Version 1.14 - Added bigpemu_register_event_audio_frame, scripts are now able to read/modify audio frames - Added various audio/sampling utility functions to the scripting system. (see the spectrum analyzer sample usage in hello_pussycat and the full list of functions in bigpcrt.h) - Added bigpemu_set_named_var_data and bigpemu_get_named_var_data, along with a "ScriptOption" Screen Effect data provider type. This allows script code to drive Screen Effect data, see hello_pussycat and liz for example usage - Added bigpemu_native_window_handle, as a convenience for scripts which may want to pass the window handle to a native DLL - Added support for the "physical disc" path under Linux. This will only function correctly with drives (virtual or otherwise) which support raw subchannel reads - Fixed a potential developer build crash from forcing script reloads while employing conditional breakpoints - Fixed an issue which could result in the application window being positioned incorrectly after switching to fullscreen - Fixed some SDL2-specific fullscreen/multi-monitor issues. Thanks to cubanismo for nudging me into investigating this Version 1.13 - Fixed a problem which resulted in some of the built-in D3D12 shaders requiring Shader Model 6.0 - Added more logging for various D3D12 initialization failure cases Version 1.12 - New D3D12 video plugin. The shader tool has also been updated and supports generating DXIL - New Windows ARM64 builds. Less frequently used platform-dependent functionality may remain unimplemented on this platform - Added a Blitter capture feature for developer builds. See the "blitcap" debugger command - Various minor cross-platform fixes which came along with the new port/backend work Version 1.11 - Unmapped input labels now display an angle suffix for hat switches - Unmapped input labels now display a +/- prefix for analog bindings, when applicable - Added a -forcegpusync command line option Version 1.1 - Added a native Linux (x64) port. Generally not well tested, but seems to be working well enough in local testing under a couple of different distributions. Less frequently used platform-dependent functionality may remain unimplemented on this platform - Added a new SDL2 plugin for audio, video, and input. Not particularly recommended under Windows, but a Windows build is provided nonetheless - Added custom sky/background functionality to the Checkered Flag script - Added an "Alternate Scheduling" option - Added a "Rewind Skip" option - Added a "Frame Time Display" developer option - Fixed a minor interrupt timing issue - Fixed a bug in the object browser which could, rarely, result in a memory leak - Fixed a bug preventing BIGPEMU_TEXFLAG_REPEAT from affecting texture wrap mode in the OpenGL video plugin - Fixed another timing issue, which was manifesting as a rare crash in Cybermorph. Thanks to Will for managing to capture a saved state illustrating this problem - Developer builds will avoid crashing and warn the developer (via connected debugger) when a read/write straddles the end of ROM. Normal builds will still crash, in order to avoid overhead. Thanks to DrTypo for the bug report
F1 Pole Position 2
Игры Super Nintendo (SNES)
» Хаки на любой вкус 20:29
» [NES] Super Mario Bros. Co-op - продолжаем когда один игрок умирает 20:25
» [SMD] Обложка у Phantasy Star 2 20:09
» [NES] Смена маппера с помощью ИИ 19:35
» Ужасы нашего городка: убитые консоли и железо, кривые и бессмысленные моды. 19:30
» [NES] КИБЕРПУК 2037 - пародия на Киберпанк 2077 - визуальная новелла на Денди! 18:53
» Пройденные игры 18:11
» Проблемы со звуком в Shin megami tensei SNES 16:08
» Соревнования по ретро-играм (Dendy Challenge, SkillTest, RGG-Battle) 15:27
» [All] Фоторежимы в гоночных играх 15:20
» Ошибки в описаниях игр и свои предложения 15:17
» Angry Video Game Nerd и другие 14:41
» В чем отличия дисков для GameCube и Wii от обычных DVD? 14:20
» [NES] RayCastle - 3d tech demo 14:13