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Сообщения - Alex-4

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1
Сравнение версии Sega и SNES


2
А вот и ares v114  вышел.

3
Modern Vintage Gamer выложил ролик


Оказывается 3 мая выложили исходники чипов Nintendo 64, Nintendo GameCube, Nintendo Wii. Так что можно теперь загонять их в FPGA и играть. Может из за этого решил запилить новый эмулятор Nintendo 64.


Добавлено позже:
Гуглоперевод:

Источник

Ждём дальнейшего развития событий.

4
На хабре выложили перевод его статьи  про эмуляцию SNES.

5
что опять с ним?


Источник

Вообщем возможно что через несколько месяцев вернётся.




6
Не смотря на то что обещал долго не выкладывать byuu v3 + higan v109 обновились

Изменения:
    Famicom: emulated the X24C01 EEPROM for Bandai-FGC boards (no X24C02 support yet)
    Mega CD: CDC PCM DMA can only write to current bank [EkeEke]
    Mega CD: CDC DMA address setting now clears d0-d2 for proper transfer alignment [EkeEke]
    Mega CD: improve power-cycle handling (not perfect; best to restart the emulator between each Mega CD game still ...)
    PC Engine: trigger VDC coincidence IRQs at start of scanline (fixes Bomberman '94, Air Zonk start screen rendering issues)
    PC Engine: improved RCR interrupt emulation (fixes Air Zonk in-game)
    PC Engine: fix VDC DCR writes (fixes Gaia no Monshou, Magical Chase, etc)
    PC Engine: reduced VDC access delays (fixes Wonder Momo, but may not be hardware accurate)
    PC Engine: improved instruction timing
    PC Engine: added Avenue Pad 6 emulation (higan only for now)
    WonderSwan: window emulation improvements
    byuu: BIOS firmware settings window improvements
    byuu: can now load firmware from inside ZIP archives
    byuu: added trace logging tool
    byuu: added manifest viewer tool
    byuu: add path overrides for saves, BPS patches, and DSP firmware files
    higan: fixed a serious issue with the "Create New System" option from the launch screen
    nall: fixed a subtle yet important issue with Natural/Integer::bit() that allowed out-of-range bits to be set


Источник

8
byuu обновился до версии 1.0

https://byuu.org/posts/byuu-v1

9
byuu обновился до версии v0.14

Обещано увеличения быстродействия:

Super Nintendo: 100fps -> 200fps
Sega Genesis: 85fps -> 210fps
PC Engine: 68fps -> 240fps
Game Boy Advance: 123fps -> 154fps

https://byuu.org/posts/byuu-v0r14

10
byuu v0.10 released

Changelog:

update driver settings when changing audio and input drivers
correct sound output when not outputting at 48KHz
correct sound output when changing frequency after game is loaded
show program icon when game is not loaded
move from native status bar to higan/bsnes-style status bar
fix a bug with WonderSwan internal EEPROM data
fix hotkey polling in fullscreen mode
added joypad support
fixed initial bindings for gamepad axes and hats
allow multi-selection clear on input mappings
added path searching to higan::Node::find()
added higan::Node::scan() to locate relative tree nodes
exposed settings for color bleed/emulation, interframe blending, overscan
default to Path::desktop() instead of Path::user() for loading games

https://byuu.org/posts/byuu-v0r10

Судя по описанию геймпад прикрутили.

11
byuu v0.8 released
https://byuu.org/posts/byuu-v0r8

Наконец то интерфейс более менее стал вменяемым, по сравнением с higan.

12
bsnes-hd обновился до beta10. Изменения :

Цитата

    Based on latest bsnes (114, 2020-01-09)
    Experimental libretro core
    Changed Show Overscan setting, replacing Soft Crop. Changed widescreen values accordingly
    Corrected widescreen object wrap-around point to 352
    Changed storage paths from "bsnes" to "bsnes-hd beta"
    Automated Linux build is now CPU neutral
    Various minor bsnes-hd specific modifications to GUI
    Fixed setting Ignore Window Fallback X-Coordinate via settings dialog

All provided as-is, Android libretro core is an experimental local build

Скачать

13
bsnes-hd обновился до beta 8

Изменения:

 option to disable widescreen for non-Mode 7 scenes (default now), fixing menus and widescreen-incompatible 2D levels with no setting switching during gameplay. The widescreen areas in that case can either be black or adopt the background color.

