Обновился свежий эмулятор Sega Saturn - Ymir.
New features and improvements - App: Added a button to copy the version string from the About window - App: Added hotkey to take screenshots (bound to F12 by default) with adjustable scaling from 1x to 4x - App: Added option to automatically load most recently loaded game disc image on startup - App: Auto-center About window whenever it is opened - App: Automatically detect profile path and allow using the user profile path from the OS's user home directory - App: Display error dialog on unhandled exceptions - App: Show actual emulation speed in title bar and frame rate OSD - App: Show actual VDP1 frame rate separated from VDP1 draw calls - Build: macOS builds are now universal -- one binary supports both Intel and Apple Silicon Macs - Core: Improve manual reset event performance by using OS-specific implementations based on cppcoro - Debugger: Added CD Block filters view - Debugger: Added rudimentary SH-2 breakpoint management and per-game debugger state persistence - Debugger: Added SH-2 exception vector list view - Debugger: Allow suspending SH-2 CPUs in debug mode - Debugger: Implemented SH-2 breakpoints - Debugger: Introduced debug break signal that can be raised from just about anywhere - GameDB: Force SH-2 cache emulation for Astal, Dark Savior and Soviet Strike - GameDB: Implemented flag to force SH-2 cache emulation to specific games - Input: Categorized gamepad triggers and sticks as absolute axes. Absolute axes output fixed values at specific positions - Input: Categorized gamepad triggers as monopolar axes (having values ranging from 0.0 to 1.0) and gamepad sticks as bipolar axes (-1.0 to +1.0) - Input: Implemented Arcade Racer peripheral - Input: Implemented Mission Stick peripheral with toggleable three-axis and six-axis modes - Video: Added hotkeys to rotate screen clockwise and counterclockwise - Video: Added option to reduce input lag by adjusting GUI frame rate to the largest multiple of the emulator's target frame rate that's not greater than the display's refresh rate - Video: Added option to reduce video latency by displaying the latest frame instead of the oldest when the emulator is running faster than the display's refresh rate - Video: Added option to synchronize video frames in windowed mode - Video: Avoid frame skipping on slow refresh rate monitors by disabling VSync if the target frame rate exceeds the display's refresh rate - Video: Simplify frame rate control in full screen mode Fixes - CD Block: Disconnect filter inputs for the fail target, not the filter itself. Fixes broken graphics in Ultraman Zukan's title screen - CD Block: Don't disconnect CD device from when setting the fail output of filter. Fixes Digital Dance Mix Vol. 1 - Namie Amuro playback - CD Block: Fix directory indexing for ReadDirectory and ChangeDirectory commands. Fixes Sega Rally Championship Plus (Japan) not booting - CD Block: Fix handling of "no change" playback end parameter. Fixes Astal taking a long time to load the first stage - CD Block: Properly read path table and directory records that cross the boundary between two CD sectors. Fixes Mizuki Shigeru no Youkai Zukan Soushuuhen booting back to BIOS - CD Block: Read subheader data from CD-ROM Mode 2 tracks only and fix their addressing. Fixes missing intro FMV in NiGHTS into Dreams... - CD Block: Start new playbacks from starting FAD when paused. Fixes WipEout 2097 and XL boot issues - Media: Add support for CD-ROM Mode 2 tracks. Fixes Last Bronx not booting - Media: Compensate for INDEX 00 pregap in multi-indexed tracks in CUE sheets. Fixes partially skipped Minnesota Fats - Pool Legend voice lines - Media: Fix handling of pregap in data tracks in single BIN+CUE dumps. Fixes some Last Bronx dumps not booting - Media: Realign data offset to hunks between tracks in CHDs. Fixes some Last Bronx CHD dumps not booting - Save states: Added CD Block file system state to save state data - Scheduler: Ensure events are executed in chronological order - SCU: Fix A-Bus external interrupt handling - SCU: Fix DMA source address updates when source address increment is zero. Fixes background priority issue regression in Street Fighter - Real Battle on Film - SCU: Fix Timer 1 not triggering when the reload counter is larger than 0x1AA or 0x1C6 depending on horizontal resolution - SCU: Ignore/skip illegal DMA transfers in indirect transfer lists. Partially fixes corrupted or missing sprites in Fighting