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Новости
Nois:
Released June 18, 2019
BizHawk 2.3.2 :)
http://tasvideos.org/BizHawk/ReleaseHistory.html#Bizhawk232
Nois:
mGBA 0.8.0 :wow:
https://mgba.io/2020/01/21/mgba-0.8.0/
MrThree:
Перевод на русский язык игры Brave Prove (PS1) http://meduza-team.ucoz.net/news/perevod_na_russkij_jazyk_igry_brave_prove_ps1/2020-02-02-26
Cemu 1.17.1
Drapon:
MrThree, есть в теме русификация игр эта новость
Zykon:
--- Цитата: MrThree от 08 Февраль 2020, 13:14:34 ---Cemu 1.17.1
--- Конец цитаты ---
Знаю, но вопрос в другом есть ли смысл заливать эмуль сюда, учитывая что у него теперь есть функция обновления, либо просто публиковать новость по обнове и ссылку на источник
Drapon:
а почему на сайте деадалус для псп такой старой версии когда есть DaedalusX64 v1.1.8 https://github.com/DaedalusX64/daedalus/releases
Zykon:
сервер кайлера решил воскреснуть https://kaillerareborn.github.io/
MrThree:
Раньше ведь были новости на сайте о переводе игр, вот например в апреле вышел перевод Castlevania: Portrait of Ruin для Nintendo DS а ранее Spider-Man: Shattered Dimensions , Dark Void: Zero для Nintendo DSi а теперь нужно кучу сайтов пересматривать чтоб что-то найти(
MetalliC:
может стоит уделить немного внимания отечественному эмулятору Gamecube - Dolwin ? который довольно активно развивается в последнее время.
https://github.com/ogamespec/dolwin/releases
-v-:
MrThree, http://www.emu-land.net/forum/index.php/topic,197.3630.html
Photon9:
Портанули Daedalus и не смотря на то что он только версии 0.2, результаты показывает неплохие, Марио 64 тянет отлично, Марио карт потрескивает звук, но вполне играбельно, зельды тоже норм идут, но в русских версиях текст коверкается.
https://vitadb.rinnegatamante.it/#/info/549
Vivi the Black Mage:
mgba 0.8.2
--- Код: ---Emulation fixes:
ARM: Fix timing on Thumb shift instructions
GB: Fix GBC game registers after skipping BIOS
GB MBC: Support 4MB MBC30 ROMs (fixes #1713)
GB Video: Fix BGPS value after skipping BIOS (fixes #1717)
GBA: Add missing RTC overrides for Legendz games
GBA BIOS: Reset renderer when RegisterRamReset called (fixes #1756)
GBA SIO: Fix Multiplayer busy bit
GBA SIO: Fix double-unloading active driver
GBA Timers: Fix deserializing count-up timers
GBA Video: Fix mosaic objects drawing past the end (fixes #1702)
GBA Video: Fix disabling OBJWIN in GL renderer (fixes #1759)
GBA Video: Add missing parts of 256-color mode 0 mosaic (fixes #1701)
GBA Video: Fix double-size OBJ wrapping in GL renderer (fixes #1712)
GBA Video: Simplify sprite cycle counting (fixes #1279)
GBA Video: Fix sprite/backdrop blending regression
Other fixes:
3DS: Fix framelimiter on newer citro3d (fixes #1771)
ARM: Fix disassembling of several S-type instructions (fixes #1778)
ARM Debugger: Clear low bit on breakpoint addresses (fixes #1764)
CMake: Always use devkitPro toolchain when applicable (fixes #1755)
Core: Fix ELF loading regression (fixes #1669)
Core: Fix crash modifying hash table entry (fixes #1673)
GB Video: Fix some cases where SGB border doesn’t draw to multi-buffers
GBA: Reject incorrectly sized BIOSes
GBA: Break infinite loop for 0-frame mVLs (fixes #1723)
Qt: Fix OpenGL 2.1 support (fixes #1678)
Qt: Fix unmapping zipped ROM (fixes #1777)
Misc:
3DS: Clean up legacy initialization (fixes #1768)
GBA Serialize: Only flunk BIOS check if official BIOS was expected
Qt: Disable Replace ROM option when no game loaded
Qt: Defer texture updates until frame is drawn (fixes #1590)
Qt: Set icon for Discord Rich Presence
Qt: Show a warning when save file can’t be opened
--- Конец кода ---
evgs:
Старик RockNES 5.60b:
--- Код: ---What's new for version 5.60b (09/02/2020)
----------------------------------------
-This version removes all external DLL dependencies.