- simple auto widescreen settings for backgrounds, based on size and position(s) of the background, works e.g. for the HUD in "F-Zero" or the title screen box in "Super Mario Kart".

- new Mosaic mode for HD Mode 7, using 1x scale, providing a good compromise between SD Mode 7 and no Mosaic at all, and also allowing widescreen, e.g. for the "Terranigma" underworld.

- optional markers for the widescreen areas, in the form of lines or darkening at configurable translucency. Also sprites can now be clipped at the edges of the widescreen areas.

- soft crop setting changes are now applied immediately.

- some settings changed type and/or got new defaults. Using the empty configuration files from the release zip or deleting the config files from the user directory is recommended.

- bsneshd-dev at Emulator Nexus Discord: https://discord.gg/3bVaNcK (not just for developers, feel free to post suggestions, issues, game specific settings, recommended games, broken games, videos, screenshots, ...)

Скачать




14
FS-UAE после 2.5 лет обновился до версии 3.0

Изменения:

* Fixed JIT direct access on modern Linux distributions.
* FS-UAE default is now to show a 692x540 image, not stretched to fill screen.
* Built-in configurations for many more game controllers.
* New option whdload_quit_key to gracefully quit slaves.
* Added more shaders (compiled/ported/written by guest.r and rsn8887).
* Alt+F4 and Cmd+Q will no longer quit FS-UAE (in full keyboard emulation mode).
* Use raw input on Windows again (allows grabbing of Windows keys, etc).
* Updated emulation core from WinUAE 3300b2.
* Several new configuration options (see Changelog for details).
* Many more smaller fixes and updates (see Changelog for details).

Changes in FS-UAE Launcher 3.0 (compared to 2.8):

* Plugins can provide files for offline use (WHDLoad, JST, SKick, etc).
* Added support for .gz/.adz/.roz/.xz-compressed files.
* Support WHDLoad versions 18.4 and 18.5 (game database).
* Revert fullscreen_mode to default when upgrading from older versions.
* Use https for all more fs-uae.net and openretro.org communication.
* Support hd_requirements = xpkmaster.library.
* Fixed problem on Windows where devices were sometimes not detected.
* Make configurations list wider when window width is quite large.
* Try to use config from game database when launching with a WHDLoad archive.
* Extract WHDLoad arguments from .info file when loading a WHDLoad archive.
* Sync "unpublished" games from the online game database, option to show.
* Many bugfixes and smaller improvements (see Changelog for details).

Build-related:

* Only x86-64 (64-bit) official builds for Windows and macOS and Linux.
* Building for x86 (32-bit) still works on all platforms.
* 32-bit packages for Ubuntu, Debian, Fedora and openSUSE are still available.
* Builds for macOS require 10.9+. The source can be built for older versions.

Всем кому надо запускать WHDLoad игры без лишних заморочек рекомендую.Скачать






15
Вышел мод bsnes-hd beta 5 (бывший HD Mode 7)

Что нового:

Widescreen for non-Mode 7 backgrounds. Results of course vary between games and even scenes.
To avoid HUDs repeating and other unwanted effects I have added settings to disable widescreen for the separate background layers and even just the top or bottom of a layer.

The default is always "on" for all 4. Sample values for some games are:
"F-Zero": BG3: "off"
"HyperZone": BG2: ">80"
Please post settings for other games here.

Sprites that are partially inside the non-widescreen area are now drawn entirely when possible.

The new "unsafe sprites" settings allow sprites to enter widescreen areas further if the game keeps updating them. This will however cause significant artifacts in many games. If ROM-hackers want to discuss optimizing games for this, feel free to contact me.

more widescreen aspect ratios (16:10, 21:9, ...)


Скачать

Источник

Демонстрация режима widescreen на Super Mario World


16
Вышел HD Mode 7 mod, beta 4 на основе bsnes 107.3

http://s000.tinyupload.com/index.php?file_id=04003636241341097966

Измененния:

Widescreen: Setting to expand Mode 7 backgrounds to the left and right for a 16:9 aspect ratio.

