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Mise à jour : 9-10-11
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PCSX2 1.5.0 - 1581

 

gsdx: remove various assertion Useless or wrong assertion
cmake: drop CDVDlinuz and CDVDiso You can use cdvdGigaherz on linux now close #464 close #465
IOP: Convert most IOP memory access in the IRX HLE and debugging module to safe access through iopMem* functions.
gsdx linux: don't require to hit enter for Texture Offset text entry close #1292
iop bios: fix gcc warnings * return value of function can't be const * use unique_ptr
onepad gui: always assume rumble is supported on the GUI close #1497
Merge: f3e1ba5 6c3a4c6 Merge branch 'greg/gcc-warning-iop-fixes'
pcsx2: always probe the ctrl/shift/alt key state Event handling becomes messy when you press in the app but release outside of it (due to desktop change) close #477
pcsx2 gui: use git desribe as version name Shorter than date and give all the useful info Require windows test close #1043
pcsx2: use ASCII minus
oups miss one minus
Merge: 18f677d 5596f69 Merge pull request #1655 from PCSX2/greg/git-rev-title pcsx2 gui: use git desribe as version name
gsdx: Skip texture cache read if any dimension is 0 Fixes a crash at the PSX logo if either the DX9 or DX11 hardware renderer is used.
gsdx: Catch bad_alloc exceptions


 
Dolphin 5.0 - 1287
 

DolphinWX: Move common wxUpdateUIEvent functions to WxEventUtils (PR #4428 de lioncash)
Vulkan: Implement asynchronous frame dumping. (PR #4435 de stenzek)
Framedump: Inplace encoding. (PR #4432 de degasus)
PathConfigPane: Eliminate main frame global usage (PR #4434 de lioncash)
Frame: Remove unused menu variable (PR #4438 de lioncash)
FrameTools: Avoid deadlock in UpdateGUI(). (PR #4433 de Armada651)
IPC_HLE: Move NWC24Config and WiiNetConfig to their own source files (PR #4425 de lioncash)
GCAdapterConfigDiag: Make public functions private (PR #4440 de lioncash)


 
Dolphin ichiiruka 5.0 - 834
 
Officiel




 
* Développement

-Merge latest master changes.
-Fixed some issues reported in the forum.


 
mGBA 0.6.x
 
Nestopia 11/11
 


 * Added nescap, hybrid, and Unsaturated-Final palettes

* Merge pull request #37 from Tatsuya79/master
Add Unsaturated-v7 palette
* Remove nescap
* Remove yuv-v3
Considered deprecated by its author. Unsaturated is preferred.
* Add Nescap & Unsaturated-v7 palettes.
* only use the commit hash, no tags
* use 7 digits for the commit hash
* Add wiiu target
* add GIT_VERSION


 
Bsnes 0.73.2- + Dev
 
Officiel




 
* Développement

* Merge pull request #76 from koitsu/fix-screen-size
* Fix BG screen sizes in Properties, currently 32x64 is depicted as 64x32, and vice versa. Per offical documentation -- $2107-210a, bits 1-0, define screen size/layout = 32x32 (one screen)
 
%01 = 64x32 (2 screens "wide", a.k.a. vertical mirroring)
%10 = 32x64 (2 screens "tall", a.k.a. horizontal mirroring)
%11 = 64x64 (4 screens (2 wide, 2 tall))
 
While I'm here: modify ppu-compatibility/debugger/debugger.cpp to
also mask off all bits other than 1-0.


 
Snes9x 1.5x
 
Officiel


 


 
* Développement


 * Do not change mute state when restoring state

* Do not change pause state when savestating
* Assert on uneven sample count
* win32: make sure sample count is even
* win32: differentiate between left and right special keys
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Mise à jour : 12-13-14-15
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PCSX2 1.5.0 - 1599

 

gsdx state: post fix depth tracing The main FindMinMax methods is perf critical so instead I created a separate function to ensure the constness of the depth Fix letter regression on Xenosaga3
VIF: Fix some stalls getting stuck in situations, fixes #1658 Gif FIFO: Improve reliability a little bit, especially when MFIFO is in use.
reformat main common directory Disable some reformat around emitter registers declaration and a massive cases.
pcsx2: check return value of std functions Avoid noisy gcc warnings
pcsx2: add some cast to fix gcc (int vs uint) warning I'm pretty sure that .RMSK (which is an u32:31) warnings are false positives
iop: use const on some variables Avoid coverity warning
gzip reader: bad find interface Find => return int find => return size_t (behave as STL) Thanks to gcc for the useful warning + a cast to avoid an useless warning
pcsx2: Gcc warning in copy constructor of BaseMessageBoxEvent ../pcsx2/gui/MessageBoxes.cpp:62:1: warning: base class ‘class pxActionEvent’ should be explicitly initialized in the copy constructor [-Wextra] BaseMessageBoxEvent::BaseMessageBoxEvent( const BaseMessageBoxEvent& event )
Sio: use & 0xFF instead of u8 mask Tentative to avoid various bad coverity reports
CDVD: check return value of ToLong Reported by coverity
cdvdgigaherz:linux: Check ioctl return value Fixes Coverity CID 172718: Unchecked return value Also avoid adding the sector leadout descriptor info to the TOC since it actually isn't used.
LilyPad: Add tooltips (#1653) Adds informational tooltips to several UI options.
LilyPad: Add PS mouse support Adds Playstation Mouse as a new pad type. For use with PS1 games only.
VIF: Apply stall fix to VIF0 as well.
Merge: e0cd520 1fba5cb Merge pull request #1659 from PCSX2/greg/clang-format-common reformat main common directory
Merge: 259521e 8db9a27 LilyPad: Add PS mouse support (#1660) Adds Playstation Mouse as a new pad type. For use with PS1 games only.


 
Dolphin 5.0 - 1318
 

CodeWindow: Remove unused constructor parameter (PR #4442 de lioncash)
CPU: Fix deadlocks by periodically yielding to the UI message pump. (PR #4439 de Armada651)
NetPlayLauncher: Add missing #pragma once (PR #4444 de lioncash)
Automatic translation resources sync with Transifex
Vulkan: Don't use FIFO_RELAXED present mode for vsync. (PR #4430 de stenzek)
Vulkan: Handle maxImageCount of zero when creating swap chain (PR #4441 de stenzek)
D3D: Move exclusive mode switching to UI thread. (PR #4443 de Armada651)
Android: Fix inverted EFB settings (PR #4429 de SeannyM)
Vulkan: Fix crash on EFB poke (PR #4451 de stenzek)
Android: Specify ini file for every setting (PR #4431 de SeannyM)


 

Project64 2.3.x
 
Emulateur


 


 
* Glide64

* Merge branch 'master' of https://github.com/gonetz/GLideN64
* Up shader storage version.
* Always ask for GL minor version.
* Revert 263ddf4 because it does not work properly on old PC cards.


 
Bsnes 0.73.2-18 + Dev
 
Officiel


 Fixed some DLL errors and added devinacker commit of add some info to the PPUDebugger interface (WIP)

Added devinacker and koitsu commits of
Fix BG Screen sizes


 
Développement

* view actual SMP bus instead of APU RAM
* Merge pull request #78 from undisbeliever/update-debugger
More updates to the debugger
* Allow the user to sort the Sprite Viewer columns
Decided to move the OAM name table bit into the "Char" column so it will
be included in the sort.
Also decided that refresh() should not change the user selected row.
This required me remember the selected row so it could be re-selected
after QTreeWidget has sorted the model. Unfortunately this can lead to
the occasional infinite signal call loop, necessitating the
inRefreshCall test to ensure refresh() is only called once.
* Improve column spacing in Sprite Viewer
* Display selected object in Sprite Viewer
* Only scale the vram canvas once.
On my system this dramatically reduces cpu usage from 18.5% to 4.6%
when quickly scrolling the VRAM viewer scrollbar[1].
[1]: Tested on a i5-3317U 1.70GHz CPU and no ROM loaded in the emulator.

 
Snes9x 1.5x
 
Officiel


 


 
* Développement


* Merge branch 'msu1'
* MSU-1: Fix audio error flag
* Add MSU-1 to libretro build
* Revert "Fix compilation of wchar string literals"
This reverts commit 4a7d40e94e1abdf569cb44ccbc840ae1529787e9.
* Add MSU-1 to libretro build
* Revert "Add msu1.cpp to libretro build."
This reverts commit dcf97e92cdab4db46b6fb549d1171cfa8d830664.
* Merge branch 'msu1'
* Add msu1.cpp to libretro build.
* Don't use typed enums from C++11 in core.
* Add MSU-1 to unix build.
* Fix MSU-1 audio resume.
* Use escaped backslash for win32 paths.
* Clean up MSU-1 audio file derivation.
* Add MSU-1 to snapshots.
* Add msu1.h/cpp to VS project file
* Add back time ratio change. Buffer levels are stable, so this is mathematically correct.
* Merge branch 'msu1' of https://github.com/snes9xgit/snes9x into msu1
* Revert input rate change. Causes desync.
* Make sure buffer size takes into account proper ratio. Set MSU1 resampler relative to input rate.
* Fix looping and (partly) resume.
* MSU-1 audio streaming now works, but it pops.
* Merge branch 'msu1' of https://github.com/snes9xgit/snes9x into msu1
* Merge branch 'msu1' of github.com:snes9xgit/snes9x into msu1
* Generate sample example.
* Fix MSU-1 audio file read loop
* Actually mix MSU sample instead of adding the DSP twice.
* Merge remote-tracking branch 'refs/remotes/origin/msu1' into msu1
* Loop over sample size, not buffer size.
* Whoops. shrink_buffer_size is undefined unless 8-bit or Mono is used.
* Merge branch 'msu1' of github.com:snes9xgit/snes9x into msu1
* Increase buffer size. Don't use sizeof on heap buffer (returns pointer size).
* Fix MSU-1 sample buffer size
* Add copyrights
* Fix compilation of wchar string literals
* Begin adding MSU-1 support. Data streaming is working in Windows, audio streaming is not.


