-- 0.9.41: --
January 21, 2017:
SS: Implemented disc change IRQ on disc eject.
January 20, 2017:
Replaced usage of trio_snprintf() to a fixed-size buffer for path construction in general.cpp with manual concatenation of std::string strings.
January 18, 2017:
Use _beginthreadex() instead of CreateThread() on Windows, to avoid a small memory leak.
Now explicitly use 64-bit walltime functions on 32-bit Windows builds.
January 17, 2017:
PCE, PCE_FAST: Added a missing sound emulation variable to save states.
January 16, 2017:
SNES: Added setting "snes.h_blend", default value of "0", that when set to "1" will enable a horizontal blend/blur filter.
January 15, 2017:
PCE: Improved SuperGrafx window handling in 10MHz dot clock modes.
GBA: Modified RTC emulation to not use standard C library walltime functions during emulation.
Wrapped various time functions, and dropped the dependencies on SDL time functions, in Time.cpp/Time.h.
January 14, 2017:
WonderSwan: Fixed off-by-1 bugs in window coordinate evaluation, per tip from trap15.
WonderSwan: Fixed copyright notice headers to not allow distribution under versions of the GPL other than version 2(an oversight from
back when the Cygne code was added to Mednafen).
WonderSwan: Applied sound and DMA emulation fixes from trap15; fixes rain sound effect in "Star Hearts". The changes did necessitate lowering
the overall WonderSwan sound emulation volume a bit to prevent excessive clipping, however.
January 12, 2017:
SS: Fixed a logic error in the VDP2 rendering code; fixes battle scenes in "Grandia".
January 10, 2017:
SS: Removed a few bad entries in the internal region-correction database that were breaking the Korean releases of some games.
January 9, 2017:
PCE, PCE_FAST: Added support for auto-enabling SuperGrafx emulation with CDs when a mode 1 data track has the 16-byte magic
"4D 65 64 6E 61 66 65 6E 74 AB 90 19 42 62 7D E6" at offset 0x86A(assuming 2048 bytes per sector), for homebrew and translations.
January 7, 2017:
SS: Added emulation of the SCSP 18-bit DAC enable bit; fixes low volume problem in "Daytona USA".
SS: Fixed some bugs that broke emulation on big-endian platforms.
January 5, 2017:
Fixed an off-by-1 memory corruption bug in the debugger's memory editor relative bytestring search code.
VB: Finally commented out some debug printf()s.
January 1, 2017:
Cleaned up code that passes video data from the game thread to the main thread, and replaced some volatile usage with atomics.
December 31, 2016:
Fixed a large memory leak that occurred when saving screenshots with SHIFT+F9.
VB: Fixed a regression introduced in 0.9.39.2 that caused transient sound/note distortion on save state load.
December 27, 2016:
Moved TCP/IP networking code into the core of Mednafen, and added support for non-blocking connects, so the Saturn emulation module can eventually use
it for modem emulation.
December 25, 2016:
Modified configure script to (hopefully) compile in the Saturn emulation module when building for PPC64 and AArch64 architectures(in addition to x86_64).
December 21, 2016:
Allow emulated digital button mappings to be used in AND mode(like command keys configured with SHIFT+F2) if the user manually
prefixes the "/&&\ " magic string to the mapping setting string in the configuration file. Can be useful with emulated switches and mode toggle buttons,
but the in-emulator input configuration process will need to be revamped before enabling this mode for a mapping can be done in a sane and
more user-friendly manner.
Rewrote round_up_pow2() in math_ops.h to use MDFN_log2, which in turn uses MDFN_lzcount*(), since the major CPUs that Mednafen is going
to run on should have dedicated instructions to (at least indirectly) count leading zeroes. Also changed the semantics to return 0 on overflow instead of 1.
December 20, 2016:
SS: Now use leading-zero counting function from math_ops.h in the VDP2 rendering code, instead of using inline assembly.
Reorganized the leading/trailing bit counting functions in math_ops.h, added 32-bit and 64-bit trailing-bit counting functions, and added faster
variants where passing a 0 results in an undefined result.
December 19, 2016:
Print out the game key used after a connection is established with netplay, when the game key is not empty.
SMS: Added settings "sms.slstart", "sms.slend", "sms.slstartp", and "sms.slendp".
Added some checks to help prevent a black screen when the scanlines effect is enabled via a
п.с. Дум на Сатурне просто ужасен, одна из худших версий этой игры наравне с 3до наверное. Фреймрейт просто жесть.
Переключите тип контроллера с аналогa на DualShok (Ctrl+Shift+(1|2)) У будут вам и аналоги и даже вибрация.
Kidou Tenshi Angelic Layer - Misaki to Yume no Tenshi-tachi
Игры Game Boy Advance
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