[general]
- Partial code rewrites, some optimizations and tweaks.
- Savestate version is now 7 (old saves are not compatible).
- Data at CPU $6000-$7FFF is now saved into savestates (SRAM/WRAM).
- Fixed a few problems parsing the config file.
- Fixed path for FDS BIOS loading (same of RockNES.exe folder).
- Fixed a deadlock bug on application window close (X at corner).
[cpu]
- Fixed CPU opcode $20 (JSR).
- Fixed CPU branch timings.
- Fixed a bug in the DMA operations of sprites and DMC sound channel.
- Fixed a potential crash in the CPU schedule system.
- Revision in the CPU opcodes.
[ppu]
- Fixed sprite RAM data saving in savestates.
- Fixed sprite refresh (R.C. Pro AM II works).
- Added a check for expected CHR ROM/RAM in each mapper.
- Revision in the PPU frame timing and CPU opcodes.
[graphics]
- New NTSC palette.
- Fixed a bug saving palettes (incorrect warning).
- Fixed bitmap clearing in triple buffering mode.
- Fixed switching to VS palettes.
- Fixed loading an external palette file.
- Fixed wallpaper loading path (should look at the binary folder too).
- Scanlines effect code rewritten from scratch.
- Reworked most of the color styles palette calculations.
[inputs]
- Added missing joystick turbo settings on config file parsing.
- Fixed incorrect assignment for BACKSPACE key.
- Fixed support for joysticks, now D-pad works again!
[sound]
- Fixed APU noise channel reset (fixes Ghostbusters) and sweeps.
- Fixed a bug in the APU mono/stereo switching.
- Fixed sound startup and configuration.
- Fixed DMC channel initial state.
- Reworked the audio rendering a bit.
- Changed the sound sample rate from 48000 back to 44100Hz, works on low-end PCs.
- Reduced drastically the sound cache for minimal latency.
[nsf driver]
- Fixed a bug in the NSF savestate block.
- Fixed NSF track selector, works for player 1 only.
- If a NSF file has no game title, it's now replaced by its filename.
[mapper]
- Added proper support for Acclaim's MC-ACC IRQs.
- Added savestate data for mappers 46 & 187.
- Revision in the MMC3/Acclaim PPU IRQ codes.
--- Конец кода ---
Dumbass:
1st December 2020
PCem v17 released. Changes from v16 :
New machines added - Amstrad PC5086, Compaq Deskpro, Samsung SPC-6033P, Samsung SPC-6000A, Intel VS440FX, Gigabyte GA-686BX
New graphics cards added - 3DFX Voodoo Banshee, 3DFX Voodoo 3 2000, 3DFX Voodoo 3 3000, Creative 3D Blaster Banshee, Kasan Hangulmadang-16, Trident TVGA9000B
New CPUs - Pentium Pro, Pentium II, Celeron, Cyrix III
VHD disc image support
Numerous bug fixes
A few other bits and pieces
Thanks to davide78, davefiddes, Greatpsycho, leilei, sards3, shermanp, tigerforce and twilen for contributions towards this release.