 
Mesen 0.5.3

 

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

 

Nouvelles fonctionalités

  • Compatibilité : Mesen supporte maintenant 4 nouveaux mappers (43, 54, 125, 236)
  • Compatibilité : Mesen supporte maintenant 40 nouveaux boards UNIF.
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Mise à jour : 16-17-18-19-20-21 novembre
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PCSX2 1.5.0 - 1637

 

common: finally spot the text size bug GetBestWrappedSize (hence the BestSize) computes the size of the wrapped text based on box side minus padding. So the width of the widget is already the good size for text wrapping
pcsx2 gui: use dynamic section sized for ee/vu cycle message Static size is better aligned but it consumes too much space on the GUI Besides, if a string (translation) is bigger that the static size it will be cut off. VU/EE min sized are the same to keep a proper alignment
pcsx2 gui: increase a bit the about box It was too crowded
pcsx2 gui: reduce the padding to 2 for low cost display
cmake: always define avx on 64 bits build
gsdx: properly check SSE support 1/ Check all "levels" 2/ requires AVX for 64 bits
gsdx: separate dump directory for 32/64 bits
xbyak: add int3 instruction Very useful to stop the JIT
gsdx: SW JIT debug helper Allow to compare 32/64 bits (and all ISAs too) Allow to breakpoint (int3) Print selector info Print size of buffer and start (disabled by default)
gsdx: define the linux x64 ABI
gsdx sw x64: update setup prim generator x64 SSE&AVX
gsdx sw x64: port the scanline generator on AVX Based on Gabest's work. * Miss mipmap Note: dithering info It is a bit tricky as a2 on linux was rdx register which overlap with fzm (dh/dl) It might require dedicated windows code
gsdx sw x64: prefer faster 32 bits operation when possible
gsdx sw x64: small stack optimization on linux mov with the stack pointer require less bytecode
gsdx: small x64 printf warning fixes
gsdx linux: plug vtune as Windows
gsdx sw: factorize color split in split16_2x8
gsdx sw x64: restore read texel optimization
gsdx sw: add a code example for gather instruction It will requires a generic (register naming) linear interpolation to use it properly Gather instruction requires an extra mask register therefore all registers name will be shuffled Perf wise, initial haswell implementation seems to be microcode emulated.
gsdx sw JIT: dynamically select SSE41 at runtime even on SSE2 build (scanline) It won't give the full SSE41 speed boost but it is better than nothing
gsdx sw JIT: dynamically select between AVX1 and SSE code path (scanline)
gsdx sw JIT: dynamically select ISA for SetupPrim
gsdx: Relax SSE/AVX constraint on 64 bits The JIT will automatically select the best ISA (only AVX1 so far)
gsdx build: don't exclude AVX files. Thanks for the patch :)
Merge: 0e2ec9c ef25502 Merge pull request #1664 from PCSX2/greg/gsdx-64b Greg/gsdx 64b
pcsx2: reduce std padding to 1 for small screen
gsdx: add the detected ISA on the name As a SSE
gsdx: add the detected ISA on the name As a SSE build could potentially uses AVX operations.
gsdx x64 linux: only mmap in lower 2GB code segment Allow to use rip addressing
gsdx sw: catch xbyak exception
Update from xbyak 4.84 to 5.11 * bin2hex.h is removed * vptest/vpblendvb YMM support integrated upsteam * better support of rip for 64 bits * AVX512 support (only miss the CPU now) Local change: add BSD3 clause
gsdx sw: vinsert128 opcode require an XMM register Reported as an error on lastest Xbyak
gsdx sw x64: use rip addressing on setup prim byte code: 9017 => 8736 Save a register
gsdx sw x64: use rip addressing on draw scan line byte code 41997 => 41893 However it will allow to save 2 registers as future optimization
gsdx sw x64: keep the copy of top in the stack for dthe An extra stack access by pixel won't impact perf (only 16 bits game with dithering) Allow to save 2 registers (a1/a3)
gsdx sw x64: shuffle memory allocation tex address is a3 vm address is a1 Could help to avoid REX prefix Reduce prologue/epilogue register copy Byte code size 41893 => 38912 (on my testcase)
cmake: only enable SSE2 on x64 build SW will generate AVX code anyway
debugger: memory view improvements Highlight memory location referenced by current register Allow memory window not be aligned by row size Use radio and checks in menu

 
PPSSPP 1.3 - 148
 

add left and right thumbstick button handling in SDL gamepad.
Merge: 9c08b60 d6b8123 Merge pull request #9124 from Bigpet/joystickSDLFixes SDL gamepad missing buttons


 
Dolphin 5.0 - 1331
 

Jit64: Treat branch-to-self instruction as an idle loop (PR #4452 de stenzek)
Vulkan: Use multiple command pools, one per frame (PR #4416 de stenzek)
DolphinWX: Fix toolbar creation on macOS (PR #4454 de hthh)
IPC_HLE: Fix emulated BT crash (uninitialised memory) (PR #4457 de leoetlino)
Automatic translation resources sync with Transifex
D3D/Vulkan: Handle strided XFB copies (PR #4458 de stenzek)


 
Dolphin ichiiruka 5.0 - 733 + 845
 
Officiel


 
-Merge latest master changes.
-Fixed some issues reported in the forum.
 


 
Développement

-Merge latest master changes.
-Fixed some issues reported in the forum.
-Improved stability in dx12 and vulkan


 
mGBA 0.6.x
 


 


 

Project64 2.3.x + GlideN64

 

* Emulateur

* Merge pull request #1216 from Frank-74/patch-1
[NRage] XInput dropdown size.
* [NRage] XInput dropdown size.
* [Project64] Some code clean up
* Merge branch 'master' of https://github.com/project64/project64
* [Project64] Move check for GetRoundingModel() to base
* [Glitch] Clean up aResolutionsStr
* [Common] Use smart pointer for ini file class
* [Common] Clean up SmartPointer.h
* Merge pull request #1215 from purplemarshmallow/Winback2
[Glide64] correct Winback hack
* [Glide64] correct Winback hack
* Merge pull request #1214 from purplemarshmallow/Winback
[Glide64] port winback hack from GLideN64
* [Glide64] port winback hack from GLideN64
* Merge pull request #1213 from purplemarshmallow/coord
[Glide64] Fix linear texture coordinate transformation
* [Glide64] Fix linear texture coordinate transformation
fix taken from
Fixed Zelda OOT rotating "N" is miscolored (HLE)
* Merge remote-tracking branch 'refs/remotes/project64/master'
* Merge remote-tracking branch 'refs/remotes/project64/master'
* Merge remote-tracking branch 'refs/remotes/project64/master'


 
* Glide64

* Merge branch 'master' of https://github.com/gonetz/GLideN64
* Implement gSPSelectDL and gSPSelectBranchDL
Fixed Nushi Zuri 64 - Shiokaze ni Notte: #1230
* Implement gSPSetStatus.
* Merge branch 'master' of https://github.com/gonetz/GLideN64
* Correct wrap/clamp/sign-extend shaders.
Fixed Mario Tennis missing fire #1236


 
Bsnes 0.73.2-23 + Dev
 
* Officiel

* Added devinacker commits of
* small cleanup
* msu1: unload files when unloading cartridge
* show instruction when a PPU breakpoint occurs
* Add Mode0 palette offset to TilemapRenderer
* Load data from PPU interface into TilemapRenderer
* Add Mode 7 to Tilemap Viewer
* Fix 16px tile bug in TilemapRenderer
* Revert "get tilemap viewer info from PPU interface" This reverts commit c50526e.
* get tilemap viewer info from PPU interface
* expand PPU debugger interface some more
* Merge branch 'update-debugger' of https://github.com/undisbeliever/bsnes-plus into update-debugger
* Rewrite TilemapRenderer to draw one tile at a time
* Add Tilemap Viewer Window
* Merge branch 'update-debugger' of https://github.com/undisbeliever/bsnes-plus into update-debugger
* Merge branch 'update-debugger' of https://github.com/undisbeliever/bsnes-plus into update-debugger
Added devinacker and Luigiblood commit
AND byte on write to Memory Pack
Fixes Sound Novel Tsukuru save
Added new devinacker commits
* view actual SMP bus instead of APU RAM
* Merge pull request #78 from undisbeliever/update-debugger More updates to the debugger
* Allow the user to sort the Sprite Viewer columns Decided to move the OAM name table bit into the "Char" column so it will be included in the sort. Also decided that refresh() should not change the user selected row. This required me remember the selected row so it could be re-selected after QTreeWidget has sorted the model. Unfortunately this can lead to the occasional infinite signal call loop, necessitating the inRefreshCall test to ensure refresh() is only called once.
* Improve column spacing in Sprite Viewer
* Display selected object in Sprite Viewer
* Only scale the vram canvas once. On my system this dramatically reduces cpu usage from 18.5% to 4.6% when quickly scrolling the VRAM viewer scrollbar[1]. [1]: Tested on a i5-3317U 1.70GHz CPU and no ROM loaded in the emulator.