Vipers - SCU: Illegal DMA interrupts should not trigger VDP1 Sprite Draw End DMA transfers - SCU: Notify bus of DMA transfers - SCU: Prevent indirect DMA transfers from starting if the first entry is illegal. Stops Tennis Arena from destroying all memory - SCU: Use the source address increment for indirect DMA transfer data - Settings: Disable "Include VDP1 rendering in VDP2 renderer thread" by default and don't enable it in presets - Settings: Persist custom Screenshots profile path - Settings: Properly restore controller binds for controllers other than the Saturn Control Pad - SH2: Fix CPU getting stuck handling DMAC interrupts forever. Fixes Shellshock not booting - SH2: Handle sleep/standby mode and wake up on interrupts. Fixes Culdcept getting stuck on intro FMV and boosts overall performance on games that make use of the SLEEP instruction - SH2: Only clear zeroed out bits from write clear bitmask on FRT FTCSR writes. Fixes random lockups in Daytona USA - SMPC: Fixed TH control mode reports on SH-2 direct mode. Fixes input response in World Heroes Perfect, Touge King the Spirits, Chaos Control Remix, and Father Christmas - SMPC: Fixed TL reporting on SH-2 direct mode - VDP1: Disable "antialiasing" for lines and polylines - VDP1: Fix bad transparency caused by "illegal" RGB 5:5:5 color data (0x0001..0x7FFE). Fixes transparency in Sonic X-treme - VDP1: Process framebuffer swap slightly later in the VBlank OUT line. Fixes numerous issues: - Flickering graphics in DragonHeart - Fire & Steel, King of Fighters '96 / '97, Jantei Battle Cos-Player, PhantasM, Soviet Strike, Virtua Cop 2, and Yellow Brick Road - Corrupted sprites in Center Ring Boxing, and Marvel Super Heroes (Shuma Gorath's Chaos Dimension move) - Partially missing sprites in Fuusui Sensei - Feng-Shui Master - Freezes/crashes in Mahou no Janshi - Poe Poe Poemy, and Shockwave Assault - VDP1: Reorder LOPR, COPR, CEF and BEF updates. Fixes missing graphics in Virtual On - Cyber Troopers and Sega Touring CARS - VDP1: Use SCU DMA bus notification to adjust VDP1 VRAM write timing penalty. Fixes hanging intro FMV in Sonic Jam without breaking Mega Man X3's sprites - VDP2: Always initialize and update background counters even for disabled layers. Fixes rolling screen in F-1 Challenge - VDP2: Block bitmap reads from VRAM banks without appropriate CP access. Fixes dirty graphics in NFL Quarterback Club 97's title screen - VDP2: Compute bitmap data access offsets when multiple chunks are read for an NBG. Fixes background offset in Doukyuusei - if while maintaining the slicing fix for Capcom Generation - Dai-5-shuu Kakutouka-tachi - VDP2: Don't apply sprite shadow if sprite priority is lower than the top layer. Fixes shadows drawing on top of objects in Blue Seed - Kushinada Hirokuden - VDP2: Don't blend line screen with layer 1 if line screen color calculations are disabled. Fixes fog in battle backgrounds in Zanma Chou Ougi - Valhollian - VDP2: Don't increment vertical scroll BG coordinate on complementary field lines when rendering deinterlaced RBG lines. Fixes jittery/interlaced Grandia FMVs when deinterlace is enabled - VDP2: Fix layer enable flags calculation when only RBG1 is enabled. Fixes missing background in MechWarrior 2's menus - VDP2: Fix line color insertion logic. Fixes erroneously blended ground in Athlete Kings - VDP2: Fix priority calculations for bitmap BGs. Fixes character sprites being drawn behind the background layer in Mr. Bones - VDP2: Fix race conditions with threaded deinterlacing causing some artifacts on RBGs in single-density interlaced mode - VDP2: Fix window indexing for RBGs in high resolution modes. Fixes stretched shadows in Last Bronx - VDP2: Handle RBG window pixels in high resolution modes. Fixes extra column of garbage in Athlete Kings - VDP2: Invert TVSTAT.ODD reads. Fixes garbled graphics on the top half of the screen in True Pinball - VDP2: RBG1 uses Rotation Parameter B, not A - VDP2: Reset NBG2/3 base vertical scroll counters when writing to SCYN2/3. Fixes garbled graphics in Marvel Super Heroes vs. Street Fighter during Shuma Gorath's Chaos Dimension move - VDP2: Rework rotation table calculations. Fixes warped ground on player two's screen in Sonic R multiplayer mode - VDP2: Skip calculation of VRAM PN/CP accesses for NBGs when RBG1 is enabled. Fixes missing car graphics in Gale Racer - VDP2: Swap even/odd field when entering VBlank
Обновился эмулятор советского компьютера Вектор-06Ц.