Vivi the Black Mage:
mGBA 0.9.0
--- Код: ---Features
e-Reader card scanning
New tool for converting between different save game formats
WebP and APNG recording
Separate overrides for GBC games that can also run on SGB or regular GB
Game Boy Player features can be enabled by default for all compatible games
Frame and I/O viewer support for Game Boy
Bug report tool for gathering information helpful for reporting bugs
Mute option in homebrew ports
Status indicators for fast-forward and mute in homebrew ports
VBA bug compatibility mode for ROM hacks that don’t work on real hardware
Read-only support for MBC6 flash memory
New unlicensed GB mappers: Pokémon Jade/Diamond, BBD, and Hitek
Stack tracing tools in ARM debugger (by ahigerd)
Command scripts for CLI debugger (by ahigerd)
Scheduled event dumping in CLI debugger
ARM disassembler now resolves addresses to symbol names
Add Game Boy Player feature support to ports
Individual window types can now be toggled in debugging views
Support for the Wii U GamePad when running as an injected VC title
Emulation fixes
ARM: Fix ALU reading PC after shifting
ARM: Fix STR storing PC after address calculation
ARM: Fix Addressing mode 1 shifter on rs == pc (fixes #1926)
ARM: Fix long multiply-and-accumulate register write order (fixes #1956)
ARM: Fix long and accumulate multiply timing
GB: Partially fix timing for skipped BIOS
GB: Downgrade DMG-only ROMs from CGB mode even without boot ROM
GB: Fix marking BIOS as unmapped when skipping BIOS (fixes #2061)
GB Audio: Fix serializing sweep time
GB Audio: Fix some channel 4 timing edge cases
GB MBC: Fix MBC1 mode changing behavior
GB MBC: Fix some MBC3 bit masking
GB Video: Fix state after skipping BIOS (fixes #1715 and #1716)
GBA: Fix timing advancing too quickly in rare cases
GBA: Clear GBP connection on reset
GBA Audio: Revamp FIFO emulation (fixes #356, #875, #1847)
GBA BIOS: Implement dummy sound driver calls
GBA BIOS: Improve HLE BIOS timing
GBA BIOS: Fix reloading video registers after reset (fixes #1808)
GBA BIOS: Make HLE BIOS calls interruptable (fixes #1711 and #1823)
GBA BIOS: Fix invalid decompression bounds checking
GBA DMA: Linger last DMA on bus (fixes #301 and #1320)
GBA DMA: Fix ordering and timing of overlapping DMAs
GBA I/O: Green swap register should be readable
GBA I/O: Ignore high bits on IME
GBA Memory: Improve gamepak prefetch timing
GBA Memory: Stall on VRAM access in mode 2 (fixes #190)
GBA Memory: Improve robustness of Matrix memory support
GBA Memory: Mark Famicom Mini games 22 through 28 as non-mirroring
GBA Memory: Return correct byte for odd ROM open bus addresses
GBA Memory: Improved AGBPrint emulation of edge cases (fixes #1867)
GBA Memory: Fix masking of misaligned jumps
GBA Serialize: Fix alignment check when loading states
GBA SIO: Fix copying Normal mode transfer values
GBA SIO: Fix Normal mode being totally broken (fixes #1800)
GBA SIO: Fix deseralizing SIO registers
GBA SIO: Fix hanging on starting a second multiplayer window (fixes #854)
GBA SIO: Fix Normal mode transfer start timing (fixes #425)
GBA Timers: Fix toggling timer cascading while timer is active (fixes #2043)
GBA Video: Latch scanline at end of Hblank (fixes #1319)
GBA Video: Fix Hblank timing
GBA Video: Implement green swap (fixes #1609)
GBA Video: Emulate sprite cycle limits in OpenGL renderer (fixes #1635)
GBA Video: Fix OBJWIN erratic rendering in OpenGL renderer
GBA Video: Fix x offset in 256-color BG mosaic (fixes #1684)
GBA Video: Fix transposed BG mosaic parameters in GL renderer
SM83: Emulate HALT bug
SM83: Improve mid-M-cycle interrupts
SM83: HALT should not consume an extra T-state
Other fixes
3DS: Fix thread cleanup
All: Improve export headers (fixes #1738)
Cheats: Fix indirect write cheats (fixes #2026)
CMake: Fix build with downstream minizip that exports incompatible symbols
CMake: Link with correct OpenGL library (fixes #1872)
Core: Ensure ELF regions can be written before trying