 
* Développement

* account for system state w/r/t/ canvas updates
(i.e. so that non-Qt video drivers will let Qt handle painting when the
system isn't actually powered on)
* fix funky wrapping bug in memory search
fixes #56
* fix ignore-input settings with native file dialogs
* reset emulation speed when breakpoints occur
* show instruction when a PPU breakpoint occurs
* msu1: unload files when unloading cartridge
closes #82
* small cleanup
* Add Mode0 palette offset to TilemapRenderer
* Load data from PPU interface into TilemapRenderer
* Add Mode 7 to Tilemap Viewer
* Fix 16px tile bug in TilemapRenderer
* Revert "get tilemap viewer info from PPU interface"
This reverts commit c50526eb66a9cfeca4347793c10ddfdd6da1a098.
* get tilemap viewer info from PPU interface
* expand PPU debugger interface some more
* Merge branch 'update-debugger' of https://github.com/undisbeliever/bsnes-plus into update-debugger
* Rewrite TilemapRenderer to draw one tile at a time
* Add Tilemap Viewer Window
* Merge branch 'update-debugger' of https://github.com/undisbeliever/bsnes-plus into update-debugger
* Merge branch 'update-debugger' of https://github.com/undisbeliever/bsnes-plus into update-debugger
* Merge pull request #80 from LuigiBlood/bsx2
AND byte on write to Memory Pack
* AND byte on write to Memory Pack
Fixes Sound Novel Tsukuru save
* Merge pull request #79 from undisbeliever/update-debugger
Fix typo that prevented OamCanvas from auto-updating
* Fix typo that prevented OamCanvas from auto-updating


 
Snes9x 1.5x
 
Officiel


 


 
* Développement

* Change movie file handle closing to fix win32 crash
* win32: properly pass unicode chars to DXErr replacement
* win32: update resource file
* Merge branch 'msu1'
* msu1: endianess fix.
* Merge pull request #149 from loganmc10/master
Add Android (arm) build to libretro makefile
* Add Android (arm) build to libretro makefile
* Merge pull request #148 from loganmc10/patch-2
Add cortex-a53 to libretro Makefile
* Add cortex-a53 to libretro Makefile
* Add aclocal.m4, update configure with system_zip fix.
* Merge pull request #147 from loganmc10/patch-1
Fix libretro build
* Fix libretro build
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Mise à jour : 22-23-24-25-26-27-28

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Topic

Application des suggestions :

  • @GaGa46
Ajout d'une meilleur description pour MAME

Ajout de la console dans la description pour Mesen

Merci de vos contributions.

Modification des titres :

  • Mise à niveau des nouvelles versions de certains émulateurs
Ressources

Rapport de bugs :

Certaines personnes rencontrer des problèmes, des crashs, ou des erreurs incomplètes lors des décompressions, j'espère que cette fois si ce sera correcte.

Merci de vos rapports de bugs, et n'oublier pas de me les signalés que je puisse essayer d'autres méthodes pour y remédier.

PCSX2 1.5.0 - 1667

debugger: memory view improvements Highlight memory location referenced by current register Allow memory window not be aligned by row size Use radio and checks in menu

gsdx x64: quick fix for windows Until we got a full implementation

common|cdvdgigaherz: Fix API sign mismatch The typedef and function declaration don't quite match.

cdvdgigaherz: Change signs Avoid some unnecessary casting.

cdvdgigaherz: Add cache entry check function Useful when you don't actually want the cached data.

cdvdgigaherz: Only update cache if the read succeeds

cdvdgigaherz: Read correct sector type in keepalive thread It'll prevent errors messages when raw sector reading is used.

cdvdgigaherz: Avoid race condition by reading from cache/disk Instead of reading from a buffer shared by multiple threads, just read the correct data from the cache or disk instead.

cdvdgigaherz: Use a queue to manage sector requests Fixes a data race. Also avoid copying from the cache when it's unnecessary to do so.

cdvdgigaherz: Avoid holding lock during thread sleep Fixes Coverity CID 127721: Program hangs Change the sleep to a condition variable wait, which has the added benefit of allowing the plugin to close ever so slightly faster if there's no disc in the drive.

Fixes LTO flags. Disables the use of the "gold" linker as a few plugins fail to compile with "gold" and "gold" is not used outside of LTO currently anyway.

GSdx Merge Circuit: Fix regressions Fixes screen shaking in Tenchu: Wrath Of Heaven, and graphical issues in NASCAR 09.

Merge: 483b3d6 417d0a3 Merge pull request #1673 from FlatOutPS2/W GSdx Merge Circuit: Fix regressions

pcsx2:freebsd: Disable aio use on FreeBSD 10.3 and earlier A FreeBSD 10.3 user (meowthink) reported to me that games were not working properly on their system. After some investigation, it was discovered that aio was buggy on their setup. There's also bug reports for other applications that involve aio too. Workaround the issue by using a normal read and disabling the use of aio on FreeBSD 10.3 and earlier. It'll remain enabled on FreeBSD 11.0 in the hope that the aio issue has since been fixed.

gsdx: don't try to correct depth in primitive trace Avoid to go above the maximum size allowed by the format Issue #1674

gsdx sw: factorize common draw scanline code Ymm inherite from Xmm so it is useless to duplicate the code Add a parameter to alltrue to test the good register

gsdx sw x64: setup prim miss some optimizations

gsdx sw x64: add AVX2 implementation for VS FS was copied from 32 bits (require massive update)

gsdx sw x64: disable mipmap support on AVX Until it is implemented (might never happen)

gsdx sw: s/g_cpu/m_cpu/

gsdx sw: create a constant buffer * Use POD type to avoid SSE/AVX compilation dependency * global object to reduce cache miss * dynamically object so give a chance to allocate below 2GB (allow x64 optimization)

gsdx sw: port code to the new constant object

cmake: add extra SSE4 and AVX2 build of GSdx when DISABLE_ADVANCE_SIMD is enabled It will provide a speed boost on distribution that only enable SSE2

Merge: e4516ac 46fb6e9 Merge pull request #1672 from np511/master Fix LTO flags.

GameDB: Add fixes for EA Sports team games and more Fixes missing geometry in EA Sports team games. All NTSC-J and the Madden NFL PAL versions unconfirmed, but extremely unlikely to act any different. And adds The Simpsons: Hit & Run lens flar fix (see issue https://github.com/PCSX2/pcsx2/issues/1670) Fixed title for NCAA College Football 2K3, game is not in compatibility list.

Merge: aeef39a fadc727 Merge pull request #1676 from FlatOutPS2/master GameDB: Add fixes for EA Sports team games and more

debugger: memory view improvements Highlight memory location referenced by current register Allow memory window not be aligned by row size Use radio and checks in menu

gsdx x64: quick fix for windows Until we got a full implementation

common|cdvdgigaherz: Fix API sign mismatch The typedef and function declaration don't quite match.

cdvdgigaherz: Change signs Avoid some unnecessary casting.

cdvdgigaherz: Add cache entry check function Useful when you don't actually want the cached data.

cdvdgigaherz: Only update cache if the read succeeds

cdvdgigaherz: Read correct sector type in keepalive thread It'll prevent errors messages when raw sector reading is used.

cdvdgigaherz: Avoid race condition by reading from cache/disk Instead of reading from a buffer shared by multiple threads, just read the correct data from the cache or disk instead.

cdvdgigaherz: Use a queue to manage sector requests Fixes a data race. Also avoid copying from the cache when it's unnecessary to do so.

cdvdgigaherz: Avoid holding lock during thread sleep Fixes Coverity CID 127721: Program hangs Change the sleep to a condition variable wait, which has the added benefit of allowing the plugin to close ever so slightly faster if there's no disc in the drive.

Fixes LTO flags. Disables the use of the "gold" linker as a few plugins fail to compile with "gold" and "gold" is not used outside of LTO currently anyway.

GSdx Merge Circuit: Fix regressions Fixes screen shaking in Tenchu: Wrath Of Heaven, and graphical issues in NASCAR 09.

Merge: 483b3d6 417d0a3 Merge pull request #1673 from FlatOutPS2/W GSdx Merge Circuit: Fix regressions

pcsx2:freebsd: Disable aio use on FreeBSD 10.3 and earlier A FreeBSD 10.3 user (meowthink) reported to me that games were not working properly on their system. After some investigation, it was discovered that aio was buggy on their setup. There's also bug reports for other applications that involve aio too. Workaround the issue by using a normal read and disabling the use of aio on FreeBSD 10.3 and earlier. It'll remain enabled on FreeBSD 11.0 in the hope that the aio issue has since been fixed.

gsdx: don't try to correct depth in primitive trace Avoid to go above the maximum size allowed by the format Issue #1674

gsdx sw: factorize common draw scanline code Ymm inherite from Xmm so it is useless to duplicate the code Add a parameter to alltrue to test the good register

gsdx sw x64: setup prim miss some optimizations

gsdx sw x64: add AVX2 implementation for VS FS was copied from 32 bits (require massive update)

gsdx sw x64: disable mipmap support on AVX Until it is implemented (might never happen)

gsdx sw: s/g_cpu/m_cpu/

gsdx sw: create a constant buffer * Use POD type to avoid SSE/AVX compilation dependency * global object to reduce cache miss * dynamically object so give a chance to allocate below 2GB (allow x64 optimization)

gsdx sw: port code to the new constant object

cmake: add extra SSE4 and AVX2 build of GSdx when DISABLE_ADVANCE_SIMD is enabled It will provide a speed boost on distribution that only enable SSE2

Merge: e4516ac 46fb6e9 Merge pull request #1672 from np511/master Fix LTO flags.

GameDB: Add fixes for EA Sports team games and more Fixes missing geometry in EA Sports team games. All NTSC-J and the Madden NFL PAL versions unconfirmed, but extremely unlikely to act any different. And adds The Simpsons: Hit & Run lens flar fix (see issue https://github.com/PCSX2/pcsx2/issues/1670) Fixed title for NCAA College Football 2K3, game is not in compatibility list.

