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Ymir v0.1.8
Zykon, 23:04, 10-09-2025
The latest Sega Saturn emulator - Ymir, has been updated.
New features and improvements - App: Disable rounded window corners on Windows 11. - App: Implement exception handler for macOS - App: Provide feedback to the user if any part of the app initialization fails - App: Show warning dialog if the user is missing the required ROM cartridge images for games that require them - Backup RAM: Per-game internal backup RAM file names changed from bup-int-["game code"] "title".bin to bup-int-"title" ["game code"].bin to allow sorting files alphabetically in file browsers. Existing files will be automatically renamed as they are loaded - Build: ARM64 Windows support - Build: FreeBSD support for ARM64 systems - Cart: Automatically insert Backup RAM cartridges for games that recommend their use, such as Dezaemon 2 and Sega Ages - Galaxy Force II - Cart: Add Vampire Savior - The Lord of Vampire demo to internal database of games that need a DRAM cartridge - CD Block: Allow querying files at specific frame addresses and display file being read in System State window - Debug: Allow exporting debug output to a file - Debug: Move debug port writes to a callback and remove them from the SCU tracer. Eliminates the need for debug tracing to use Mednafen's debug output method - Debugger: Implemented SH-2 watchpoints - Input: Add support for loading an external game controller database and include a community-sourced database in builds - Input: Added hotkey for exiting the application, requiring a key combo to trigger: at least one key modifier (Ctrl, Alt, Shift, Option, etc.) and one other key (e.g. Ctrl+Shift+Q) - Media: Cache CHD hunks for improved performance at the cost of extra RAM usage - Media: Provide basic error feedback when attempting to load bad, corrupt or truncated disc images - SCSP: Basic debugger view for all slot registers and some state - SCSP: Final output oscilloscope view - VDP1: Optimize line plotting by skipping lines that are entirely out of the system clipping area - VDP1: Optimize mesh polygons by limiting updates to system clip area - VDP1: Simplify mesh rendering code for slightly improved performance - VDP1: Various performance micro optimizations - VDP2: Basic debugger view for NBG0-3 and RBG0-1 parameters Fixes - App: Set en-US UTF-8 locale globally. Fixes CHD loader unable to load files with Unicode characters in their names - CD Block: Prevent a crash when attempting to set up subcode transfers without an active track - CD Block: Soft reset fixes - CD Block: Use CD Block clock ratios instead of SCSP's for drive state update events - CD Block: Various state transition and playback nuances - CD Block: Various Put/Get/Delete Sector Data nuances - Input: Reset inputs when unbinding inputs or disconnecting gamepads - Media: Adjust sectors offsets when reading CHD images with multiple data tracks. Fixes some Last Bronx (USA) CHD images not booting - Media: Fix handling of Unicode characters when loading or saving the recent game disc list - Media: Ignore absolute paths when loading images from CUE sheets; load from the same directory as the CUE sheet instead - Media: Properly handle UTF-8-encoded CUE files referencing other files with Unicode characters - Media: Rewrite CUE parser to hopefully fix some audio skipping issues - SCSP: Allow M68K to fetch instructions from SCSP registers. Fixes CroNSF audio playback - SCSP: Fix check for attack stuck bug when KRS=0xF. Fixes issues in multiple games: - Announcer voice in DonPachi's title screen is now playing consistently - Both games in Sega Ages - I Love Mickey Mouse - Fushigi no Oshiro Daibouken & I Love Donald Duck - Georgia Ou no Hihou now play their songs correctly - All games in Sega Ages: Phantasy Star Collection now play their songs correctly - "Xing" voice line in Arcade