v0.7
- More accurate emulation of some TGP by using the data tables from the mainboard. You'll need these
- table roms in Model2.zip or inside the game zip. Thanks to Peabo for the donation of a Daytona board
- that helped to understand how they worked. This has fixed most of the bugs in daytona usa (reverse and most
- invisble wall hits) and sega rally (automatic transmission).
- Improved color table decoding that gives more bright colors for some games.
- Improved SCSP timing. It should be more accurate and musics should not sound out of sync anymore. As a
- bonus feature I've left in a debug sound player that allows you to load a SSF (Saturn Sound Format) file
- for playing. To use it, load a game using SCSP (model 2a,b or c) and enter test mode (so it doesn't send
- sound commands) then press LeftControl+F5 and choose the ssf file to play.
- Improved clipping. By moving to vertex/pixel shaders I've got rid of all the clipping issues that happened
- with ATI video cards and recent NVIDIA ones. Remember to remove set SoftwareVertexProcessing to 0. You'll need
- a pixel shader 1.1 and vertex shader 1.1 capable card. It's the lowest shader version so any video should work. As
- a side effect of this change, there is only a geometrizer now, so the Geometrizer opion in the ini file is not used.
- Fixed problems with textures ending in the lowest line of the texture sheet not being uploaded to direct3d (sega
- rally black background in 2nd stage and topskater missing floors).
- Added Wave Runner (Model 2C)
- Added support for direct3d automimpap generation (see emulator.ini AutoMip option)
- Added network emulation (see NETWORK section below)
- Fixed network code not fully working (I accidentally left a part disabled in the last build).
- Improved daytona video & sound sync
Double Dragon III: The Sacred Stones
Игры NES / Dendy
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