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Raine v0.41.0
RBM-13s, 01:40, 08-09-2004
Новая версия мультиплатформенного эмулятора. Список изменений огромен:
- Move the handling of dx samples to a new sound driver (dxsmp.c). It was necessary to have a precision of 1 frame with buggy windows sound drivers which must work with big sound buffers for the updates.
- Fixed a bug when loading dkong after mspacmab.
- Fixed the missing sprite of the purple frog in frogger
- the roars at when the game starts and when a level ends are now emulated in dkong (2 roars instead of 3 because dx roars last longer !).
- dx samples status is now saved in savegames, and they stop when you reset the game hardware.
- added donkey kong (us and japan versions), with dx samples and dx graphics.
- Fixed arpro search on games using a Z80 as cpu 0, and removed the obligation to have -1,-1 in the z80 memory map for the searches to work (-1,-1 serves nothing by itself, whereas 0,0xffff, DefBadReadByte is always there).
- emudx samples now work in sdl, and I took back the musics from the dx samples with volume adustements.
- Change the synchronisation method for the sdl sound driver. The new method uses more efficiently the callback, better results in windows and shorter and much easier code.
- Fixed a problem with cheats/hiscore on games using exactly 2 z80s frogger, for example
- Prevent emudx to change resolution when it's not necessary (related to color depth)
- Finally converted the dx characters in frogger to retrieve their originol colours. Quite crazy !
- Add a "Pac-man/Pengo" driver name in the driver selection menu for the game selection dialog (it allows to quickly spot the new pacman hacks).
- Took back the fix for the allegro gui bug where the menu is frozen if raine is linked with allegro-4.0.x. But this time test allegro version we were compiled with before applying the work around (usefull in debian where they use allegro 4.0.x which is supposed to be stable). This work around disables dialog solid movements (no blits).
- Frogger : fix layer alignement and replacement of layer tiles by big 32x32 sprites.
- Disable ansi sequences in windows (stupid windows still does not support ansi sequences natively, what a shame !!!).
- Added emudx support for frogger (graphics and sound). Kept the ay8910 for music.
- Added frogger, playable without sound (will try to add only emudx sound, these filters used by frogger for sound look like a real mess !)
- Added sstriker, european translation of mahoudai (toaplan2)
- Fixed a few default intialisations the first time raine is launched, especially for win32.
Now :- the displayed video mode is correct in windows (there was a bug with the autodetect video driver...)
- switch to 16bpp by default for xwindows and windows.
- chooses allegmix sound driver by default in win32 (back to allegro)
- the list of displayed games is "available" by default.
- emudx init now always forces 16bpp (allegro was wrongly reporting 8bpp as the depth of the bitmaps in the archive if the current video mode was in 8bpp !)
- Games which now request 16bpp switch color depth to 16bpp if they are currently in 32bpp (it's for emudx support which absolutely requires 16bpp and can't work in 32bpp).
- Added complete alpha blending support (mmx code based on an article found on the web). For now it works only for 32x32 sprites but it can easily be adapted to any size.
- Put back windows to allegmix sound driver, and put the linux sound driver to its normal defaults as in 0.40.4. Windows sound drivers (at least those from creative) do not respect specs, which makes sdl sound delay corrections very hard. And on the other hand the allegro sound driver is unreliable in linux. So this is the easiest solution.
- Bugs found : when raine is first installed in windows, it wrongly believes it's using the accelerated driver when it uses the autodetect driver which makes color depth changes impossible. I should really remove completely this autodetect thing one day. The autodetect driver in sdl is a miracle, and in allegro it's a nightmare !!! But this bug will probably stay where it is for quite a while, I hate windows, and I don't want to spend time on it.
- Added some preliminary alpha blending drawing functions for the ghosts in pacman ! For now the alpha blending is locked at 50%, which makes the ghosts a little dark... but at least it's fast !!!
- Added emudx support for pacman/puckman and mspacmab :-) !
- Fixed pacman savestates to save irq status (it allows to load a game without having to wait for the machine to initialize).
- added yet another hack : Xen's revenge (very hard !) Fixed pacman dsw, and improved the "2x speed cheat" from mame's idea (using button 1 to enable it or not, after having enabled the cheat from the dsw).
- Added new game hacks : mspacpls, mspac6m, pacman3d, and namcosil. Also raine now uses clones of clones as it should always have (since it's the main purpose of the DIR_INFO struct : allowing recursion !). It makes the ROM_INFO structs even shorter now !
- Applied patches from Ville Skytta (optional svgalib build in linux + ansi colors slightly different)
- Try to detect when stdout is redirected to a file and disable ansi colors in this case (use isatty, but isatty does not seem to be available in windows... what a surprise !)
- The clones do not repeat the regions of the parent anymore. When a region is the same it is simply not listed, and raine checks the parent automatically now. If you want the region to be empty, you have to tell it explicitely by using REGION_EMPTY (see arkanoid.c for an example). It makes shorter source code, and makes it easier to maintain too. It fixes the bad snowbros clones in 0.40.5 by the way.
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