Tweaked the behavior of Output/Center to drop the top and bottom 4 scanlines in 1080p fullscreen. This bumps the scaling form 4x to 5x and with widescreen allows native 1080p fullscreen Mode 7 with uniformly scaled sprites.

Replaced magic numbers with preliminary detection for values at the edges that break perspective correction. Fixes Tales of Phantasia (and should not break Super Mario Kart).

Disabled the automatic switching to non-scaled when there is no Mode 7 background, as it breaks with widescreen. [may also help with some shaders, IIRC someone asked for this]

В планах у автора

Auto detect for perspective correction, so you don't have to manually switch it off for Castlevania, Terranigma and so on

Allow supersampling and scaling at the same time, e.g. 4x resolution and each of those pixels averaged from 3x3 subpixels.

Optimization. Getting a few more FPS. Or a step or 2 higher without dropping below playable rates.

Fix interlacing at odd scale factors.

Higher color depth ('normal' 8 bits per RGB component instead of the SNESs 5 [256 values instead of 32, 16,777,216 colors instead of 32,768]). Should allow for:

better supersampling results

slightly improved blending in general

Allowing a new HD feature to smooth the blended colors that help with the illusion of depth [I'm so looking forward to this. Those gradients only changing every few scanlines clashes strongly with the HD background.]

Источник


17
Автор HD Mode 7 обитает на редите,просил буи включть свой код в код  bSNES. Буи в принципе не против. Так что ждём.

18
Пока неофициально вышел bsnes v107.3

https://download.byuu.org/bsnes_v107r3-windows.7z

Так же вышел его мод HD Mode 7

http://s000.tinyupload.com/index.php?file_id=09563041936219219008

Небольшое видео по настройке и возможности  HD Mode 7


19
Прочие эмуляторы / Retroarch
« : 11 Апрель 2019, 23:30:58 »
Поставил себе этот Ludo, что то он вываливается постоянно.

20
Прочие эмуляторы / Retroarch
« : 04 Февраль 2019, 11:17:46 »
RetroArch обновился до версии  1.7.6. Там много изменений включая новый Desktop UI.

21
AVGN — Один Дома c Маколеем Калкиным — Rus-Reploid+Kinaman


22
Ну вот и перевод от рептилоида подоспел


23
Цитата
Этот аппарат можно заэмулить?.

WinUAE его давно эмулирует.

24
Дайджест / PlayStation Classic
« : 01 Декабрь 2018, 22:04:09 »
Цитата
Ну сони, ну и жиды.

Они ещё и проц поставили которому не хватает быстродействия что бы тянуть эмулятор без тормозов.

26
Дайджест / PlayStation Classic
« : 21 Сентябрь 2018, 01:17:14 »
теперь надо ждать от сеги дримкаст мини, от атари ягуар мини, и от конами турбограф мини
Как бы в следующем году Ataribox грозились подогнать, в комплекте игрушки от ягуара. Intelvision вроде как тоже хотела свою ретроконсоль подогнать.

27
Кстати в последних версиях к WinUAE прикрутили движок PCem. Теперь WinUAE может эмулировать Комондоровские машины на 386 процессоре и запускать 95 винду. Обсуждение


28
Вот и свежий билд подъехал http://www.emucr.com/2018/06/bsnes-mcfly-v106r04.html

Это не свежий билд bSNES, это форк 0.73 с ядром от Higan 106 от создателя bsnes plus.
А реально свежий билд это http://www.emucr.com/2018/06/higan-v106r37.html
Не обращайте внимание на название ставьте.

29
byuu решил реанимировать bsnes. На его странице появилось:
Цитата
Today I'm announcing the revival of the bsnes project.

This is going to be a standalone SNES emulator, utilizing the higan SNES core, but with a much faster multi-threaded PPU renderer. The performance should hopefully exceed the old bsnes-balanced releases, while being just as accurate.

The bsnes project is also going to focus heavily on ease of use, providing support for direct ROM file loading, automatic gamepad mapping (where possible), soft-patching support, etc.

The goal is to provide all of the recent higan SNES emulation improvements and the SNES preservation project work to a wider audience.

30
А SID, между прочим, по некоторым параметрам действительно круче Famicom-овского синтезатора.

Немного в тему:


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