Merge: aeef39a fadc727 Merge pull request #1676 from FlatOutPS2/master GameDB: Add fixes for EA Sports team games and more

mvu: use static array for dispatcher code I don't understand why but standard mmap blew up Vtune

vtune: plug PCSX2 core + add missing profiling (VU/VIF/TLB) Doesn't fully work yet * Unknown stack frame * Outside any known module Potential root cause: * Nvidia driver * VU code as ebp is required for emulation so likely no frame

vif hash: move bucket size check in the 'add' path instead of 'find' path More logical this way

vif JIT: increment based on sizeof(T) Struct on x64 will be 32B so +2 instead of +1

gsdx: defer GSScanlineConstantData init Avoid AVX instruction in the middle Issue #1677

PPSSPP 1.3 - 152

Ajout du patch 60FPS :

Eiyuu Densetsu: Sora no Kiseki ( The legend of The Heroes : Trails in the sky, version japonaise )

Merge: 7930d1f b3bb846 Merge pull request #8975 from tywald/master Ad hoc: Band-aid fix for clear peer list. Should fix #7331

Phantasy Star Portable 2 port offset fix

Merge: 01481da 55de66b Merge pull request #9127 from adenovan/psp2 Phantasy Star Portable 2 port offset fix

Dolphin 5.0 - 1374

Jit64: Minor Typo Fix (PR #4466 de Ebola16)

Fix exploitable HLE problems reported by hthh (PR #4447 de JosJuice)

Change the patch engine log to be debug level log (PR #4470 de aldelaro5)

NetPlay: Fix build when miniupnpc is disabled (PR #4460 de linkmauve)

IPC_HLE: Small cleanup (PR #4375 de leoetlino)

Android: Reimplement input binding (PR #4410 de SeannyM)

Remove unnecessary ConfigManager includes (PR #4474 de leoetlino)

Vulkan: Fix black borders in frame dumps (PR #4456 de stenzek)

VideoCommon: Support dumping frames to images (PR #4455 de stenzek)

Vulkan: Implement pipeline UID cache (PR #4449 de stenzek)

DolphinNoGUI: Receive resize events and notify backend when this occurs (PR #4459 de stenzek)

VideoBackends: Internal resolution frame dumping (PR #4436 de stenzek)

Dolphin ichiiruka 5.0 - 847

Officiel

* Développement

-Fixed some issues reported in the forum.

mGBA 0.6.x

Project64 2.3.x + GlideN64 + Z64gl

Ajout du plugin vidéo Z64 disponible en x86 et x64

Changement du mode d'auto installation, désormais il contiendra les nouveaux plugins vidéos, vous serez en choix sur quel dossier vous souhaitez les installés ( Project64 : officiel ou développement, x86 ou x64 )

post-223770-0-61396000-1480359118_thumb.png

* Emulateur

* Merge pull request #1219 from Frank-74/patch-4

Only delete old save file being saved.

* Only delete old save file being saved.

Saving compressed file deletes uncompressed save and vice versa.

Also if uncompressed file exists, it loads uncompressed save instead of compressed save.

* Merge pull request #1217 from Frank-74/patch-3

Fix Save message missing .zip extension.

* Fix Save message missing .zip extension.

* Merge pull request #1218 from Frank-74/patch-2

Fix Uncompressed Saves.

* Fix Uncompressed Saves.

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

* Merge pull request #1221 from Frank-74/patch-6

Fix last rom not highlighted.

* Fix last rom not highlighted.

Fixes #1157.

* Merge pull request #1220 from Frank-74/patch-5

Fix ROM name displayed if save doesn't exist.

* Fix ROM name displayed if save doesn't exist.

Fixes #1184

* [Android] Add setting for Pre alloc sync memory

* [Android] Add Audio logging settings

* [Android] Create support window for android

* [Project64] Add game list setting page

* [Android] Add UI for game speed

* [Android] Add speed option to java bridge

* [Project64] Enable ABL as default on android

* [Project64] Update code for abl code

* [Project64] implement CArmRecompilerOps::COP0_CO_TLBWR

* [Project64] update CArmRecompilerOps::SPECIAL_SLT

* [Project64] Update CArmRecompilerOps::SPECIAL_XOR

* [Project64] update CArmRecompilerOps::SPECIAL_SUB

* [Project64] Update CArmRecompilerOps::SPECIAL_JALR

* [Project64] Update CArmRecompilerOps::SPECIAL_JR

* [Project64] Implement a case for CArmRecompilerOps::BEQ_Compare

* [Project64] Add pre op check before an op

* [Project64] Add case in CArmRecompilerOps::LWC1

* [Project64] Implement void CArmRecompilerOps::SW()

* [Android] implement CArmRecompilerOps::LW

* [Project64] Add CArmRecompilerOps::LB_KnownAddress

* [Project64] Implement CArmRecompilerOps::LUI

* [Project64] Make more functions private in CArmRecompilerOps

* [Project64] Update logging in CArmRegInfo::Map_GPR_32bit

* [Project64] Add CArmRegInfo::operator==

* [Project64] Add CArmRegInfo::UnProtectGPR

* [Project64] Add LogRegisterState when no registers available

* [Project64] Keep Arm_R11 for temp reg

* [Project64] Add more variable to map and fix reg for GPR variable

* [Project64] Add CArmRegInfo::VariableMapName

* [Project64] fix CArmRecompilerOps::ADDI

* [Project64] WriteBack_GPR instead of unmap

* [Project64] Update CArmRecompilerOps::JAL

* [Project64] Update CArmRecompilerOps::BLEZ_Compare

* Update CArmRecompilerOps::BEQ_Compare

* [Project64] Update CArmRecompilerOps::BNE_Compare

* Remove CDebugSettings from CArmRecompilerOps

* [Projec64] Fix CArmOps::MoveConstToArmReg to use compress value

* [Project64] Fix CArmOps::SetJump20 for negative

* [Project64] Get CArmOps::MoveConstToArmReg to work in IT block

* [Project64] Update CArmOps::SubConstFromArmReg to have source and dest reg

* [Project64] Add ArmBreakPoint

* [Project64] Add CArmOps::ProgressItBlock

* [Project64] Add comment to StoreArmRegToArmRegPointer

* [Project64] Add CArmOps::SubArmRegFromArmReg

* [Project64] Add CArmOps::StoreArmRegToArmRegPointer

* [Project64] Add CArmOps::OrConstToVariable

* [Project64] Add CArmOps::OrConstToArmReg

* [Project64] Add CArmOps::MoveArmRegToVariable

* [Project64] Add comment to LoadArmRegPointerToArmReg

* [Project64] Add LoadArmRegPointerByteToArmReg

* [Project64] Fix up usage of AndArmRegToArmReg

* [Project64] Add second source to AndArmRegToArmReg

* [Project64] Add AndConstToArmReg

* [Projec64] Add AndConstToVariable

* [Project64] Rename ArmBranchCompare to ArmCompareType

* [Android] Add CArmOps::IfBlock

* [Android] Add another case to ThumbCompressConst

* [Project64] Add memtest to project64 core

* [Projec64] Add some more arm exception handlers

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

* [Project64] Add some more speed options to fps limitor

* [Project64] Some code clean up of x86RecompilerOps.cpp

* [Project64] Add Setting for Setting_PreAllocSyncMem

* [Project64] Make CArmRecompilerOps friend to CMipsMemoryVM

* Add Recent Roms

* [Android] Fix warning in NotificationClass.cpp

* [Android] Fix path in build.cmd

* Update version numbers

* [Android] Cleanup/fixup CArmOps::MoveConstToArmReg

* [Android] add another case for exception handler (3F 68 ldr r7, [r7, #0])

* [Project64] Fix some warnings

* [Project64] Fix some usage of friend

* [Projec64] Update code related to class friend

* [Glide64] Fix some warnings

* [Common] Fix some warnings

* [Android] Update build script

* [Android] link to atomic in android projects

* [Android[ Implement CArmRecompilerOps::ORI

* [Android] Add another case in CArmRecompilerOps::BLTZ_Compare

* [Android] Fix bug in CArmOps::ThumbCompressConst and add another case

* [Android] Always recreate controllers after settings

* GlideN64

* Merge branch 'master' of https://github.com/gonetz/GLideN64

* Neon version of InverseTransformVectorNormalize

* Code cleanup: remove obsolete hack for Nushi Zuri 64 - Shiokaze ni Notte

Fixed #1257

* Rewrite lighting.

Fixed chopper attack wrong textures #99

Thanks Gillou68310 for detection of the problem's origin.

* Code cleanup: Remove unused Transpose3x3Matrix

* Rebuild pixel buffers in ColorBufferToRDRAM_BufferStorageExt when

_initBuffers called more than once.

Example: Roadster trophy chages buffer size several times on the game start.

Each time ColorBufferToRDRAM_BufferStorageExt::_initBuffers called.

The game raises GL error on the second _initBuffers call.

* Enable hack_noDepthFrameBuffers for Roadster trophy.

Roadster trophy demo mode has problem: car has no wheels.

The game does wierd trick: it allocates depth buffer,

but uses only low half of it for depth values.

Upper half used as common memory.

Wheels texture loaded into that memory area (inside depth buffer area!).

Since depth buffer updated dynamicaly, its validity can not be tested.

Thus, buffer considered as valid and frame buffer texture is used instead of wheel texture.

Fixed #1258

* Z64gl

* correct Z of texrects

This fixes:

"Super Mario 64 missing hand at title screen"

"Duke Nukem 64 missing menus and HUD"

"Superman incorrect background assembling effect during intro"

see #19

Winback HUD not fixed (different problem?)

