debugging feature: Show vertex normals in GE debugge
Don't use stat64 unless we need to
Fix build with NDK 15. This does force us to make do with 32-bit file sizes...


 
mGBA 0.6.x
 
Développement



 

0.7.0: (Future)
  • Misc:

 - GBA Timer: Use global cycles for timers

 

0.6.0: (Future)

  • Features:

 - Debugger: Segment/bank support
 - GB: Symbol table support
 - GB MBC: Add MBC1 multicart support
 - Implement keypad interrupts
 - LR35902: Watchpoints
 - Memory search
 - Debugger: Execution tracing
 - LR35902: Fix decoding LD r, $imm and 0-valued immediates (fixes mgba.io/i/735)
 - GB: Fix STAT blocking
 - GB MBC: Fix swapping carts not detect new MBC
 - GB Timer: Fix DIV batching if TAC changes
 - GB Video: Reset renderer when loading state
 - GBA BIOS: Fix INT_MIN/-1 crash
 - GBA Savedata: Update and fix Sharkport importing (fixes mgba.io/i/658)
 - OpenGL: Fix some shaders causing offset graphics
 - Qt: Fix game unpausing after frame advancing and refocusing
 - GB Timer: Fix sub-M-cycle DIV reset timing and edge triggering
 - Core: Fix interrupting a thread while on the thread (fixes mgba.io/i/692)
 - Core: Fix directory sets crashing on close if base isn't properly detached
 - Qt: Fix window icon being stretched
 - Qt: Fix data directory path

 

  • Misc:

 - GB Video: Improved video timings
 - Core: List memory segments in the core
 - Core: Move savestate creation time to extdata
 - Debugger: Add mDebuggerRunFrame convenience function
 - GBA Memory: Remove unused prefetch cruft
 - GB: Trust ROM header for number of SRAM banks (fixes mgba.io/i/726)
 - Core: Config values can now be hexadecimal
 - GB: Reset with initial state of DIV register
 - GB MBC: New MBC7 implementation
 - Qt: Better highlight active key in control binding
 - Core: Improved threading interrupted detection
 - GBA Timer: Improve accuracy of timers
 


 
Higan 103 - 06
 



 

- processor/spc700: restored fetch/load/store/pull/push shorthand
functions
- processor/spc700: split functions that tested the algorithm used (`op
!= &SPC700:...`) to separate instructions
- mostly for code clarity over code size: it was awkward having
cycle counts change based on a function parameter
- processor/spc700: implemented Overload's new findings on which
cycles are truly internal (no bus reads)
- sfc/smp: TEST register emulation has been vastly improved¹

¹: it turns out that TEST.d4,d5 is the external clock divider (used
when accessing RAM through the DSP), and TEST.d6,d7 is the internal
clock divider (used when accessing IPLROM, IO registers, or during idle
cycles.)

The DSP (24576khz) feeds its clock / 12 through to the SMP (2048khz).
The clock divider setting further divides the clock by 2, 4, 8, or 16.
Since 8 and 16 are not cleanly divislbe by 12, the SMP cycle count
glitches out and seems to take 10 and 2 clocks instead of 8 or 16. This
can on real hardware either cause the SMP to run very slowly, or more
likely, crash the SMP completely until reset.

What's even stranger is the timers aren't affected by this. They still
clock by 2, 4, 8, or 16.

Note that technically I could divide my own clock counters by 24 and
reduce these to {1,2,5,10} and {1,2,4,8}, I instead chose to divide by
12 to better illustrate this hardware issue and better model that the
SMP clock runs at 2048khz and not 1024khz.

Further, note that things aren't 100% perfect yet. This seems to throw
off some tests, such as blargg's `test_timer_speed`. I can't tell how
far off I am because blargg's test tragically doesn't print out fail
values. But you can see the improvements in that higan is now passing
all of Revenant's tests that were obviously completely wrong before.

 



DeSmuME 0.9.x
 
Développement



* fix gdbstub compiling in posix frontend. didnt really test it... should fix #73
* GPU: Partially reverts changes to the LCDC check, bringing back an optimization for display capture.
- Revert commit abe2e619971cf0c1aa5b6bc4c8d128d736f60542. (But retains
the comments about Mario Kart.)
- Partially revert adf682eb23fbbcdb93f2f4045cd4aeb0d9a40e6c. (But
retains the removal of the LCDC check in ResetDisplayCaptureEnable().)
* Cocoa Port: Fix bug that causes building to fail. (Regression from commit c365617.)
- Also do some minor code cleanup to byteSizeStringWithLargerUnit:.

