Emulation News !!

SSF 0.08 Alpha R7 released

The drawing processing of VDP1 has been improved.

The drawing processing of VDP2 has been improved.

The DSP processing of SCU has been improved.

Though most software that uses DSP quickens

The one to modify the program frequently might slow oppositely.

The hook processing in the backup library was corrected.


In this correction, speed-up is a center.

The game rolled up quickens considerably by using DSP.

Especially, the Movie of Grandia becomes high-speed.
 
SSF 0.08 Alpha R8 released

The LFO processing of SCSP was corrected.

The dynamic recompile processing of SCU-DSP was mounted.

SH2 Sleep instruction was corrected.

The dynamic recompile processing of SH2 was corrected.


Because SCU-DSP was able to be sped up, the DSP thread option is deleted.

Processing it by the main thread still : because it can take synchronization ….

The version of the state saving data changed.

The sound can have been recorded.

The key allocation

Sound Record = F9 key

.

Because the file output is done by the preservation thread of a low priority

It is likely not to operate well when there is no room in the machine power.

Please do not put the check in Scanline Base Timing and the Always Running option when you record the sound.

Because the Risampring processing of PCM is scheduled to be changed one of these days

Tone quality might change slightly now.
 
* Added support for non-192 line modes (SMS2 had support for 240 and 224 line modes), although only 224 line mode has really been tested.

* Added stereo sound support for Game Gear (SMS games play with all PSG channels at full volume on the left and right speakers, as they did before)

* Added support for 50Hz PAL mode (for the games that actually were PAL optimized)

* Added support for the Codemasters mapper (Codemasters games should now work, also, this goes along with the 224 line mode support and PAL support)

* SRAM saving now occurs when you quit CrabEmu, as well as when you open a new ROM (or when you manually do it from the menu


Source : http://crabemu.sourceforge.net/
 
SSF 0.08 Alpha R9 released


The drawing weight processing of VDP1 was corrected.

The EG processing of SCSP was corrected.

Processing of connecting FM of SCSP was corrected.

It was made to linear interpolate when PCM of SCSP was Risampringed.

Because it is a little heavy processing, the option is installed.

A real machine is done processing to a linear interpolation.

It and the Risampring processing were changed from the floating point of single precision to the floating point of double precision.

Some same processing has become heavy.


When the Enforce Aspect Ratio option was used, the screen aspect ratio on the PC side was considered.

The version of the state saving data changed.


The tune of a built-in sound source must be near real machine or more in this change etc.

Though it only has to be able to be corrected that the sound of FM connecting wires becomes a noise mixing …
 
Some bug fixes included.


It was corrected that the screen size became oblong when the Enforce Aspect Ratio option was used.

Though the screen aspect ratio on the PC side was considered

Calculate by the aspect ratio of the pixel in reality.


It was corrected that hardware T&L had been specified for the argument of I Direct3D 9:: CreateDevice() function.

The CreateDevice() error is sure not to go out by this.
 
SSF Ver0.08 alpha R10 released.


The unjustified instruction exception handling of 68000 was mounted.

The EG processing of SCSP was corrected.

Data was written in the stack of the sound data of SCSP.

The update processing at the position where SCSP was sampled was corrected.

The processing of SCU-DSP was corrected.

The drawing weight processing of VDP1 was corrected.

The BIOS emu rate processing was corrected.


It was made to reset yet in there was no BIOS.


I should update the emulation section, I'm a bit late :confused:
 
SSF Ver0.08 alpha R11 released.


It improves though the operation check is not so done.

SSF Ver0.08 alpha R11

The interrupt processing of 68000 was corrected.

The timing of the CD block was changed.

The DMA processing of SCU was corrected.

The dynamic recompile processing of SH2 was corrected.

The drawing weight processing of VDP1 was corrected.

The pattern specification mistake processing of the cycle of VDP2 was corrected.

The memory access weight processing was corrected.


The sound generation processing was done only for another thread.


The drawing timing of VDP1 might shift and sprite flicker.

At that time, please set SH2 Instruction Numbers low.
 
Gens32 Surreal v1.76 IceBlue


1)Some update on sound stuff,make it sampler and faster.


2)Fixed the bug,which resize the window while reactive.


3)Gens32 Antialiasings III released,designed for 1024*768.