Core: Fix threading improperly setting paused state while interrupted
Core: Fix loading ELF files that have unexpected empty program headers
Core: Fix destroying an mVL with an invalid channel count
Debugger: Don’t skip undefined instructions when debugger attached
Debugger: Close trace log when done tracing
Debugger: Fix change watchpoints (fixes #1947)
Debugger: Call CLI debugger system init
FFmpeg: Fix some small memory leaks
FFmpeg: Fix encoding of time base
GB: Fix crash when changing ROM while in banked address space
GB: Fix loading model overrides
GB MBC: Force minimum SRAM size on rare MBCs that always have SRAM
GB Serialize: Fix crash when loading pre-0.7 SGB savestates
GB Video: Fix SGB video logs
GB Video: Discard SGB packets in non-SGB mVLs
GB Video: Fix deserializing negative LX state
GB Video: Don’t rendering negative batches
GBA: Fix loading multiboot ELF files (fixes #1949)
GBA: Fix loading subsequent save files (fixes #2067)
mGUI: Don’t attempt to preload files larger than can fit in RAM
Qt: Force OpenGL paint engine creation thread (fixes #1642)
Qt: Fix static compilation in MinGW (fixes #1769)
Qt: Fix a race condition in the frame inspector
Qt: Load/save bytes from memory viewer in the order visible (fixes #1900)
Qt: Fix running proxied video if it gets pushed to the main thread
Qt: Fix game display sometimes disappearing after closing load/save state screen
Qt: Fix cancelling pausing before the frame ends
Qt: Fix gamepad event dispatching (fixes #1922)
Qt: Pre-attach GDB stub when launching with -g (fixes #1950)
Qt: Fix crash when editing shortcuts with none selected (fixes #1964)
Qt: Fix crashing when no OpenGL context can be obtained
Qt: Fix issues with I/O viewer not properly synchronizing state
Qt: Fix loading a new game crashing on Wayland (fixes #1992)
Qt: Fix inability to clear hat bindings
SM83: Simplify register pair access on big endian
SM83: Disassemble STOP as one byte
Switch: Fix GB game height in pixel accurate mode (fixes #2073)
Wii: Fix crash on unloading irregularly sized GBA ROMs
Miscellaneous
3DS: Use “wide mode” where applicable for slightly better filtering
3DS: Batch directory reads
Core: Add savedataUpdated callback
Core: Add shutdown callback
Core: Rework thread state synchronization
Core: Improve support for ROM patch cheats, supporting disabling overlapping patches
Core: Adding to library is now recursive
GB: Allow pausing event loop while CPU is blocked
GB: Add support for sleep and shutdown callbacks
GB: Redo double speed emulation (closes #1515)
GB: Support loading CGB-on-AGB boot ROM
GB Audio: Add channel 4 batching back (fixes #1313)
GB Core: Return the current number of banks for ROM/SRAM, not theoretical max
GB I/O: Implement preliminary support for PCM12/PCM34 (closes #1468)
GB MBC: Remove unused SRAM size
GBA: Allow pausing event loop while CPU is blocked
GBA BIOS: Division by zero should emit a FATAL error
GBA Cheats: Allow unlimited ROM patch-type codes per set
GBA Video: Convert OpenGL VRAM texture to integer
GBA Video: Skip attempting to render offscreen sprites in OpenGL
GBA Video: New GL palette approach, no more batch splitting on palette edits
GBA Video: Avoid integer division using reciprocal tricks
Debugger: Keep track of global cycle count
FFmpeg: Add looping option for GIF/APNG
FFmpeg: Add CRF support for applicable codecs
mGUI: Show battery percentage
mGUI: Skip second scan loop when possible
mGUI: Improve loading speed (fixes #1957)
Qt: Renderer can be changed while a game is running
Qt: Add hex index to palette view
Qt: Add transformation matrix info to sprite view
Qt: Memory viewer now supports editing decimal values directly (closes #1705)
Qt: Add copy button to GB printer dialog
Qt: Window title updates can be disabled (closes #1912)
Qt: Redo OpenGL context thread handling (fixes #1724)
Qt: Discard additional frame draws if waiting fails
Qt: Unify monospace font usage
Qt: Add button to jump to log settings
Qt: Use relative paths in portable mode when applicable (fixes #838)
