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Ymir v0.1.8
Zykon, 23:04, 10-09-2025
New features and improvements - App: Disable rounded window corners on Windows 11. - App: Implement exception handler for macOS - App: Provide feedback to the user if any part of the app initialization fails - App: Show warning dialog if the user is missing the required ROM cartridge images for games that require them - Backup RAM: Per-game internal backup RAM file names changed from bup-int-["game code"] "title".bin to bup-int-"title" ["game code"].bin to allow sorting files alphabetically in file browsers. Existing files will be automatically renamed as they are loaded - Build: ARM64 Windows support - Build: FreeBSD support for ARM64 systems - Cart: Automatically insert Backup RAM cartridges for games that recommend their use, such as Dezaemon 2 and Sega Ages - Galaxy Force II - Cart: Add Vampire Savior - The Lord of Vampire demo to internal database of games that need a DRAM cartridge - CD Block: Allow querying files at specific frame addresses and display file being read in System State window - Debug: Allow exporting debug output to a file - Debug: Move debug port writes to a callback and remove them from the SCU tracer. Eliminates the need for debug tracing to use Mednafen's debug output method - Debugger: Implemented SH-2 watchpoints - Input: Add support for loading an external game controller database and include a community-sourced database in builds - Input: Added hotkey for exiting the application, requiring a key combo to trigger: at least one key modifier (Ctrl, Alt, Shift, Option, etc.) and one other key (e.g. Ctrl+Shift+Q) - Media: Cache CHD hunks for improved performance at the cost of extra RAM usage - Media: Provide basic error feedback when attempting to load bad, corrupt or truncated disc images - SCSP: Basic debugger view for all slot registers and some state - SCSP: Final output oscilloscope view - VDP1: Optimize line plotting by skipping lines that are entirely out of the system clipping area - VDP1: Optimize mesh polygons by limiting updates to system clip area - VDP1: Simplify mesh rendering code for slightly improved performance - VDP1: Various performance micro optimizations - VDP2: Basic debugger view for NBG0-3 and RBG0-1 parameters Fixes - App: Set en-US UTF-8 locale globally. Fixes CHD loader unable to load files with Unicode characters in their names - CD Block: Prevent a crash when attempting to set up subcode transfers without an active track - CD Block: Soft reset fixes - CD Block: Use CD Block clock ratios instead of SCSP's for drive state update events - CD Block: Various state transition and playback nuances - CD Block: Various Put/Get/Delete Sector Data nuances - Input: Reset inputs when unbinding inputs or disconnecting gamepads - Media: Adjust sectors offsets when reading CHD images with multiple data tracks. Fixes some Last Bronx (USA) CHD images not booting - Media: Fix handling of Unicode characters when loading or saving the recent game disc list - Media: Ignore absolute paths when loading images from CUE sheets; load from the same directory as the CUE sheet instead - Media: Properly handle UTF-8-encoded CUE files referencing other files with Unicode characters - Media: Rewrite CUE parser to hopefully fix some audio skipping issues - SCSP: Allow M68K to fetch instructions from SCSP registers. Fixes CroNSF audio playback - SCSP: Fix check for attack stuck bug when KRS=0xF. Fixes issues in multiple games: - Announcer voice in DonPachi's title screen is now playing consistently - Both games in Sega Ages - I Love Mickey Mouse - Fushigi no Oshiro Daibouken & I Love Donald Duck - Georgia Ou no Hihou now play their songs correctly - All games in Sega Ages: Phantasy Star Collection now play their songs correctly - "Xing" voice line in Arcade Gears Vol. 2 - Gun Frontier's boot up - Character voice lines in Langrisser III - Character voice lines in AnEarth Fantasy Stories - The First Volume - Voice lines during intro and throughout the game in Rapyulus Panic - SCSP: Don't use SBCTL on slots that are playing samples from Sound RAM when the EG reaches the silence threshold. Fixes busted audio in Guardian Heroes and Elevator Action^2 - SCSP: Silence audio when MVOL=0. Fixes lingering sound/music when pausing in Sega Ages - Galaxy Force II - SCU: Properly handle 8-bit and 16-bit writes to registers. Fixes Phantasy Star IV graphics in Phantasy Star Collection - SCU: Timer 1 was never triggering when configured to