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

Beyond Oasis
Игры Sega Mega Drive / Genesis
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