4)Some update on Gens32 Antialiasings II.


5)Fixed the bug while playing CDDA.


Also,the nice theme(include background,start logo,menu logo,icon) was designed by

AKM1989,really thanks.


And more.....
 
SSF Ver0.09 prototype


It improves though the operation check is hardly done.

The interrupt processing of SCU was corrected.

The dynamic recompile processing of SCU-DSP was corrected.

One step light buffer of SH2 was mounted.

The cash of SH2 was temporarily mounted.

Because it is very heavy processing, a special option is installed.

The software that effectively caches and operates confirms only Teru crystal legend Astal.

The memory access weight value was corrected.


The version of the state saving data changed.
 
SSF Ver0.09 prototype R1


The interrupt processing of SCU was corrected.

The CDDA processing was corrected.


The version of the state saving data changed.


Because here must be more correct, the interrupt processing of SCU :.

It survives when the software that moved for the first time with Ver0.09 prototype can be checked again, too.

Moreover, there is software that doesn't move when it Memoriacsesweits, it exists, and cash is effective.

Barchafaitar and Pantsardoragun. Please remove the check.

It is scheduled to make it move to check and to exist among those.
 
SSF Ver0.09 prototype R2


It improves though it doesn't check so much.

SSF Ver0.09 prototype R2

The interrupt processing of SCU was corrected.

The drawing timing of VDP1 was corrected.


The version of the state saving data changed.


There was still a bug in the interrupt processing of SCU.

I think it is safe this time.

The drawing timing of VDP1 was changed.

Because timing shifts when the dot clock is low, sprite might not be displayed.
 
Yabause 0.91


0.9.0 -> 0.9.1

scsp:

- Fixed slot pitch LFO. Amplitude LFO is probably more accurate now too.

emulated bios:

- Added Backup RAM manager functions.

opengl video core:

- Fixed a bug with VDP2 2x2 plane size rotation screens.

- Optimized tile mode rotation screens

- Added support for VDP1 polyline.

software video core:

- FPS display now working.

- Added support for VDP2 rotation without coefficient tables.

- Fixed a bug in VDP2 24 BPP bitmap mode.

- Fixed several clipping bugs in Normal and Scaled Sprites.

- Fixed a bug with VDP2 2x2 plane size rotation screens.

- Optimized tile mode rotation screens.

linux port:

- Cursor now disappears after 2 seconds of inactivity in the gtk port.

macos port:

- New high resolution icon.

- Add some missing OS X application property list keys.

windows port:

- Fixed window position bug.

- Other bug fixes.

general:

- Tweaked frame timing code so it's more accurate.

- Re-implemented save states.

- Some internal changes do so that sound, video, and cd cores can be changed

at runtime.
 
SSF Ver0.09 alpha


The clipping processing of VDP1 was corrected.

The drawing processing on the rotation side of VDP2 was corrected.

The sound generation processing of SCSP was corrected.

The CD reproduction processing of the CD block was corrected.


The version of the state saving data changed.

Moreover, the state saving data might not be able to be read even by this version.

When the hook existence in the presence of BIOS, the Ver of BIOS difference, and the backup library is different, it is not possible to read.


When starting, the setting was switched.

The setting is described in Setting.ini.

The setting changes into Standard, High, Highest, and Full if 1-4 is pushed after it starts.

Moreover, it is possible to set it at each game.

The setting of the game that exists in the CD drive used when SSF starts is read.

When the game is replaced on the time that started with there no CD and the multiplayer screen, etc. , it is not set.

The reading priority of the setting is 1-4 pushing, and the order of SSF.ini at each game.


When the file was saved, the folder was made.
 
SSF Ver0.09 alpha R1


Seeking processing of a CD block was corrected.

Timer processing of SCU was corrected.

Clipping processing of VDP1 was corrected.


A defect of analog input was corrected.

With a LR trigger of a multi-controller.

The defect which can't do key setting by a controller with a slider should be corrected....
 
Yabause 0.92


0.9.1 -> 0.9.2

cd block:

- Fixed a bug in periodic timing. Most movies should play correctly now.

- Other bug fixes

scsp:

- Fixed a bug that was causing reversed panning.