trigger on Timer 0 match of 0x000 - SH2: Fix byte order of direct cache data accesses - SH2: Fix MOVA offset when in delay slot - SH2: Swap memory read order for MAC.W and MAC.L operands - SMPC: Clear SF (with a delay) when receiving an INTBACK break request. Fixes Phantasy Star Collection hanging on a black screen after SEGA licensing screen - SMPC: Fix register reads/writes - SMPC: Optimized INTBACK flag is inverted - SMPC: Time out pending INTBACK at VBlank IN if no Continue or Break requests are received until then. Fixes inputs in both Discworld versions - SMPC, VDP: Trigger optimized INTBACK more consistently closer to 1ms before VBlank IN depending on vertical resolution - System: Reset clock speed when soft resetting the system - VDP1: Clear transparent mesh layer to 0 instead of the erase write value when erasing framebuffer. Fixes Rayman's level loading screens rendering at half brightness when using the transparent meshes enhancement - VDP1: Cycle-count VBlank erase process. Fixes flashing subtitles in Panzer Dragoon FMVs and hangs in Parodius and Sexy Parodius - VDP1: Don't swap gouraud values when horizontal and/or vertical flip is enabled for an untextured polygon. Fixes bad shading in Croc - Legend of the Gobbos - VDP1: Force-align sprite character data address to 16 bytes when using RGB 5:5:5 color mode. Fixes misaligned team logos in All-Star Baseball '97 Featuring Frank Thomas - VDP1: Improve performance by avoiding double-writing the same pixels in the erase process low resolution modes. Also fixes erase process cycle counting in high resolutions - VDP1: Increase padding for system clip rendering optimization. Fixes stray white pixels on the right and bottom edges of the intro of Mahjong Yon Shimai - Wakakusa Monogatari and Croc - Legend of the Gobbos - VDP1: Pixel-perfect rendering - VDP1: Delay PTM=1 drawing start to dodge some timing issues with games that trigger drawing too early. Fixes flickering glass shard in Fighter's History Dynamite's intro sequence - VDP1: Primitive cycle counting to work around some games that horribly abuse the VDP1, such as Baroque, Dark Seed II, and Funky Fantasy - VDP1: Remove write penalty hack introduced earlier for Mega Man X3's sprites. Fixes multiple issues: - Missing sprites in Seikai Risshiden - Yoi Kuni, Yoi Seiji, and Jissen Pachinko Hisshou-hou! Twin - Flashing sprites in Alone in the Dark - One-Eyed Jacks Revenge, Cleaning Kit for Sega Saturn, and Contra - Legacy of War - Flashing FMVs in Funky Fantasy, World Cup Golf - Professional Edition, and Magic Carpet - Flickering letters in the mission briefing screens in Alien Trilogy - VDP1: Rework scaled sprite rendering to correctly handle undocumented zoom point settings - VDP1: Rework erase/swap timings. Fixes numerous issues: - Screen flashing in Ayakashi Ninden Kunoichiban Plus - Flashing map in the demo version of Drift King Shutokou Battle '97 - Tsuchiya Keiichi & Bandou Masaaki - Every other interlace field missing in Virtual Mahjong 2 - My Fair Lady - VDP2: Adjust line width for RBG line color insertion. Fixes half of the field not being colored in World League Soccer '98 - VDP2: Always read line screen scroll data even for disabled NBGs. Fixes one-frame offset on system settings screen and Deep Fear's GUI elements - VDP2: Don't draw out of bounds areas of the sprite layer when rotated. Fixes ground-on-sky glitch in Sega Ages - Power Drift - VDP2: Don't use supplementary data for characters in inaccessible VRAM banks. Fixes columns of "A"s in Darklight Conflict - VDP2: Double vertical window coordinates when the display is in single-density interlaced mode. Fixes the bottom half of the screen missing in Pro-Pinball: The Web - VDP2: Fix CRAM address bits shuffling. Fixes unexpected graphics showing up before the intro FMV in Saturn Bomberman - VDP2: Fix CRAM address calculation for RBG line colors. Fixes wrong colors for field shading in World League Soccer '98 - VDP2: Fix exclusive monitor timings and resolution sizes, and out-of-bounds reads from lookup tables - VDP2: Fix interlaced mode timings - VDP2: Fix off-by-one error when clamping window X coordinates. Fixes one-pixel glitches in Albert Odyssey when displaying dialogue boxes - VDP2: Fix palette-based transparent meshes not blending with VDP2 layer (such as in Bulk Slash). - VDP2: Fix rotation parameter line color data address calculation - VDP2: Fix window calculations involving illegal vertical coordinates. Fixes background glitch in Radiant Silvergun's