Qt: Better initial shortcut editor column sizes
SDL: Fall back to sw blit if OpenGL init fails
Switch: Optimize font rendering (fixes #2078)
Switch: Allow switching between CPU and GPU renderers without reloading
Util: Reset vector size on deinit
VFS: Change semantics of VFile.sync on mapped files (fixes #1730)
--- Конец кода ---
Vivi the Black Mage:
mGBA 0.9.1
--- Код: ---Emulation fixes:
ARM: Fix LDM^ with empty rlist (fixes #2127)
Core: Fix first event scheduling after loading savestate
GB Serialize: Fix switching speed modes when loading a state (fixes #2097)
GB: Fix skipping BIOS
GBA Memory: Fix loading Thumb savestates when in ARM mode
GBA Video: Fix window start on modes 3-5 with mosaic (fixes #1690)
GBA Video: Fix mode 3-5 overflow with mosaic (fixes #1691)
Other fixes:
GBA: Fix non-USA 1.0 FireRed misdetecting as a ROM hack (fixes #2100)
GBA: Fix crash when ROM loading fails
GBA e-Reader: Fix bitmap short strip scanning
GBA Video: Fix mode 5 frame 1 caching (fixes #2075)
GBA Video: Don’t attempt to copy invalid registers when switching renderer
Qt: Fix crash when switching from high-resolution OpenGL renderer to software
Qt: Fix OpenGL renderer lagging behind when fast-forwarding (fixes #2094)
Qt: Fix smudged window icon on Windows
Qt: Fix saving settings enabling camera when camera name changes (fixes #2125)
Qt: Fix frames getting backlogged (fixes #2122)
Qt: Restore maximized state when starting (fixes #487)
Misc:
Core: Truncate preloading ROMs that slightly exceed max size (fixes #2093)
GBA: Default-enable VBA bug compat for Ruby and Emerald ROM hacks
GBA Memory: Log GPIO writes on non-GPIO carts as Pak Hardware instead of Memory
Qt: Add ROM filename and size to bug reporter
Qt: Improve handling of disabling VBA bug compat mode (fixes #2129)
--- Конец кода ---
ElectrixX:
FCEUX 2.5.0
--- Код: ---The 2.5.0 release features significant enhancements and improvements to the Qt/SDL port. Specifically the debug tools and AVI recording capabilities.
Common
Emulation Core
Fixed SYA and SXA opcodes in CPU. Blargg's NES CPU TEST #5 now passes.
Qt/SDL
New Tools
Added built-in AVI RIFF Tree Viewer.
Debugger
Redesigned debugger layout to optimize space usage.
Window layout uses relocatable tabbed viewports to allow for layout customization.
Added a tool bar for commonly used debugger buttons.
Moved many configuration options to debugger window menu to save space.
Added syntax coloring options to assembly code viewer.
Added opcode description popups to assembly code viewer.
Added assembly code custom font selection option.
Added symbol tool tips and address look ahead popups for assembly code viewer.
Added navigate backwards/forwards line history to assembly code viewer.
Added breakpoint on unlogged code/data feature.
Added breakpoint on execution of a specified PRG-ROM address.
Added step back one instruction feature (experimental)
Hex Editor
Fixed draw logic to ensure that highlighted text coloring takes precidence over activity coloring.
Fixed crash in hex editor when searching with Ctrl+A
Input Control
User can now save up to 3 alternate sets of gamepad button bindings in addition to the primary set.
Advanced gamepad bindings (to hot key functions) are now stored for each individual gamepad by GUID.
Lua
Build fix for static linking of lua. Ensure proper compiler flags are set for linux and mac OS to enable lua plugin functionality.
Movies
Added optional linking of ffmpeg (libav) libraries for AVI recording. Provides full use of available encoders and options.
Implemented AVI 2.0 Indexing Specification. This new indexing scheme eliminates 2GB AVI file recording limitation.
Fixed video messages and HUD presentation AVI display options.
GUI Improvements and Bug Fixes
Went through all debug tool windows and made sure that all configuration options are saved (persist on application restart).
The position and size of all debug/tool windows is now saved at window close and restored at window open.