- Fixed a bug in SCSP slot debug stats.

sh2:

- Fixed a bug that caused Yabause to crash when fetching instructions from some areas.

vdp2:

- Fixed undocumented plane size setting when debugging vdp2

- Special Color Calculation mode added to vdp2 debugging

opengl video core:

- Added the eight missing sprite types in Vdp1ReadPriority.

software video core:

- Fixed a bug where Polygons that used non-RGB values had the wrong priority.

- Fixed a bug that was causing some scrolling issues.

gtk port:

- CD, sound, and video cores can now be changed without restarting the emulator.

- Added basic support for save states.

windows port:

- Fixed compilation with MSYS.

- Changed SCSP debug dialog so it allows for individual slot saving.

- Fixed a bug when using goto address in memory editor.

- Fixed a bug where Yabause crashed when joystick was unplugged.

- Added memory search support.

- Fixed cheat dialog. Codes should show up after re-opening it.

general:

- Fixed some bugs where vdp1/vdp2 layers wouldn't be drawn after switching video cores.

- Fixed a bug when switching between opengl and software video cores.

- Added memory search function.
 
lxdream 0.8.2 released


Change of plans - because svn looks likely to become unstable for a little bit with recent work (mmu changes are fairly invasive, and there’s quite a performance penalty that I haven’t optimized away yet), I’m releasing 0.8.2 as it is now (without TLB) for the benefit of those who need the fixes since 0.8.1.

Note: There are no significant changes to the emulation (ie no change to compatibility) - If 0.8.1 runs properly for you, you don’t need 0.8.2


Changes from 0.8.1


x86-64 architecture support

Preliminary Mac OS X support

Pbuffer support (to support OpenGL drivers without EXT_framebuffer_object)

Support for more recent CDI and NRG image file versions

Minor bugfixes
 
CrabEmu 0.1.6 released


Z80 Core:

- Changed how CrabZ80 handles interrupts to more closely match how the actual

Z80 does it. This change fixed the bug that caused Shining Force 2: Sword of

Hajya to go into an infinite loop.

- Fixed a bug in CPIR that was added way back in CrabEmu 0.1.4. Basically, when

I added the undocumented flag (XF and YF) calculation, I broke the repeating

mechanism of CPIR. With this change, CrabEmu once again passes all the zexall

tests.

- Made it so that one can compile CrabZ80 to use a bunch of big switches rather

than the table of function pointers that it used to use. This mode can be

switched on at compile time by defining CRABZ80_BIG_SWITCHES. Note, this is

now the default mode of operation for CrabZ80 in CrabEmu.


VDP Core:

- Made the tile caching actually work. Previously, sms_vdp_update_cache didn't

reset the dirty bit for the pattern that it updated. Now it does, as I

originally intended it to. In my timing test code (removing the frame limiter

as well as a few other minor changes) adding the one line of code that this

change entailed increased the speed from around 260 FPS to about 760 FPS, an

almost 3x increase in speed! (If you're interested in the timing test code,

open up the Xcode project, and add TIMING_TEST to the Preprocessor Macros

section of the Build tab of the project info. Also, note this timing info

was done with Mac OS X 10.4 on a 2.0GHz Core Duo MacBook Pro and before many

of the other changes in this version of CrabEmu, so YMMV)

- Added support for TMS9918 Mode 1 (Text mode).

- Added support for TMS9918 Mode 0 (Graphics I) backgrounds.

- Added support for TMS9918 Mode 3 (Multicolor) backgrounds.

- Added support for TMS9918 sprites (Modes 0, 2, 3).

- Added support for TMS9918 Mode 2 (Graphics II) backgrounds.

- Changed how the VDP handles asserting and clearing the IRQ line to be more

like how it is actually done on the console.

- Fixed a buffer overflow in writing to the framebuffer (I can't believe that

I didn't catch this one long ago).


GUI:

- Made it so that Game Gear games only show the part of the screen that would

be visible on the actual system. I may make this a configurable option later

on, since in some games the area outside the screen is actually used for

something useful.

- Fixed a small glitch where the GUI would double its size a second time for a

split second if you open a rom, set double size mode, and opened a new rom

after that.

- When a Game Gear rom is loaded, the GUI now resizes to match the Game Gear's

resolution, getting rid of a black border that would be displayed around the

picture (since I made it only draw the part of the screen that is displayed).