Features: - Set up a GitHub Windows auto build action - Text scale auto-adjusts based on monitor DPI Updates: - Updated RAM Disk description - Added FAQ - UI item renaming - Set the address input control to hex only in the Hex Viewer window Bug Fixes: - Fixed the disassembler to correctly show the code listing at the requested address, including DB operations before - Non-local labels output first in the disassembler list - Fixed write/read highlights for the RAM disk data preview - Fixed watchpoint memory representation in the tooltip - Fixed HexViewer address search; now switches memory pages correctly - Fixed out-of-range error in the StrHexToInt utility function
Обновился свежий эмулятор Sega Saturn - Ymir.
New features and improvements - App: Added display rotation options for TATE mode games - App: Added frame rate OSD and hotkeys to toggle it and change positions - App: Added menu actions to resize window to specific scales - App: Added new 3:2 and 16:10 forced aspect ratio options - App: Added option to remember window position and size - App: Added save states to File menu - App: Added simple message overlay system to display some basic notifications - App: Display emulation speed in title bar and under speed indicator, and add a new indicator for slow motion - App: Improve full screen frame pacing even further by spin-waiting for up to 1 ms before the frame presentation target - App: Include timestamp on save states - App: Notify about loading/saving save states or switching save state slots - App: Smooth out frame interval adjustments in full screen mode - Backup Manager: Export "Vmem"-type BUP files by default - Backup Manager: Make all columns sortable - Backup Manager: Show logical block usage (matching BIOS numbers) + header blocks - Debugger: Added basic VDP1 registers inspector window - Input: Added new keybinds for frame rate limit control: increase/decrease speed, switch between primary/alternate speed, reset speed - Input: Changed default keybinds for Pause/Resume action from "Pause, Ctrl+P" to "Pause, Spacebar" - Input: Removed Return from default binds to Port 1 Start button to avoid conflict with full screen hotkey (Alt+Enter) - SCSP: Various micro optimizations - Settings: Added "Clear all" button to controller configuration window to clear all binds - Settings: Automatically create/suggest a backup RAM file if no path is specified when inserting the cartridge - SH2: Improve cache emulation performance by avoiding byte-swapping cache lines - SH2: Improve overall emulation performance by simplifying interrupt checks - System: Map 030'0000-03F'FFFF memory area - System: Map simple arrays directly as pointers into the Bus struct to improve overall performance - VDP2: Add dedicated thread for deinterlaced rendering if VDP2 threading is enabled. Significantly lessens performance impact of the deinterlace enhancement on quad-core CPUs or better - Video: Implemented frame rate limiter Fixes - CD Block: Fix handling of "no change" PlayDisc parameters. Fixes X-Men: Children of the Atom CDDA tracks not resuming after pausing - Debugger: Indirect SCU DMA transfers were being traced with the updated indirect table address - Input: Fix inability to bind keyboard combos - Input: Modifier keys can now be used correctly as controller input binds and will no longer interfere with other controller inputs - Media: Allow loading CUE files with PREGAP and INDEX 00 on the same TRACK - Media: Don't bother detecting silence in pregap area; trust the CUE files - Media: Skip blank lines in CUE files - Save states: Read/write missing SCSP field to save state object. Fixes occasional application crashes when using the rewind buffer in conjunction with save states - SCSP: Use EG level instead of total level in MSLC reads. Fixes missing/truncated SFX on various games, including Sonic R, Akumajou Dracula X and Daytona USA