For debug windows, if attempting to open a window that is already open, that window is raised to top and focused.
Bug fixes for scroll bar presentation on custom viewport widgets in debug tools windows (debugger, hex editor, trace logger).
Added main window context menu to Qt GUI.
Various color customization options for debugger and hex editor.
Changed hot key config window tree layout to sort keys into logical groups.
Added offline help documentation viewer feature. (chm viewer for windows and Qt help engine for unix)
Video Improvements and Bug Fixes
Fixed video message positioning so that it is not clipped when 8 pixel side clipping is active.
Added integer frame rate option to better sync video with monitor refresh.
Changed update rate of video frames per second display so that it is more readable.
Sound Improvements and Bug Fixes
Added option to mute sound when main window is not in focus.
Improved sound sample underflow/overflow algorithm to allow for better scaling with running the emulation at faster/slower speeds.
Sound sample processing efficiency updates.
Added an audio buffer percent usage indication and
an audio sink starve counter to sound config window for debug purposes.
Build Improvements
OpenBSD OS build fixes.
--- Конец кода ---
MetalliC:
роды были крайне тяжелыми :D
WinUAE 4.9.0 (06.12.2021)
Major update: custom chipset emulation rewrite (biggest reason for far too long release cycle)
Agnus/Alice internal DMA cycle processing and RGA bus pipelining (bitplanes, copper, blitter etc) accurately emulated.
Programmed display mode support greatly improved, for example cycle accurate horizontal blanking (even if it is changed mid-screen), badly documented BEAMCON0 bit combinations accurately emulated, previously unknown undocumented features emulated and more.
Blitter internal logic emulation updates, for example blitter register modifications when blitter is active are now accurately emulated, line mode with B channel enabled undocumented behavior emulated and more.
Chipset edge-cases and chipset version specific undocumented behavior emulation improved, for example Copper waiting for Blitter chipset bug is accurately emulated (which causes visible glitches and was not emulated previously), borderblank glitch if horizontal window is opened early.
Display emulation is now from hsync to hsync (not scanline to scanline) which enables accurate emulation of left (programmed modes or blanking modified) and right border (normally visible, position where horizontal position wraps around) edge cases without extra hacks, both bitplanes and sprites. Vertical is also from vsync to vsync, for example last visible line of display can be line 0 (or even larger if special programmed mode) which wasn’t fully emulated previously. Multiple DIWSTRT/STOP regions in single scanline supported, including start/stop horizontal wrap around.
Bitplane DMA overrun condition is not a special case anymore, all overrun conditions are now fully supported, including bitplane wrap around. Overrun can be used to create special modes that are still fully PAL (or NTSC) compatible without usual restrictions (for example it is possible to have full overscan, horizontal scrolling in 64-bit fetch mode and still have most sprites available)
Overscan+ and Extreme display size options. Can see everything in emulation that real chipset can output in PAL/NTSC compatible modes with adjusted blanking timing when using converters like OSSC. Also OCS Denise blanking bug on first and last line is now emulated and visible.
Audio internal timing is now accurate, for example low audio period (lower than DMA can support) interrupt and sample reload timing is now cycle-accurate.
New emulated hardware
CyberVision 64, CyberVision 64/3D and S3 Virge PCI emulation. (S3Trio and S3Virge chipset emulation from PCem)
Voodoo 3 (8M VRAM) PCI emulation. (Voodoo 3 emulation from PCem)
M.A.S.T. Fireball (SCSI HD controller)
Hardital Synthesis (SCSI HD controller)
A.L.F.2 (OMTI HD controller)
Combitec HD 20 A/HD 40 A (OMTI HD controller)
GVP G-Force040 (68040 accelerator)
GVP A1230 Turbo+ Jaws (68030 accelerator)
Prelude A1200 clockport expander support
Updates
JIT update (Aranym) + shift instruction flag fix.
x86 bridgeboard emulation updated to PCem v17 x86 core.
Recent Picasso96 multimonitor support: usegfx Picasso96 DISPLAYCHAIN is now only forced if uaegfx monitor is monitor id=0 (shared with native chipset). Previously DISPLAYCHAIN was always forced.