Other:

- Started a testsuite of programs for CrabEmu (in the testsuite directory).

- Added test program for TMS9918 Mode 1.

- Added initial port of CrabEmu to the Dreamcast.

- When CrabEmu is paused from the GUI, sound is now stopped as well.

- When CrabEmu is reset from the GUI (or a new rom is loaded), the sound is

reset now as well.

- Added support for the Korean mapper.
 
SEGA Model 2 Emulator 0.6


So many changes that I can't remember...Lighting fixes, control fixes, sound fixes...

ManxTT is working, but sound is broken.

Merged some features from the cps3 emu (vsync, custom fullscreen res,...)


NOTE: To get past of ManxTT Active Motion Slider screen, enter test mode (F2) and then exit. You'll have to do this every

time yo boot the game. To avoid that, enter test mode and set the cabinet type to Twin. That will disable the drive board check
 
SSF Ver0.09 alpha R2


FRT processing of SH2 was corrected.

DMA processing of SCU was corrected.

DMA end interrupt servicing of SCU was corrected.

Renewal processing of the revival location of SCSP was corrected.


The version of State save data changed.
 
Yabause 0.93


0.9.1 -> 0.9.3

cart:

- Fixed a couple of bugs with Netlink emulation.

cd block:

- Tweaked error handling for cue files so it's more helpful to the user.

scu:

- Fixed a bug in DSP MVI instruction.

- Fixed a bug with DSP Program Ram Address.

- Fixed ALU behaviour on NOP.

- Other bug fixes.

vdp2:

- Fixed a bug where coefficient reading wasn't making sure reads weren't

going out of bounds.

- Tweaked frame-skipping so it only skips if frame time is faster/slower

than a 1/2 a frame. The results are much better now.

- Added general VDP2 debug info functionality.

- Added partial end code support to VDP1 texture debugging.

opengl video core:

- Fixed a bug in 16 BPP sprites where pixels 0x0001-0x7FFF weren't

transparent when transparency was enabled.

gtk port:

- Redesigned the window so each part can now be resized.

- Added a toolbar and removed the buttons.

- The sprite list now displays texture thumbnails.

- Added tooltips to "run" and "pause" buttons.

- Redesigned VDP2 debug window.

windows port:

- Fixed a bug that was causing Yabause to crash when run for the first time.

- Added screen capture.

- Reworked Input dialog so it'll allow for more than one peripheral(in the

future).

- Added a bunch of tools tips for basic and input settings.

- Fixed a bug that was causing wrong VDP1 command information to sometimes

be displayed.

- Other bug fixes.

- Fixed a bug that was causing the wrong breakpoint to be removed from the

breakpoint list.

- Text length is now limited correctly in breakpoint edit text controls.

general:

- Tweaked memory breakpoints so that regardless of whether you're using

cached or cache-through addresses variations of an address, it'll still

detect and break when the memory is accessed.

- Other bug fixes.

0.9.1 -> 0.9.2

cd block:

- Fixed a bug in periodic timing. Most movies should play correctly now.

- Other bug fixes

scsp:

- Fixed a bug that was causing reversed panning.

- Fixed a bug in SCSP slot debug stats.

sh2:

- Fixed a bug that caused Yabause to crash when fetching instructions from

some areas.

vdp2:

- Fixed undocumented plane size setting when debugging vdp2

- Special Color Calculation mode added to vdp2 debugging

opengl video core:

- Added the eight missing sprite types in Vdp1ReadPriority.

software video core:

- Fixed a bug where Polygons that used non-RGB values had the wrong

priority.

- Fixed a bug that was causing some scrolling issues.

gtk port:

- CD, sound, and video cores can now be changed without restarting the

emulator.

- Added basic support for save states.

windows port:

- Fixed compilation with MSYS.

- Changed SCSP debug dialog so it allows for individual slot saving.

- Fixed a bug when using goto address in memory editor.

- Fixed a bug where Yabause crashed when joystick was unplugged.

- Added memory search support.

- Fixed cheat dialog. Codes should show up after re-opening it.

general:

- Fixed some bugs where vdp1/vdp2 layers wouldn't be drawn after switching

video cores.

- Fixed a bug when switching between opengl and software video cores.

- Added memory search function.
 
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