CCE - SCU: Allow SCU DSP program and data RAM reads or writes while the program is paused - SCU: DSP data RAM reads should return 0xFFFFFFFF while program is running - SCU: HBlank IN DMA transfers should not be gated by timers. Fixes non-scrolling Shinobi-X cityscape background - SCU: Improve HBlank IN, VBlank IN and VBlank OUT interrupt signal handling - SCU: Increment DMA source address by 4 after performing DMA transfers with no increment. Fixes background priority issues in Street Fighter - Real Battle on Film - SCU: Interleave SCU DSP DMA transfers with program execution when not writing to Program RAM or accessing the CT used by DMA - SCU: Rework SCU DMA transfers. Fixes displaced tile data in Steam-Heart's - SCU: Run all pending DMA transfers instead of just the highest priority - SCU: Split up MSH2/SSH2 interrupt handling - SCU: Various fixes to SCU DSP DMA transfers to DSP Program RAM - Settings: Reverse IPL column sorting order - SH2: Fix cache LRU AND update mask. Fixes FMV glitches on Capcom games, WipEout and Mr. Bones when SH-2 cache emulation is enabled - SH2: TAS.B read should bypass cache - SH2: The nIVECF pin of the SSH2 is disconnected, disallowing it from doing external interrupt vector fetches - SMPC: Delay all commands for slightly longer to allow Quake (EU) to boot with normal CD read speed (2x) - SMPC: Fix automatic switch to PAL or NTSC to match area code more consistently - System: Only hard reset if SMPC area code actually changed - System: Tighten synchronization between SCU and SH-2 CPUs. Improves stability on WipEout (USA) - VDP1: Double horizontal erase area when drawing low-resolution sprites with 8-bit data. Fixes right half of sprite graphics not cleaning up in Resident Evil's options menu - VDP1: Extend line clipping to the left and top edges by one pixel to compensate for some inaccuracies - VDP1: Fix end codes for 64 and 128 color sprites. Fixes white sprite outlines in Scud - The Disposable Assassin and broken sprites in Primal Rage - VDP1: Hack in VDP1 command processing delay on VRAM writes. Fixes glitched sprites on Mega Man X3 - VDP1: Include source color MSB when rendering polygons in half-luminance mode. Fixes intro FMV background on Crows - The Battle Action - VDP1: Mask CMDCOLR bits 0..3 in 4bpp banked sprite mode. Fixes palette issues in Steam-Heart's and Dragon Ball Z - Shinbutouden - VDP1: Properly handle DIE/DIL in single-density interlaced mode. Fixes text drawn twice as tall in Resident Evil options menu - VDP2: Adjust character data offset for 2x2 characters in RGB 8:8:8 color format. Fixes garbled FMV in Crusader - No Remorse - VDP2: Apply character pattern delay based on first pattern name access, not all of them. Fixes shifted UI elements in Battle Arena Toshinden Remix - VDP2: Apply per-dot special color calculations to bitmap BGs. Fixes translucent UI in The Story of Thor - VDP2: Don't update line/back screen color, line screen scroll or rotation parameters when the display is disabled. Fixes blank screen during Sega Rally Championship boot up - VDP2: Fix per-dot special priority function. Fixes BG priority issues in Waku Waku Puyo Puyo Dungeon - VDP2: Fix single-density interlaced mode not actually interlacing the image - VDP2: Fix sprite layer display when rotation mode is enabled. Fixes sliding 3D graphics on Hang-On GP and Highway 2000 - VDP2: Fix transparent VDP1 color data handling. Fixes missing graphics in Rayman's level select screens and Bubble Bobble's sky in the title screen - VDP2: Fix window short-circuiting logic. Fixes missing ground in Final Fight Revenge and incorrect UI elements in Sakura Taisen - VDP2: Halve sprite layer width when drawing 8-bit sprite layer in low-resolution VDP2 modes. Fixes text drawn twice as wide in Resident Evil options menu - VDP2: Handle bad window parameters set by Snatcher on the "Act 1" title screen (and probably