Nestopia 27/11

* Added FirebrandX's latest palettes to extras

* Merge pull request #42 from Monroe88/palettes2

Add FBX's new Nostalgia and NES-Classic palettes

* Add FBX's new Nostalgia and NES-Classic palettes

* Fixed libretro turbo inputs when using multiple gamepads

* Added Turbo A and B to libretro port

* Added BMF palettes to extras

Bsnes 0.73.3 + Dev + xBRZ

* Officiel

What's new

- "Step over" and "step out" buttons in debugger

- Improved debugger UI with register editing

- Improved handling of address mirroring for breakpoints (extends to the entire address space, not just RAM)

- Real-time code and data highlighting in memory editor, with fast searching for known code/data locations and unexplored regions

- Cartridge ROM and RAM views in memory editor for mapper-agnostic analysis

- SA-1 disassembly and debugging

- SA-1 bus and BW-RAM viewing and (partial) usage logging

- Super FX disassembly and debugging

- Super FX bus viewing and usage logging

- SPC file dumping

- IPS and BPS soft patching

- Multiple emulation improvements backported from bsnes/higan (mostly via bsnes-classic)

Coming soon

- Rewritten memory editor

- On-the-fly ROM saving and reloading from the memory editor for quick hacking and testing

- More keyboard shortcuts for menus, etc.

- Similar addressing improvements for cheats

* Développement

* check cheats.xml at start time instead

* slight makefile updates

including a better detection of Windows that doesn't make any

assumptions about letter case in environment variable names

* mention correct config file name

* use cheats.xml from config directory

* add default satellaview data

* Satellaview signal data emulation

* version 073+3 (binaries later tonight)

* swap satellaview load menu items

* Merge pull request #86 from LuigiBlood/itoibsx

[bS-X] Itoi Shigesato's Bass Fishing No. 1 support

* [bS-X] Fix Satellaview behavior for Itoi Bass Fishing

Unemulated behavior with data latches and data queue is now supported and makes Itoi Bass Fishing working.

* [bS-X] Added Itoi Bass Fishing Satellaview special contest 1 channel

* bsx: set regs.time_day correctly (tm_mday is 1-31)

* add support for custom BS-X date/time

* xBRZ

reset emulation speed when breakpoints occur

fix ignore-input settings with native file dialogues

fix funky wrapping bug in memory search

account for system state w/r/t/ canvas updates

(i.e. so that non-Qt video drivers will let Qt handle painting when the

system isn't actually powered on)

Added devinacker ansd Luigiblood commits of

Satellaview signal data emulation

add default satellaview data

use cheats.xml from config directory

mention correct config file name

slight makefile updates

(including a better detection of Windows that doesn't make any

assumptions about letter case in environment variable names)

check cheats.xml at start time instead

* version 073+3

* swap satellaview load menu items

* Merge pull request #86 from LuigiBlood/itoibsx [bS-X] Itoi Shigesato's Bass Fishing No. 1 support

* [bS-X] Fix Satellaview behavior for Itoi Bass Fishing Unemulated behavior with data latches and data queue is now supported and makes Itoi Bass Fishing working.

* [bS-X] Added Itoi Bass Fishing Satellaview special contest 1 channel

* bsx: set regs.time_day correctly (tm_mday is 1-31)

* add support for custom BS-X date/time

Snes9x 1.5x

Officiel

* Développement

* win32: fix some warnings

* win32: move msu files to apu files

* Merge remote-tracking branch 'bsx/bsx'

* [bS-X] Making sure there's enough space in ROM memory, simple precaution

* [bS-X] Make Empty Memory Pack if loaded from Multi Cart menu

(This is a conscious choice. It means no empty Memory Pack will be made if loaded like a regular ROM, which is fine.)

* [bS-X] Save Memory Pack option (Windows)

* [bS-X] Fix SA-1 map

* [bS-X] Rename and proper SA-1 Memory Pack mapping

* [bS-X] Fix Block Erase on LoROM, Actual Flash writing

Fixes Sound Novel Tsukuru

* [bS-X] Read/Write Memory Pack Fixes

* [bS-X] MultiCart Loading for games with Memory Pack support

I found out that my code only really works with HiROM games.

Maker games have issues since sx2 fork.

* [bS-X] Added *.bs extension detection

* [bS-X] Memory Pack Type 1 emulation

* [bS-X] Fix Memory Mapping, Force BS-X boot

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bonsoir, romstatien, romstatienne,

mon demenagement était rude et fastidieux, mais il est enfin terminer.

cependant je n'ai plus de connexion internet oh non ! mais comment on vas pouvoir profiter des dernières mises à jour !

heureusement un voisin a activer le spot wifi ouf alors tu vas t'en occuper comme avant ?

oui je mettrais a jour quotidiennement ah me voilà rassurer !

mais car oui il y a un gros " mais "

ne disposant de wifi sur le PC fixe, je ne pourrais pas mettre la version auto-installation et sans pre-configuration.

heureusement il existe mes tuto video dans chaque pages de l'émulateur dans la section ressources qui vous montres comment mettre ces fichiers dans romstation.

dans l'attente de ma mise en route d'internet, je procèderais comme avant mais ne disposant que du lien de téléchargement proposer par le site officiel et ces homologues.

acceptez mes futures excuses de cette contraintes, pour les nouveaux utilisateurs de romstation.

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Sa peut ce faire mais pour certains émulateur il faudrais que je trouve d'ancien post, sachant que le texte sur tablette s'affiche en html, et non en mise forme normal, de ce fait il faudra que je fasse bien attention à ce que j'effacerais ;)

Mais j'envisagerais demain de préparer une note avec la mise en forme habituelle.

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Mise à jour : 6 décembre
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Information :

 

après quelques heures de travail acharné, tablette pas très stable j'ai fini par arriver a conservé la mise en forme habituelle... fiu !?!

 

 

mGBA https://s3.amazonaws.com/mgba/nightly/mGBA-nightly-2016-12-01-win32-8aeafeb762457933797162fb41a538a728efa18a.7z

 

Project64

Emulateur




 GlideN64




* Z64gl

 

x86  http://www69.zippyshare.com/v/P3DB7wA1/file.html

 

x64 http://www2.zippyshare.com/v/Z4q4P7dt/file.html

* Merge branch 'refs/heads/capture'
* screenshot support on Windows
* working screen capture procedure
* allocated screen capture function to external translation unit

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Mise à jour : 7 decembre
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Information :

 

Joyeux anniversaire à moi ! 32e année et une année de bêtises en plus !

 

 

PCSX2 1.5 - 1681
 
http://buildbot.orphis.net/pcsx2/index.php?m=get&rev=v1.5.0-dev-1681-g592d4b0&platform=windows-x86


gui: Remove "Restore Defaults" button tooltip on Speedhacks panel It's incorrect, and the button is self explanatory - fixing it would just mean having a marginally useful tooltip that would require translating.
cdvdgigaherz:linux: Use pread instead of lseek + read It'll make it unnecessary to use a lock when reading disc sectors.
cdvdgigaherz:linux: Swap Ok and Cancel button order This now matches the usual GTK GUI button order. Also bump the version number.



PPSSPP 1.3-190
 
X86 http://buildbot.orphis.net/ppsspp/index.php?m=get&rev=v1.3-190-g4a78098&platform=windows-x86
 
X64 http://buildbot.orphis.net/ppsspp/index.php?m=get&rev=v1.3-190-g4a78098&platform=windows-amd64


Pick some safe changes from the android gradle branch (including windows CMake fixes)
Commit silly typo
Make sure Vulkan is fully disabled where not available.
Merge: ac07885 b6fb3be Merge pull request #9152 from hrydgard/cmake-fixes Pick the CMake fixes from the android-gradle branch (including windows CMake fixes)
Merge: c046c54 d33ad4a Merge pull request #9139 from hrydgard/defensive-programming Attempts to counter crashes seen in the Google Play developer console



Project64

* Emulateur
 
X86 http://www112.zippyshare.com/v/Zf25wlLn/file.html
 
X64 http://www2.zippyshare.com/v/DS6hKa74/file.html
 


* Merge pull request #1232 from LuigiBlood/G64RDB
[Glide64 RDB] Add Talent Studio uCode crc
* [Glide64 RDB] Add Talent Studio uCode crc
* [Android] Fix bug in CArmRecompilerOps::SPECIAL_SLT



 GlideN64




 Z64gl




Snes9x

Officiel




* Développement
 
http://www15.zippyshare.com/v/Sf3q3jOk/file.html


* Merge branch 'master' of https://github.com/snes9xgit/snes9x
* Unload MSU-1 files on reset



3DNes 1.2

 

https://geod.itch.io/3dnes

 

- Reduce input lag
- Support virtual reality with stereoscopic mode
- Enable/disable vsync 
- TrinusVR intergration with head tracking(Pro feature)
- First Person View gameplay and first person view control experimentation(Pro feature) 

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Mise à jour : 9 décembre 

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PCSX2 1.5 - 1686 

 

http://buildbot.orphis.net/pcsx2/index.php?m=get&rev=v1.5.0-dev-1686-g07d7905&platform=windows-x86

gsdx: Replace platform-specific threads with std::thread GSThread now doesn't seem to have a purpose, so it's been removed.

gsdx: Make GSJobQueue non-inheritable In the previous code, the threads were created and destroyed in the base class constructor and destructor, so the threads could potentially be active while the object is in a partially constructed or destroyed state. The thread however, relies on a virtual function to process the queue items, and the vtable might not be in the desired state when the object is partially constructed or destroyed. This probably only matters during object destruction - no items are in the queue during object construction so the virtual function won't be called, but items may still be queued up when the destructor is called, so the virtual function can be called. It wasn't an issue because all uses of the thread explicitly waited for the queues to be empty before invoking the destructor. Adjust the constructor to take a std::function parameter, which the thread will use instead to process queue items, and avoid inheriting from the GSJobQueue class. This will also eliminate the need to explicitly wait for all jobs to finish (unless there are other external factors, of course), which would probably make future code safer.

Merge: faa46bb ac78688 Merge pull request #1688 from turtleli/gsdx-thread gsdx: Use std::thread and std::function for GSJobQueue

GSDX: Fix output texture height calculation Previously, the height of the frame offset was also considered for the total height of the texture which was obviously wrong as the portion before the offset value isn't part of the frame memory.