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Mise à jour : 5-6 juillet
 
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Informations importantes
 

  • Correction du lien pour télécharger pcsxReloaded, acceptez mes excuses de la gêne occasionner


Annonces
 
Émulateurs du jour

Dolphin ichiiruka 5.0 - 957
 
Développement
 
mGBA 0.6.x
 
Développement

Project64 2.3.2 + 2.3.x + Plugins
 
Plugins Vidéos
 
GlideN64



* Implement Acclaim point lighting.
Fixed #147 Turok2: missing flashlight
Fixed #381 Armorines - Project S.W.A.R.M. missing lightning effect in HLE mode
* UI: Debug spacer fix
Spacers in Qt 5.4 don't work without a size hint. It's fixed in later
versions.
* UI: Debug tab cleanup
* Add config option for debug dump.
* Implement Debugger.
* Correct text height calculation in TextDrawer::getTextSize
* Add TextDrawer::setTextColor method.
* Improve log quality
* Implement GraphicsDrawer::showMessage Use it to show OSD message about logging start and stop.
* Rewrite debug logging
* Add COMMON_LDFLAGS to Android makefiles
* Add support for Super3D ucode.
Details: https://github.com/gonetz/GLideN64/issues/6#issuecomment-310126139
Fixed #6 wrong viewport in some games
* Rewrite monochrome effect for Zeldas.
Fixed #1505 OoT Ending Screen Freeze Effect Color Wrong
* UI: Language drop down displays languages in foreign languages
* Changes needed to build with Android NDK 15
* Implement T3DUX ucode.
Ucode decoded by olivieryuyu.
Details:
Toukon road 1 & 2, last legion UX: HLE implementation (extended turbo3D)? #624
https://github.com/gonetz/GLideN64/wiki/T3DUX-ucode
* Insure that BufferedDrawer::m_vertices size is enough to take any amont of data.
* Use steady_clock for Performance counter
* zero fill gDPTile in RDRAMtoColorBuffer
* These rules apply to Clang as well
Also a MinGW buildfix for Clang
* Don't use hires textures with zero dimensions
* Fix line width for BufferedDrawer::drawLine.
* arm neon: change s32 to u32


 
Higan 103 - 08

Révélation

- emulator: improved aspect correction accuracy by using
floating-point calculations
- emulator: added videoCrop() function, extended videoSize() to take
cropping parameters¹
- tomoko: the overscan masking function will now actually resize the
viewport²
- gba/cpu: fixed two-cycle delay on triggering DMAs; not running DMAs
when the CPU is stopped
- md/vdp: center video when overscan is disabled
- pce/vce: resize video output from 1140x240 to 1120x240
- tomoko: resize window scaling from 326x240 to 320x240
- tomoko: changed save slot naming and status bar messages to indicate
quick states vs managed states
- tomoko: added increment/decrement quick state hotkeys
- tomoko: save/load quick state hotkeys now save to slots 1-5 instead
of always to 0
- tomoko: increased overscan range from 0-16 to 0-24 (in case you want
to mask the Master System to 240x192)

¹: the idea here was to decouple raw pixels from overscan masking.
Overscan was actually horrifically broken before. The Famicom outputs at
256x240, the Super Famicom at 512x480, and the Mega Drive at 1280x480.
Before, a horizontal overscan mask of 8 would not reduce the Super
Famicom or Mega Drive by nearly as much as the Famicom. WIth the new
videoCrop() function, the internals of pixel size distortions can be
handled by each individual core.

²: furthermore, by taking optional cropping information in
videoSize(), games can scale even larger into the viewport window. So
for example, before the Super Famicom could only scale to 1536x1440. But
by cropping the vertical resolution by 6 (228p effectively, still more
than NTSC can even show), I can now scale to 1792x1596. And wiht aspect
correction, that becomes a perfect 8:7 ratio of 2048x1596, giving me
perfectly crisp pixels without linear interpolation being required.

Errata: for some reason, when I save a new managed state with the SFC
core, the default description is being set to a string of what looks to
be hex numbers. I found the cause ... I'll fix this in the next release.

Note: I'd also like to hide the "find codes..." button if cheats.bml
isn't present, as well as update the SMP TEST register comment from
smp/timing.cpp


DeSmuME 0.9.x
 
Développement



* GPU: Fix bug on SSE2 builds where the window test mask would be undefined if the output color format is RGB666 or RGB888.
* GPU: Don't do ad-hoc allocations of working capture lines in GPUEngineA::_RenderLine_DisplayCapture(). Allocate the lines in GPUEngineA::SetCustomFramebufferSize() instead.
- Also do some minor refactoring and code cleanup.

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