Gears Vol. 2 - Gun Frontier's boot up - Character voice lines in Langrisser III - Character voice lines in AnEarth Fantasy Stories - The First Volume - Voice lines during intro and throughout the game in Rapyulus Panic - SCSP: Don't use SBCTL on slots that are playing samples from Sound RAM when the EG reaches the silence threshold. Fixes busted audio in Guardian Heroes and Elevator Action^2 - SCSP: Silence audio when MVOL=0. Fixes lingering sound/music when pausing in Sega Ages - Galaxy Force II - SCU: Properly handle 8-bit and 16-bit writes to registers. Fixes Phantasy Star IV graphics in Phantasy Star Collection - SCU: Timer 1 was never triggering when configured to trigger on Timer 0 match of 0x000 - SH2: Fix byte order of direct cache data accesses - SH2: Fix MOVA offset when in delay slot - SH2: Swap memory read order for MAC.W and MAC.L operands - SMPC: Clear SF (with a delay) when receiving an INTBACK break request. Fixes Phantasy Star Collection hanging on a black screen after SEGA licensing screen - SMPC: Fix register reads/writes - SMPC: Optimized INTBACK flag is inverted - SMPC: Time out pending INTBACK at VBlank IN if no Continue or Break requests are received until then. Fixes inputs in both Discworld versions - SMPC, VDP: Trigger optimized INTBACK more consistently closer to 1ms before VBlank IN depending on vertical resolution - System: Reset clock speed when soft resetting the system - VDP1: Clear transparent mesh layer to 0 instead of the erase write value when erasing framebuffer. Fixes Rayman's level loading screens rendering at half brightness when using the transparent meshes enhancement - VDP1: Cycle-count VBlank erase process. Fixes flashing subtitles in Panzer Dragoon FMVs and hangs in Parodius and Sexy Parodius - VDP1: Don't swap gouraud values when horizontal and/or vertical flip is enabled for an untextured polygon. Fixes bad shading in Croc - Legend of the Gobbos - VDP1: Force-align sprite character data address to 16 bytes when using RGB 5:5:5 color mode. Fixes misaligned team logos in All-Star Baseball '97 Featuring Frank Thomas - VDP1: Improve performance by avoiding double-writing the same pixels in the erase process low resolution modes. Also fixes erase process cycle counting in high resolutions - VDP1: Increase padding for system clip rendering optimization. Fixes stray white pixels on the right and bottom edges of the intro of Mahjong Yon Shimai - Wakakusa Monogatari and Croc - Legend of the Gobbos - VDP1: Pixel-perfect rendering - VDP1: Delay PTM=1 drawing start to dodge some timing issues with games that trigger drawing too early. Fixes flickering glass shard in Fighter's History Dynamite's intro sequence - VDP1: Primitive cycle counting to work around some games that horribly abuse the VDP1, such as Baroque, Dark Seed II, and Funky Fantasy - VDP1: Remove write penalty hack introduced earlier for Mega Man X3's sprites. Fixes multiple issues: - Missing sprites in Seikai Risshiden - Yoi Kuni, Yoi Seiji, and Jissen Pachinko Hisshou-hou! Twin - Flashing sprites in Alone in the Dark - One-Eyed Jacks Revenge, Cleaning Kit for Sega Saturn, and Contra - Legacy of War - Flashing FMVs in Funky Fantasy, World Cup Golf - Professional Edition, and Magic Carpet - Flickering letters in the mission briefing screens in Alien Trilogy - VDP1: Rework scaled sprite rendering to correctly handle undocumented zoom point settings - VDP1: Rework erase/swap timings. Fixes numerous issues: - Screen flashing in Ayakashi Ninden Kunoichiban Plus - Flashing map in the demo version of Drift King Shutokou Battle '97 - Tsuchiya Keiichi & Bandou Masaaki - Every other interlace field missing in Virtual Mahjong 2 - My Fair Lady - VDP2: Adjust line width for RBG line color insertion. Fixes half of the field not being colored in World League Soccer '98 - VDP2: Always read line screen scroll data even for disabled NBGs. Fixes