PPSSPP 1.3 - 191 

 

X86 http://buildbot.orphis.net/ppsspp/index.php?m=get&rev=v1.3-191-gaa964ea&platform=windows-x86

 

X64 http://buildbot.orphis.net/ppsspp/index.php?m=get&rev=v1.3-191-gaa964ea&platform=windows-amd64

Update glslang submodule



Dolphin 5.0 - 1448 

 

http://dl.dolphin-emu.org/builds/dolphin-master-5.0-1448-x64.7z

Common: Add alignment header (PR #4482 de leoetlino)

ISOProperties: Separate the filesystem tab out into its own class (PR #4494 de lioncash)



mGBA 0.6.x

 

https://s3.amazonaws.com/mgba/nightly/mGBA-nightly-2016-12-09-win32-4085b9cdc5cce9397c349573bd6fcf53a3bae8ec.7z

Snes9x 1.5x

 

X86 http://www78.zippyshare.com/v/ItwgnlHa/file.html

Officiel




* Développement

* Fix MSU-1 refactor breaking builds on some systems

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PCSX2 1.5 - 1703

http://buildbot.orphis.net/pcsx2/index.php?m=get&rev=v1.5.0-dev-1703-ga83042d&platform=windows-x86

cmake: improve vtune integration Year is included in the path so search in order 2018/2017/2016 Not ideal but at least all logic is inside the FindVtune module

cmake: improve vtune integration Year is included in the path so search in order 2018/2017/2016 Not ideal but at least all logic is inside the FindVtune module

pcsx2: add a --profiling cli option Disable Framelimiter and Vsync So you can profile real data instead of the idle time between vsync ;)

PCSX2-WX: Update strings

PCSX2-WX: Proper source medium on menuitem Previously the boot menu items always displayed "Boot CDVD" regardless of the current source medium, this behavior has been fixed to properly adjust the text when source medium is changed. Now it'll display Boot CDVD/ISO/BIOS with respect to the current source medium. v2: Some instances of "Iso" have been changed to "ISO" for consistency. v3: Remove the unnecessary "Reboot" on menu item labels, saves some string translations. v4: Add a new shortcut key for the primary boot menu item.

CDVD: Convert CDVD_SourceType into enum class * Add a template function for underlying type conversions of enumerations

PCSX2-WX: Fix Shutdown menu item behavior There is already a dedicated bind event to handle the gray out of the menu item, so let's just gray it out initially and let the bind event handler do it's thing. The previous behavior would only gray out the menu item when all the plugins are in a non-active state which didn't seem ideal as the plugins were shutdown only when closing PCSX2 (or) switching plugins.

PCSX2-WX: Disable HostFs for release builds

LilyPad: Add Device Select option Adds a device select option that hides bindings and disables binding new inputs from all non-selected devices on the bindings list. This also avoids input conflict issues when one controller is recognized as several devices through different APIs.

LilyPad: Add Configure on bind option Part of the GUI update, this function switches to the configuration page immediately after binding an input instead of staying on the bindings page.

LilyPad: GUI update Updates the UI by reducing the height of the plugin window. This has been achieved by removing some buttons below the diagnostics and bindings list and incorporating those functions into the lists(accessible by right-clicking in the list). The binding configurations on the Pad tabs have been moved to a separate page, like the Forcefeedback bindings, to separate the configuration from the bindings.

LilyPad: Add skip deadzone option Adds a skip deadzone option to the Pad tabs. With the normal deadzone, if the control input value is below the deadzone threshold, the input is ignored. However, some controllers also benefit from shortening the input range by skipping a deadzone.

GSDX: Apply saturation only to interlaced video mode JMMT uses a bigger display height on NTSC progressive scan mode, which is not really unusual hence adjust the saturation hack to only take effect on interlaced NTSC mode. However, the whole double screen issue on FMV still exists. As a bit of information, this game has the second output disabled but seems to have some valid data inside of it, maybe the second output data is leaked into the first one? most likely a bug in the frambuffer data management rather than a CRTC issue (needs to be investigated)

Adds PGO support. Profile data is stored in a folder called profile in the top-level source directory. The build folder should NOT be transferred between computers when PGO is used, though I don't see why anyone would be doing so anyway. Also adds support for PGO and LTO to the build.sh script.

Merge: 07d7905 7f64f39 Merge pull request #1690 from PCSX2/greg/vtune Greg/vtune

vtune: count the number of ERET to trigger a quick exit The purpose is to stop vtune profiling in a predictable way. It allows to compare multiple runs. ERET is called every syscall/interrupt return so it is proportional to the EE program execution.

common: improve vtune merge support Mapping the full buffer is killer on Vtune (either crash or requires a huge processing time). Instead keep the same ID for code in the same buffers. I think all buffers are correctly mapped now but I still miss the frame pointer for VU code.

pcsx2: remove the reserve feature of recompiler memory Cons: * requires ~180MB of physical memory (virtual memory is the same so it doesn't impact the 4GB limit) From steam: 98.81% got at least 2GB of RAM. 83.62% got at least 4GB of RAM. That being said, it might not really increase RAM requirements as OS could put the new allocation in the swap. Pro: * code is much easier * remove at least half of the signal listener * last but not least, it is way easier for profiler/debugger

Dolphin 5.0 - 1458

http://dl.dolphin-emu.org/builds/dolphin-master-5.0-1458-x64.7z

Move the GameCube mic button configuration to the GameCube config dialog (PR #4492 de aldelaro5)

Fix focus bug when using the "render to main window" feature (PR #4030 de clinchergt)

IPC_HLE: Fix incorrect file path for IOCTL_SET_ATTR (PR #4500 de leoetlino)

Automatic translation resources sync with Transifex

Vulkan: Fix viewport depth when depth clamp is unsupported (PR #4506 de stenzek)

Project64 2.3.x + glideN64 + Z64gl

* Emulateur

X86 http://www50.zippyshare.com/v/FH2k3KLf/file.html

X64 http://www112.zippyshare.com/v/9oIEonMq/file.html

* Merge pull request #1233 from LuigiBlood/64ddsave

[64DD] Avoid Disk save disappearing when crashing during save

* [64DD] Avoid Disk save disappearing when crashing during save

GlideN64

* Z64gl

X86 http://www95.zippyshare.com/v/z8vBkEpr/file.html

X64 http://www118.zippyshare.com/v/LnXY3kkv/file.html

* Merge pull request #35 from cxd4/better-capture-paths

fixed segfaults when capturing screens on non-Windows emulators

* Flip the elements backwards and we have it working. :)

* fixed segfaults when capturing screens on other emulators

Because some emulators on Windows like Project64 neglect to specify a proper

directory string with a trailing '/' at the end.

Snes9x 1.5.x

http://www28.zippyshare.com/v/Hu5S7ABU/file.html

Officiel

* Développement

* Use 32040hz with more consistency

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Mise à jour : 11-12 décembre
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PCSX2 1.5.0- 1705

 

http://buildbot.orphis.net/pcsx2/index.php?m=get&rev=v1.5.0-dev-1705-g415090d&platform=windows-x86

 
common: Avoid wchar_t in pxTextWrapper wchar_t is 16-bits on Windows, which can't actually properly fit all Unicode characters. Use the wx3.0.x wxTextWrapper approach of using iterators that increment by actual characters to fix the issue, and also switch to using the std::string style functions in wxString.
cmake: Only use -fprofile-dir when PGO is used It stops clang from warning that '-fprofile-dir' is not supported.



Dolphin 5.0- 1471

 

http://dl.dolphin-emu.org/builds/dolphin-master-5.0-1471-x64.7z

AudioCommon: Remove unnecessary headers (PR #4511 de lioncash)

ShaderManagers: Use aggregate initialization for some variables. (PR #4509 delioncash)

OGL: Fix black screen when MSAA is enabled (PR #4513 de stenzek)

Jit64: Fix a few trivial PIE issues. (PR #4419 de degasus)



Dolphin ichiiruka 5.0- 861

 

https://goo.gl/31cRcc
https://goo.gl/YzHNa5
https://goo.gl/NXV6b7

Officiel




* Développement

Fixed some issues reported in the forum.



mGBA 0.6.x

 

https://s3.amazonaws.com/mgba/nightly/mGBA-nightly-2016-12-12-ubuntu64-trusty-85367c37135577de88ed18cf1fe19b226c178b7b.tar.xz

Project64

Emulateur




* GlideN64

 

http://www8.zippyshare.com/v/42KNLCdH/file.html

* Merge branch 'master' of https://github.com/gonetz/GLideN64
* Disable cull face for post processor.
Fixed CBFD hangs when you step on this part with Post filters enabled #1292
* Enable dialog close button.
* Merge branch 'master' of https://github.com/gonetz/GLideN64
* Fix PostProcessor destroy.
Fixed CBFD hangs when you step on this part with Post filters enabled #1292
* Implement ucode for Kuiki Uhabi Suigo.
Fixed Kuiki Uhabi Suigo: missing graphics in HLE #665
* Correct depth buffer clear for aux buffers.
Fixed regression in NFL Quarterback Club 98
* Merge branch 'master' of https://github.com/gonetz/GLideN64
* copyDepthToRDRAM=0 for Mario Golf
fixes #1293
* Code cleanup: remove duplicated include.
* Merge branch 'master' of https://github.com/gonetz/GLideN64
* GUI: remove What's button from the title bar of the dialogs.



Z64gl





Nestopia 11/12

 

http://www76.zippyshare.com/v/5GM1bcKX/file.html

* Support for mapper 23.10



Bsnes 0.73.x

 

X86 https://1fichier.com/?ugnyckdfrj

 

X64 http://www78.zippyshare.com/v/dw0i4CmY/file.html

Officiel




* Développement

* try to avoid mapping RAM when it doesn't exist



 xBRZ




Snes9x 1.5.x

 

http://www117.zippyshare.com/v/Era8ZvYA/file.html

Officiel




* Développement

* Use 32040hz sample rate in libretro to avoid resampling.