many other places) - VDP2: Honor TVMD.BDCLMD when the display is disabled. Fixes screen transitions in Sega Rally Championship - VDP2: Ignore vertical cell scroll read cycles for NBGs that have the effect disabled. Fixes wavy background effect on stage 2 of Magical Night Dreams - Cotton 2 - VDP2: Implemented rules for bitmap VRAM access delay. Fixes sliced images in Capcom Generation - Dai-5-shuu Kakutouka-tachi art gallery - VDP2: Latch BG scroll registers earlier (at VBlank OUT) and latch vertical scroll registers (SCY[ID]Nn). Fixes bad vertical offset in Shinobi-X's NBG2 layer - VDP2: Read first vertical cell scroll entry on bitmap backgrounds. Fixes misplaced lines in Street Fighter - Real Battle on Film FMVs - VDP2: The first vertical cell scroll entry read does not update the address. Fixes background offset on the first Rayman boss stage - VDP2: Update line screen scroll address at Y=0. Fixes line glitches in Rayman's backgrounds and Sonic Jam's Sonic 2 special stage graphics - VDP2: Update line screen scroll offsets only at the specified boundaries. Very slightly improves performance and fixes text slicing issues in Sega Rally Championship's Records and Options screens - VDP2: Update vertical cell scroll every 8 cell dots correctly when the background is zoomed in - VDP2: Update vertical scroll registers (SCY[ID]Nn) when written. Fixes background distortion effect of Shuma Gorath's Chaos Dimension super move in Marvel Super Heroes vs. Street Fighter - VDP: Fix handling of VDP1 threading flag when VDP2 threading is disabled - ymdasm: Fix reversed SCU DSP DMA immediate/data RAM operand decoding - ymdasm: Mask and translate several SCU DSP immediates
Обновился эмулятор консоли PlayStation Portable - PPSSPP.
What's new in 1.19.3 - Fixed crash on startup in Tony Hawk's Underground 2 - Fixed crash/hang when accessing the menu in FFII if readbacks were configured to copy-to-tex - Fix issue with detection of some types of saving, for the save reminders on exit - Fixed music and other audio in modded games (various football games, Crazy Taxi w/ original soundtrack, etc - Fix exiting not functioning correctly on Windows in some circumstances - Minor UI and key binding fixes - Fix crash/blackscreen when switching from skip buffer effects to auto-frameskip rendering - Fix bug in Mac/Linux builds where the mouse got hidden and stuck if you enabled mouse input mapping - Fix black screen on save/load in the Football Manager Handheld games - Translation improvements
Обновился эмулятор Nintendo DS - melonDS.
- build system and CI fixes - DSi title manager: fix handling of title strings - fix gdbstub not activating until the console is reset - improve audio when not running at 60FPS - fix a lot of warnings - fix framelimiter bugs - add support for solar sensor without using Boktai ROM - set SDL_HINT_APP_NAME - fix undefined behavior when indexing into ARCode::Code - DLDI: add support for unaligned I/O in melonDLDI driver - audio settings: fix mic settings not applying when closing the dialog - multiplayer: load firmware from correct instance-specific file - 3D: small fix to translucency flag assignment - AES: load Tad key - slot-2: add support for Motion Pak and Guitar Grip - DSP: fix PDATA reads - slot-2: don't return 0 when attempting to read from the GBA GPIO address - camera: always trigger DMA when reaching the end of a frame - NDMA: fix IRQ in infinite repeat mode - camera: fix resolution selection code - UI: fix OpenGL issues with multiple windows - UI: add a way to tell windows apart - camera: make timings and FIFO more accurate - DSi: add support for 32-bit bus VRAM timings (SCFG_EXT9 bit13) - sound: use single buffer, improves audio latency - fix "full bios boot" not being set properly on initial DSi class creation

Milon's Secret Castle
Игры Game Boy / Color
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