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
- Added overlays for Blackjack and War Room. Improved War Games overlay - Added KANA lock LED indicator for Japanese MSX keyboard layouts - Correctly read-back the PPG Port B (needed to make the KANA lock work but is more accurate overall) - Improvements to various Coleco PCB types for more accurate emulation
А так-же добавлен мануал на русском языке Battle Network - Rockman EXE
Removed features:
- The "--bpp" command line option and related code (i.e. the renderin functions for 16 bits-per-pixel host screens) have been removed since almost all recent hardware should support 32 bpp nowadays
Configuration changes:
- In hatari.cfg, section [RS232], rename:
- sSccBOutFileName => SccBOutFileName
- bEnableSccB => EnableSccB
Emulation improvements:
- MFP:
- When IRQ is cleared on one of the 2 ACIAs, do not clear IRQ on the MFP side if the IRQ is still set on the other ACIA
- Blitter:
- Ignore byte accesses to blitter registers defined as word only
- TT/DMA:
- Update sound FIFO on each HBL (like on STE)
- CPU:
- Sync CPU core with WinUAE CPU core 5.2 beta
- Improved 68000 cycle accuracy (IPL, STOP, TRACE)
- Fix IACK timings
- Return vector=24 if a spurious interrupt happens during the IACK sequence
- 68010 DIV overflow undefined flags update
- NMI handling
- MMU/generic CPU mode autovectored interrupt support
- Fix 68060 MMU MOVEM.L (An)+,
ZIP file support - ROM Selection window can navigate into zip files ARM Additions - Profiling can now be viewed as 'cycles / call' - this shows the relative performance of a single call to the program's function - Distinguishes between memory alignment requirements for different ARM architectures - ARMv4 doesn't allow misalignment at all and will access an aligned address instead - ARMv7 does allow misalignment depending on the instruction - recent versions of Gopher2600 incorrectly assumed a ARMv7 architecture, which leads to incorrect Harmony emulation - Misaligned memory accesses optionally treated as memory faults - when enabled misalignment is reported in the memory faults window - and will cause execution to abort if Abort of Memory Fault option is enabled - Strobing of local variables in local variables window - Added COPROC MEM DUMP - also accessible through context menu in static memory window ARM Corrections / Bug Fixes - Static memory window performance improvement - ASR disassembly corrected - COPROC ID corrected - 32bit EOR (register) instruction - Allocation of instruction to source lines uses EndSequence flag in DWARF line entry - this improves startup time and removes trailing instructions from functions - Disassembly of 32bit instructions - instructions following a 32bit instruction had the wrong address - More accurate identification of VCS "kernel" in which ARM code is being executed Other Bug fixes - Fixed supercharger mutliloading for 'fastload' binaries - PlusROM network transmission - Corrected reflection of HMOVE information - a new HMOVE would be noted in the reflection overlay but it would never be cleared Other Changes - Notification icons and FPS window - ARM developer icon moved to the FPS overlay - FPS window now shows multiple icons if required - Mouse wheel works for rewinding in the debugger - moves in 10 frame increments. hold shift-key for single frame increments
На сайт добавлены новые записи прохождений:
- Lucky Luke (U) (M4) [C]
- TMNT (U) [Rus]
- Baldur's Gate - Dark Alliance (E) [Rus]
- Faxanadu (U) [Rus]
- Ushio to Tora (J)
- Sengoku Denshou (J)
- Apple2: Fixed erroneous parsing of WOZ file padding bytes and unknown chunks' data as 8-byte chunk headers. Fixed broken handling of the end-of-stream condition when reading from non-compressed files stored in ZIP archives; fixes loading of such Apple II WOZ disk images and CloneCD CD images - SS: Implemented workaround for gcc bug #113255 in the VDP1 rasterization code - Apple2: Fixed typos/brainfart that broke language card and ROM card control accesses via $C08F
» Angry Video Game Nerd и другие 13:11
» Ремонт Sega Dreamcast 13:11
» Ремонт Novodel Sega на 6801 процессоре 13:10
» Русификация игр 12:39
» Проблема с китайским флеш-картриджем для Sega. 11:54
» Какой выбрать эмулятор/программу для настройки гейпада/джойстика? 11:51
» Самый дешёвый новодел Sega на капле 10:57
» FlashKit MD с Aliexpress - стоит ли покупать? 09:47
» Сергей Супонев и его передачи 08:51
» [NES] Супер Топ 30 игр на LM-888 II 07:41
» Совместное прохождение игр c участием Ниндзя 05:55
» [GEN] Operation Europe - Path to Victory 1939-1945 01:48
» Сжатие текста в "Lunar - Silver Star Story Complete" (PS1) 18:45
» Посоветуйте эмуляторы на 3DS 17:11
» Battletoads FanGame [PC] 15:26