ALT+Space does not anymore open WinUAE window standard menu when input is captured.
Saving config file: Confirm overwrite if existing file is read-only.
Do not allow opposite joystick directions at the same time (some games crash..) if mapped using Game Ports panel. It is still allowed if configured using Input panel and it was mapped to left/right/up/down events (not horiz/vert).
Debugger updates. Configurable disassembly format, DMA debugger DDFSTRT, DDFSTOP, horizontal window, vertical window, blanking markers, full 32-bit/64-bit bitplane/sprite pointer addresses, cycle conflict info, fi command accepts assembly syntax (for example “fi trap #0”).
New features
FloppyBridge support.
Picasso96 v3.0+ uaegfx screen dragging and dual palette support.
uaeserial.device CMD_WRITE with io_Length=-1, EOFMODE and Mark and Space parity support implemented.
bsdsocket.library SBTC_GET_BYTES_RECEIVED, SBTC_GET_BYTES_SENT, SIOCIFADDR, SIOCIFFLAGS, SIOCIFBRDADDR, SIOCIFCONF, SIOCIFNETMASK, SIOCIFMETRIC and SIOCIFMTU support added.
All Z2 DMA HD controllers are now 24-bit addressing capable by default (real world capability), checkbox option added to enable full 32-bit capability (emulation only).
Added CD image select/eject keyboard shortcut. END+F5 = select CD image, END+SHIFT+F5 = eject CD. Statefile quick restore moved to END+F6
Executable as a disk image mounting now supports FFS and HD disks. Uses DD+OFS if selected file fits (like previously), then DD+FFS, finally HD+FFS (if drive is HD).
Amiga Bootblock Reader brainfile support (copy ABR package xml files to \plugins\ABR). Used when clicking “?” button in quickstart and disk panels.
Multi monitor mode window positions are now stored to registry/ini.
Experimental HDR mode. Supports brightness and contrast adjustment without immediate white clipping or black crush.
Bugs fixed
Fixed HAM left border corruption if overscan HAM mode and bitplane horizontal start was earlier than current filter horizontal start.
CDTV and CD32 CD audio playback statefile restore bugs fixed.
A2410 emulation fixed.
NPCap/WinPCap crash if more than 9 network devices was found.
Fixed GDI handle leak. GUI panel change leaked 2 font handles.
Floppy emulation rotation speed was slightly out of spec.
bsdsocket recv/recvfrom() returning truncated data now matches Unix/Amiga behavior. Windows also returned error when data was truncated.
OSD led font graphics is now generated from real Windows font and is high DPI aware.
If game controller was plugged in after config was loaded and loaded config had game controller configured in game ports panel, game controller was correctly remembered but type and autofire mode was set to default values.
68040/68060 unimplemented FPU instruction emulation fixes, all 68060 FPSP test package tests pass now.
Softfloat FMOD, FREM update. FSINCOS implemented, calculates both SIN and COS simultaneously, previously FSINCOS calculated SIN and COS separately.
Add harddrive button tried to incorrectly guess logical geometry and didn’t enable full drive mode if drive didn’t already have RDB. Result was unusable drive.
CDFS mounting used wrong character set translation functions, files with region specific characters failed to open depending on Windows regional settings.
“Remove interlace artifacts” last line flickering workaround fix.
Fixed empty formatted standard HD ADF creation.
Many minor bugs fixed.
Ильяска:
Подскажите по разделам: куда написать чтобы добавили в ромы версию Ihatovo Monogatari на английском т.к. есть релиз от фанатов на английском. https://www.romhacking.net/translations/4116/ До этого игра считалась только японской теперь же можно поиграть на английском.
Zykon:
--- Цитата: Ильяска от 14 Февраль 2022, 07:15:21 ---Подскажите по разделам: куда написать чтобы добавили в ромы версию Ihatovo Monogatari на английском т.к. есть релиз от фанатов на английском. https://www.romhacking.net/translations/4116/ До этого игра считалась только японской теперь же можно поиграть на английском.
--- Конец цитаты ---
Добавил
Навигация
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