3DNes 1.2.1
 
https://geod.itch.io/3dnes
 


- Reduce input lag
- Support virtual reality with stereoscopic mode
- Enable/disable vsync 
- TrinusVR intergration with head tracking(Pro feature)
- First Person View gameplay and first person view control experimentation(Pro feature) 

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Mise à jour : 13 décembre
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PCSX2 1.5.0 - 1667

 

http://buildbot.orphis.net/pcsx2/index.php?m=get&rev=v1.5.0-dev-1709-g61669d1&platform=windows-x86

gsdx:png: Fix gcc clobber warnings Don't adjust 'image' and just use an additional offset. 'success' was kinda unnecessary when true or false could just be directly returned. Move 'compression' clamping out to GSPng::Save instead. And throw in a whole bunch of const for good measure.

gsdx-replayer:linux: Fix strict-aliasing warnings Use a reinterpret_cast instead of casting the function pointer address to a void** and dereferencing it. Also remove an unnecessary (void) and avoid including stdafx.h.

gsdx-replayer:cmake: Reduce build time/filesize Avoid building GSdx twice if the replayer is being built

gsdx:png: Fix accidental resource leak Oops. Unfortunately it'll reintroduce the clobbering warning on gcc 4.9.



Dolphin 5.0 - 1473

 

http://dl.dolphin-emu.org/builds/dolphin-master-5.0-1473-x64.7z

PixelShaderGen: Fix incorrect indexing of tevLerpBias (PR #4514 de stenzek)

Project64 2.3.x + GlideN64 + Z64gl

* Emulateur
 
X86 http://file.up09.com/fdenfr84uu7q | http://hulkload.com/yvhqigtht791| http://srcpan.com/fs/fC6r2i8mdsaofncRain9/
 
X64 http://file.up09.com/4r1vfeixcwqhhttp://hulkload.com/a3hv2cie0dxz
https://userscloud.com/jpgef12l5186http://srcpan.com/fs/6Cri8msoanRa6indd8c2/


* [Android] Fix buf in CArmRecompilerOps::SPECIAL_XOR
* [Android] Update CArmRecompilerOps::BEQ_Compare
* [Android] fix bugs in CArmRecompilerOps::BNE_Compare
* [Android] Do not create system on show menu
* [Project64] Delete default setting if application and bool
* [Project64] Clean up some warnings in CodeSection.cpp
* [Project64] Do not save on eeprom if read only
* [Project64] Rename Generate log to Log asm
* Merge branch 'master' of https://github.com/project64/project64
* [Android] Add LogLevelPreference.java
* [Android] Update log level display
* [Android] Update android version to 8



GlideN64




* Z64gl
 
X86 http://www11.zippyshare.com/v/MnMSt6yh/file.html
 
X64 http://www35.zippyshare.com/v/qJyqTuRc/file.html


* typo fix
* Merge branch 'refs/heads/stdint'
* typo fix
* switched around when _MSC_VER defined
* made possible to build with compilers that lack stdint.h
* Merge remote-tracking branch 'refs/remotes/origin/size'
* [Visual Studio] enable linker optimizations
now all memory issues should be gone and this should be safe
* safer load_tile command
* safer load_block command
* use variable to keep track of RDRAM size
* don't include glext.h in capture.cpp
So we have no redundant includes on Linux



Bsnes 0.73.3 + Dev + xBRZ

Officiel




* Développement

 

X86 http://file.up09.com/8osbtjzz7swyhttp://hulkload.com/ytguskn5v6yhhttps://userscloud.com/em5pjk80eubnhttp://srcpan.com/fs/5Cr4im9socnRdai5na37/

 

X64 http://www77.zippyshare.com/v/9jHIO0aL/file.html


* make SA1/superfx trace masks the correct size
fixes #91; i'm shocked it took two years for this copy/paste mistake to
get noticed by anyone



xBRZ


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PCSX2 1.5.0 - 1711



Merge: 61669d1 ff98dac Merge pull request #1696 from FlatOutPS2/master psxmode: Correct exe name for several PSX titles
psxmode: Correct exe name for several PSX titles Several PSX titles lack a backslash in the elf path, which made the disc serial contain 'cdrom:', this caused savestate issues in those ganes. Solves: https://github.com/PCSX2/pcsx2/issues/1692

 

gsdx:png: Fix accidental resource leak Oops. Unfortunately it'll reintroduce the clobbering warning on gcc 4.9.

 

gsdx-replayer:cmake: Reduce build time/filesize Avoid building GSdx twice if the replayer is being built.

gsdx-replayer:linux: Fix strict-aliasing warnings Use a reinterpret_cast instead of casting the function pointer address to a void** and dereferencing it. Also remove an unnecessary (void) and avoid including stdafx.h.

gsdx:png: Fix gcc clobber warnings Don't adjust 'image' and just use an additional offset. 'success' was kinda unnecessary when true or false could just be directly returned. Move 'compression' clamping out to GSPng::Save instead. And throw in a whole bunch of const for good measure.

 

common: Avoid wchar_t in pxTextWrapper wchar_t is 16-bits on Windows, which can't actually properly fit all Unicode characters. Use the wx3.0.x wxTextWrapper approach of using iterators that increment by actual characters to fix the issue, and also switch to using the std::string style functions in wxString.

cmake: Only use -fprofile-dir when PGO is used It stops clang from warning that '-fprofile-dir' is not supported.

PCSX2-WX: Update strings in Language dialog

PCSX2-WX: Proper source medium on menuitem Previously the boot menu items always displayed "Boot CDVD" regardless of the current source medium, this behavior has been fixed to properly adjust the text when source medium is changed. Now it'll display Boot CDVD/ISO/BIOS with respect to the current source medium. v2: Some instances of "Iso" have been changed to "ISO" for consistency. v3: Remove the unnecessary "Reboot" on menu item labels, saves some string translations. v4: Add a new shortcut key for the primary boot menu item.

CDVD: Convert CDVD_SourceType into enum class * Add a template function for underlying type conversions of enumerations

PCSX2-WX: Fix Shutdown menu item behavior There is already a dedicated bind event to handle the gray out of the menu item, so let's just gray it out initially and let the bind event handler do it's thing. The previous behavior would only gray out the menu item when all the plugins are in a non-active state which didn't seem ideal as the plugins were shutdown only when closing PCSX2 (or) switching plugins.

PCSX2-WX: Disable HostFs for release builds

LilyPad: Add Device Select option Adds a device select option that hides bindings and disables binding new inputs from all non-selected devices on the bindings list. This also avoids input conflict issues when one controller is recognized as several devices through different APIs.

LilyPad: Add Configure on bind option Part of the GUI update, this function switches to the configuration page immediately after binding an input instead of staying on the bindings page.

LilyPad: GUI update Updates the UI by reducing the height of the plugin window. This has been achieved by removing some buttons below the diagnostics and bindings list and incorporating those functions into the lists(accessible by right-clicking in the list). The binding configurations on the Pad tabs have been moved to a separate page, like the Forcefeedback bindings, to separate the configuration from the bindings.

LilyPad: Add skip deadzone option Adds a skip deadzone option to the Pad tabs. With the normal deadzone, if the control input value is below the deadzone threshold, the input is ignored. However, some controllers also benefit from shortening the input range by skipping a deadzone.

GSDX: Apply saturation only to interlaced video mode JMMT uses a bigger display height on NTSC progressive scan mode, which is not really unusual hence adjust the saturation hack to only take effect on interlaced NTSC mode. However, the whole double screen issue on FMV still exists. As a bit of information, this game has the second output disabled but seems to have some valid data inside of it, maybe the second output data is leaked into the first one? most likely a bug in the frambuffer data management rather than a CRTC issue (needs to be investigated)

Adds PGO support. Profile data is stored in a folder called profile in the top-level source directory. The build folder should NOT be transferred between computers when PGO is used, though I don't see why anyone would be doing so anyway. Also adds support for PGO and LTO to the build.sh script.

Merge: 07d7905 7f64f39 Merge pull request #1690 from PCSX2/greg/vtune Greg/vtune

vtune: count the number of ERET to trigger a quick exit The purpose is to stop vtune profiling in a predictable way. It allows to compare multiple runs. ERET is called every syscall/interrupt return so it is proportional to the EE program execution.

common: improve vtune merge support Mapping the full buffer is killer on Vtune (either crash or requires a huge processing time). Instead keep the same ID for code in the same buffers. I think all buffers are correctly mapped now but I still miss the frame pointer for VU code.

pcsx2: remove the reserve feature of recompiler memory Cons: * requires ~180MB of physical memory (virtual memory is the same so it doesn't impact the 4GB limit) From steam: 98.81% got at least 2GB of RAM. 83.62% got at least 4GB of RAM. That being said, it might not really increase RAM requirements as OS could put the new allocation in the swap. Pro: * code is much easier * remove at least half of the signal listener * last but not least, it is way easier for profiler/debugger

pcsx2: add a --profiling cli option Disable Framelimiter and Vsync So you can profile real data instead of the idle time between vsync ;)

cmake: improve vtune integration Year is included in the path so search in order 2018/2017/2016 Not ideal but at least all logic is inside the FindVtune module

GSDX: Fix output texture height calculation Previously, the height of the frame offset was also considered for the total height of the texture which was obviously wrong as the portion before the offset value isn't part of the frame memory.