Stage 2C - VDP2: Force-fetch first character of every scanline. Fixes some garbage tiles on the left edge of the screen in Athlete Kings' splash screen - VDP2: Handle games that only enable RBG1. Fixes missing background graphics in Houkago Ren'ai Club - Koi no Etude - VDP2: Handle sprite window on sprite layer manually. Fixes graphics effects when defeating the first boss in Metal Black - VDP2: Honor rotation parameter mode register when selecting line color data. Fixes bad sky on Episode 2 of Panzer Dragoon II Zwei and glitched sky/ceiling in Savaki - VDP2: Invert TVSTAT.ODD bit on single-density interlaced modes too. Fixes swapped interlaced fields in Pro-Pinball: The Web and Shienryuu - VDP2: Implement VCNT skip as a dedicated vertical phase - VDP2: Latch TVMD.DISP and TVMD.BDCLMD at start of the frame. Fixes: - Garbage graphics after loading screen in Samurai Spirits - Zankurou Musouken - One-frame glitches in Ayakashi Ninden Kunoichiban Plus and Ninpen Manmaru - VDP2: Move VCNT update to the left border horizontal phase where HBLANK switches to zero - VDP2: Precompute per-dot rotation coefficient flag instead of deriving it twice per scanline - VDP2: Read per-screen line/back color only at the start of the frame. Fixes red screen after SEGA licensing logo in Ayakashi Ninden Kunoichiban Plus - VDP2: Recalculate RBG0/1 page base addresses when changed mid-frame. Fixes broken ground on NiGHTS into Dreams's boss fights - VDP2: Reduce rotation parameter calculation precision to more closely match the real system - VDP2: Render transparent meshes onto a separate layer instead of immediately blending them onto the sprite layer. Fixes priority issues on Akumajou Dracula X when using the enhancement - VDP2: Rework bitmap delays due to bad VRAM access cycles configuration. Fixes shifted graphics in Baroque Report - CD Data File - VDP2: Store line color data for RBGs separately. Fixes sky box issues when jumping on the spring pad in Sonic Jam's Sonic World mode - VDP2: Use more accurate NTSC/PAL clock timings for video sync. Eliminates stutters with refresh rates that are very slightly lower than a perfect multiple of the NTSC/PAL frame rates - VDP2: Use the correct character fetcher for scroll RBGs. Fixes background glitches in Battle Monsters
grooomy [18:10, 11-09-2025]
Слежу за развитием этого эмулятора. Падает надежды. Очень хотелось бы увидеть что то уровня DuckStation для PS1 ну или хотя бы ReDream для Dreamcast. Saturn -это консоль не заслуженно обделенная вниманием со стороны эмуляторщиков. Консоль явно лучше чем многие другие по типу 3DO или N64.
DCMen007 [08:36, 12-09-2025]
Эмулятор очень классный.
Жаль, что его нету в Ретроарче
Жаль, что его нету в Ретроарче
メイドインアビス [13:14, 12-09-2025]
ReDream для Dreamcast не уровень - обновлений нет
Уровень дакстейшен и ПС 2 эмули ну и поддержка достижений желательна
Уровень дакстейшен и ПС 2 эмули ну и поддержка достижений желательна
Nhisti [13:46, 12-09-2025]
grooomy Так он куда-то падает или всё-таки подаёт?
Axl89 [08:12, 13-09-2025]
grooomy, а чем вас не устраивает Flycast в Retroarch?
Мне кажется, уже лучше некуда. Всё запускается, улучшается рендер по желанию, быстро проматывается, если нужно.
Мне кажется, уже лучше некуда. Всё запускается, улучшается рендер по желанию, быстро проматывается, если нужно.
Roosya [23:38, 13-09-2025]
yabause что-то совсем зачах. Из последних только битлом пользуюсь, ябасанширо и хронос жутко тормозят на машинке, где пс2 хорошо работает.
Axl89 [03:08, 14-09-2025]
grooomy, перепутал Saturn c Dreamcast.
Beetle Saturn в Retroarch конечно не Swanstation, но с ним нет проблем всё запустить и поиграть, пусть и без улучшений.
А с учётом, что там многие игры 2D, то и увеличивать рендер особо не требуется.
Так что, просто попробуйте.
Beetle Saturn в Retroarch конечно не Swanstation, но с ним нет проблем всё запустить и поиграть, пусть и без улучшений.
А с учётом, что там многие игры 2D, то и увеличивать рендер особо не требуется.
Так что, просто попробуйте.
grooomy [13:05, 14-09-2025]
Nhisti сломана кнопка ё на клавиатуре. К тому же ты все понял, раз уточняющий вопрос задаешь =)
grooomy [13:06, 14-09-2025]
Axl89 Flycast бесплатный и из коробки способен на большее чем ReDream. Поэтому я не рассчитываю что Ymir дорастет до таких высот (но надеюсь)
paul_met [00:13, 01-10-2025]
Производительность и совместимость эмулятора на очень хорошем уровне. Не хватает лишь аппаратного рендеринга.
Tube Cube (1983)(ASP Software)
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