one-frame offset on system settings screen and Deep Fear's GUI elements - VDP2: Don't draw out of bounds areas of the sprite layer when rotated. Fixes ground-on-sky glitch in Sega Ages - Power Drift - VDP2: Don't use supplementary data for characters in inaccessible VRAM banks. Fixes columns of "A"s in Darklight Conflict - VDP2: Double vertical window coordinates when the display is in single-density interlaced mode. Fixes the bottom half of the screen missing in Pro-Pinball: The Web - VDP2: Fix CRAM address bits shuffling. Fixes unexpected graphics showing up before the intro FMV in Saturn Bomberman - VDP2: Fix CRAM address calculation for RBG line colors. Fixes wrong colors for field shading in World League Soccer '98 - VDP2: Fix exclusive monitor timings and resolution sizes, and out-of-bounds reads from lookup tables - VDP2: Fix interlaced mode timings - VDP2: Fix off-by-one error when clamping window X coordinates. Fixes one-pixel glitches in Albert Odyssey when displaying dialogue boxes - VDP2: Fix palette-based transparent meshes not blending with VDP2 layer (such as in Bulk Slash). - VDP2: Fix rotation parameter line color data address calculation - VDP2: Fix window calculations involving illegal vertical coordinates. Fixes background glitch in Radiant Silvergun's Stage 2C - VDP2: Force-fetch first character of every scanline. Fixes some garbage tiles on the left edge of the screen in Athlete Kings' splash screen - VDP2: Handle games that only enable RBG1. Fixes missing background graphics in Houkago Ren'ai Club - Koi no Etude - VDP2: Handle sprite window on sprite layer manually. Fixes graphics effects when defeating the first boss in Metal Black - VDP2: Honor rotation parameter mode register when selecting line color data. Fixes bad sky on Episode 2 of Panzer Dragoon II Zwei and glitched sky/ceiling in Savaki - VDP2: Invert TVSTAT.ODD bit on single-density interlaced modes too. Fixes swapped interlaced fields in Pro-Pinball: The Web and Shienryuu - VDP2: Implement VCNT skip as a dedicated vertical phase - VDP2: Latch TVMD.DISP and TVMD.BDCLMD at start of the frame. Fixes: - Garbage graphics after loading screen in Samurai Spirits - Zankurou Musouken - One-frame glitches in Ayakashi Ninden Kunoichiban Plus and Ninpen Manmaru - VDP2: Move VCNT update to the left border horizontal phase where HBLANK switches to zero - VDP2: Precompute per-dot rotation coefficient flag instead of deriving it twice per scanline - VDP2: Read per-screen line/back color only at the start of the frame. Fixes red screen after SEGA licensing logo in Ayakashi Ninden Kunoichiban Plus - VDP2: Recalculate RBG0/1 page base addresses when changed mid-frame. Fixes broken ground on NiGHTS into Dreams's boss fights - VDP2: Reduce rotation parameter calculation precision to more closely match the real system - VDP2: Render transparent meshes onto a separate layer instead of immediately blending them onto the sprite layer. Fixes priority issues on Akumajou Dracula X when using the enhancement - VDP2: Rework bitmap delays due to bad VRAM access cycles configuration. Fixes shifted graphics in Baroque Report - CD Data File - VDP2: Store line color data for RBGs separately. Fixes sky box issues when jumping on the spring pad in Sonic Jam's Sonic World mode - VDP2: Use more accurate NTSC/PAL clock timings for video sync. Eliminates stutters with refresh rates that are very slightly lower than a perfect multiple of the NTSC/PAL frame rates - VDP2: Use the correct character fetcher for scroll RBGs. Fixes background glitches in Battle Monsters
grooomy [18:10, 11-09-2025]
Слежу за развитием этого эмулятора. Падает надежды. Очень хотелось бы увидеть что то уровня DuckStation для PS1 ну или хотя бы ReDream для Dreamcast. Saturn -это консоль не заслуженно обделенная вниманием со стороны эмуляторщиков. Консоль явно лучше чем многие другие по типу 3DO или N64.