Merge: faa46bb ac78688 Merge pull request #1688 from turtleli/gsdx-thread gsdx: Use std::thread and std::function for GSJobQueue

gsdx: Make GSJobQueue non-inheritable In the previous code, the threads were created and destroyed in the base class constructor and destructor, so the threads could potentially be active while the object is in a partially constructed or destroyed state. The thread however, relies on a virtual function to process the queue items, and the vtable might not be in the desired state when the object is partially constructed or destroyed. This probably only matters during object destruction - no items are in the queue during object construction so the virtual function won't be called, but items may still be queued up when the destructor is called, so the virtual function can be called. It wasn't an issue because all uses of the thread explicitly waited for the queues to be empty before invoking the destructor. Adjust the constructor to take a std::function parameter, which the thread will use instead to process queue items, and avoid inheriting from the GSJobQueue class. This will also eliminate the need to explicitly wait for all jobs to finish (unless there are other external factors, of course), which would probably make future code safer.

gsdx: Replace platform-specific threads with std::thread GSThread now doesn't seem to have a purpose, so it's been removed.

gui: Fix Plugin Selector panel memory leak SafeList is totally unsafe for non-POD objects.

cdvdgigaherz:linux: Swap Ok and Cancel button order This now matches the usual GTK GUI button order. Also bump the version number.

cdvdgigaherz:linux: Use pread instead of lseek + read It'll make it unnecessary to use a lock when reading disc sectors.

gui: Remove "Restore Defaults" button tooltip on Speedhacks panel It's incorrect, and the button is self explanatory - fixing it would just mean having a marginally useful tooltip that would require translating.

Merge: 24038f8 a9b63a2 Merge pull request #1681 from PCSX2/interrupt_mask_register PCSX2-GS: Use interrupt mask register bitfields

3rdparty:wxwidgets: Use locale name directly Upstream commit 713c3f9d1b10ac25fb3c4a1ff115e23c035851dba from the wx master branch (3.1.x). Fixes the crash when the current language is Korean and the Change Language dialog is accessed.

PCSX2-GS: Use interrupt mask register bitfields Previously, the code used a lot of "bitwise AND" to get specific bitfields of the interrupt mask control register, which makes the code look a bit hacky, also it's even more hard for normal people to calculate the value when hexadecimal values are used for the bitwise operations where the register is totally binary. Instead of dealing with all those mess, let's just get the bitfield values from the already implemented nice union of the IMR register. FWIW it also makes the code more readable.

pcsx2:windows: Don't create console stdio menu item It's not used on Windows and it causes Visual Studio to report a memory issue.

common: forget to format common properly Moral of the story, don't rely on the commit hook when it isn't installed correctly ;)

common: remove a gcc 4.6 hack Not supported anymore

remove trailing white space (until I run clang-format on the full code)

gsdx linux: update gui to add a HPO v2 checkbox Sort std hack & upscaling hack

gsdx-ogl: correct texture coordinate by 0.5 when vertex position is -0.5 Avoid ghosting in Captain tsubasa

gsdx-ogl: alternate implementation of half pixel offset The previous implementation of HPO adds an offset on vertex position. It doesn't always work beside it moves the rendering window. The new implementation will add a texture offset so that instead to sample the middle of the GS texel, we will sample the middle of the real texture texel. It must be manually enabled with * UserHacks_HalfPixelOffset_New = 1 (keep a small offset as intended by GS effect) * UserHacks_HalfPixelOffset_New = 2 (no offset) v2: always apply a 0.5 offset in case of float coordinates (Tales of Abyss) Might break other games but few of them uses float coordinates to read back the target

gsdx-ogl: add a texture offset uniform parameter to vertex shader It would be used for a new implementation of the half pixel offset hack Hopefully it doesn't badly impact the perf on low end iGPU

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Dolphin 5.0 - 1480

 

http://dl.dolphin-emu.org/builds/dolphin-master-5.0-1480-x64.7z

Jit: Move most x86-64-specific code out of JitCommon (PR #4516 de lioncash)

]

Project64 2.3.x + GlideN64 + Z64gl

* Emulateur

 

X86 http://www103.zippyshare.com/v/7FQOLWyY/file.html

 

X64 http://www11.zippyshare.com/v/yNkW1O2c/file.html

* [Project64] fix CSettingTypeApplication::Save
* [Glide64] Remove FPS



* GlideN64

 

http://www48.zippyshare.com/v/BHnJxHlB/file.html

* Merge branch 'master' of https://github.com/gonetz/GLideN64
* Add Goldeneye ucode to project files.
* Implement ucode for Goldeneye 007
* Rewrite buffers allocation for DePosterize.
* Code refactor: make methods of TxUtil static.
* Fix multi-threaded work of DePosterize.
Fixed #1301



* Z64gl

 

X86 http://www29.zippyshare.com/v/fzE5Jfv0/file.html

 

X64 http://www119.zippyshare.com/v/ZNQfQZki/file.html

* fix address in load_block command
fixed: Vigilante8 / F-Zero X texture garbage #23



Bsnes 0.73.3 + Dev + xBRZ

Officiel




* Développement

 

X86 http://www9.zippyshare.com/v/N2QL6LHV/file.html

 

X64 http://www18.zippyshare.com/v/OF6oiAuB/file.html

* tweak handling of standalone modifier keybinds
(should fix the issue where i.e. binding [key] and Shift+[key] to two
different things would cause Shift+[key] to trigger both of them)
* don't mistakenly enable trace mask automatically
* superfx: make a couple of registers 7-bit



* xBRZ

 

http://www70.zippyshare.com/v/FzGV2Tch/file.html

try to avoid mapping RAM when it doesn't exist 
make SA1/superfx trace masks the correct size
superfx: make a couple of registers 7-bit

 

 

----------

 

Mises à jour BIS éventuelles.

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Mise à jour : 16 décembre
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Informations importante :

 

Qu'il est bon de retrouvé sont PC, mais aussi d'offrir les meilleurs supports aux téléchargement et aux installations.

 

PCSX2 1.5.0 - 1712
 


MTVU/gif: prebuilt the fake packet GS_Packet constructor calls memset which is quite slow and useless as data is overwritten Vtune overhead of Gif_Unit::Execute goes from 5.8% to 3.0% (EE thread)


 
PPSSPP 1.3 - 192
 


Update Vulkan headers. Hack around another validation check (which I beleive to be bugged).


 
Bsnes 0.73.3- + Dev + xBRZ
 
Officiel




 
* Développement


* Merge pull request #90 from Optiroc/osx-makefile
Minor tweaks for OSX build
* Enable only NTSC filter on OSX.
* Version string is added to Info.plist while building. Added snesfilter to osx build (NTSC filter works, however other filters seems to just pass through the original image regardless of scale).



xBRZ





Mesen 0.6.0

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


 

Nouvelles fonctionalités

 

Débogueur : Plusieurs nouvelles fonctionalités et autres améliorations.

Audio : Grande réduction de la latence du son

Audio : Ajout d'une option pour réduire les "pops" produits par le canal DMC dans certains jeux.

Audio : Ajout d'options pour contrôler le panoramique de chaque canal

Audio : Ajout d'une option de crossfeed

Vidéo : Ajout de 2 palettes prédéfinies (Nostalgia et Nes Classic, par FirebrandX)

Interface : Ajout d'un bouton "Arrêt et redémarrage"

Interface : Ajout d'un bouton pour charger un jeu au hasard.

 

Problèmes corrigés

 

Vidéo : Correction d'un bug avec l'option d'élimination de la limite de sprites

Vidéo : Correction de la taille de l'image lorsqu'un format d'image spécifique était sélectionné

NSF : Correction d'un crash lors du chargement de fichiers NSF non-valides.


 
--------------------
 
A venir :

 

GlideN64

 

pour des raisons techniques cette mise à jour sera disponible dans les heures qui suivent

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Mise à jour : 17 décembre
revenir à la première page

 
Information importante

 

Ajout de la mise à jour de glideN64 du 16 décembre, problèmes techniques étant résolu.

 

 

PCSX2 1.5.0 - 1714
 


common: remove memset duplicates Use standard memset instead of memset_8 Move memzero/memset8 in a common OS file.
 
mVU: always call perf before leaving the compilation function I misses some early return in my first tentative. Now VTune shows me properly the time in VU recompiler. Note: It seem some block overlap (likely due to the branching mess). But it is still way better than no data


 
PPSSPP 1.3 - 194
 


Fixed Inconsistent texture filtering in Disgaea 2 #4235
 
Merge: a2b49fd c92ec20 Merge pull request #9166 from konchunas/master Fixed Inconsistent texture filtering in Disgaea 2 #4235


 
Project64 2.3.x + GlideN64 + Z64gl
 
Emulateur


 


 
* GlideN64


* Merge branch 'master' of https://github.com/gonetz/GLideN64
* Minor correction in filter_8888: check that buffers not NULL.
* Minor corrections in TxMemBuf.
* remove inline specifier for gSPFlushTriangles



Z64gl


 



Snes9x 1.5x
 
Officiel


 


 
* Développement


 * Merge pull request #157 from qwIvan/patch-1[/size]
fixed typo[/size]
* fixed typo[/size]

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Mise à jour : 18 décembre
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Information importante

 

Ajout d'une gif animé pour voir quel version de l'émulateur est disponible, pour ceux disposant de plusieurs builds, ceci sera plus agréable que l'astérisque " * "

 

PCSX2 1.5.0 - 1716
 

pcsx2: Fix "ISO Selector" menu item removal memleak Delete() deletes the menu item but keeps the sub menu. Remove() doesn't delete the menu item. Also use AppendSubMenu - using Append on a submenu is deprecated.
 
onepad: Fix variable type Fixes a type limits warning on a 64-bit build.


 
Dolphin 5.0 - 1483
 

Automatic translation resources sync with Transifex
 
DolphinWX: Add ability to filter symbols (by name) (PR #4491 de leoetlino)


 
Dolphin ichiiruka 5.0 - 864
 
Officiel


 
 


 
post-223770-0-09448100-1482079734.gifDéveloppement


-Fixed some issues reported in the forum.

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