Emulation News !!

vbt

Staff member
Two of the best Saturn emu were updated in august (Yabause and SSF). The improvement list of Yabause is quite long :

HTML:
0.6.0 -> 0.7.0

cart:

- Added Action Replay flash emulation.

cd block:

- Fixed Read Directory/Change Directory commands. This fixes Duke Nukem 3D and a few others that have Netlink support.

- Audio data is no longer stored when read by the cd block. This fixes Guardian Heroes.

- other bug fixes.

scsp:

- Added function that allows developers to get easy to read information on the requested scsp sound slot.

- Fixed a bug where the phase wasn't getting updated if DISDL was set to 0. This fixes Falcom Classics, Nadesico, and many other games using ADX.

- Fixed a bug that was causing OCT with a setting of 0x8 to play at the wrong octave.

- Fixed a bug that was causing King of Fighters 95(and possibly others) to go into an endless loop.

scu:

- Improved SCU interrupt handling.

sh2:

- Fixed a bug in exts.b opcode.

- Corrected some bugs in sh2idle

- SCI emulation improvements

smpc:

- Added proper DOTSEL reporting.

- Region settings are now properly preserved.

- Changed region autodetection so it defaults to the japanese region if it can't autodetect.

68k:

- Fixed a few bugs.

vdp2:

- Debug info bug fixes

- Implemented one mode of external HV latching. This fixes King of Fighters 95.

- External latch and sync flags are now cleared on TVSTAT reading.

- Added speed throttle(basically skips 6 frame draws).

- Added long writes for VCSTA, LSTA0, and LSTA1 registers.

software video core:

- Rewrote it so it's no longer dependent on SDL.

- Added NBG2/NBG3 support.

- Added tile mode rendering.

- Added frame buffer emulation.

- Added normal sprite drawing.

- Changed Normal Sprite drawing so that Scaled Sprite and Distorted Sprite functions can use it too.

- Added some support for Scaled/Distorted Sprites.

- Added VDP1 Polyline and Line drawing to Software renderer.

- Fixed a bunch of bugs.

opengl video core:

- Fixed a few issues with OpenGL initialization.

- Fixed a window/fullscreen bug.

- Added a smart Line Scroll/Vertical Cell Scroll interpreter.

- Changed Color Offset so it uses the same method as the Software renderer.

- Fixed Rotation Table reading.

- Fixed a bug in VIDOGLVdp1PolylineDraw where coordinate reads were writing to invalid areas.

linux port:

- Removed some useless debug messages and fixed the "quit" menu entry.

- Added vdp1 debug dialog in new gtk interface.

- Added dialog for sh2, video core switching.

- Added reset menu entry.

- Added about dialog.

- Added MSH2 and SSH2 debug dialogs to the GTK interface.

- Added transfer dialog to the new gtk ui.

- Added empty Memory Dump dialog.

- Added the dialog box for scsp

- Added shortcut F7 for command Step

- Added support for memory breakpoints in sh2 debug dialog

- Sound is now muted when emulation is paused (in gtk interface).

- The window data is now saved while emulation is paused.

- Screenshot function added.

macos port:

- Added carbon interface

- Can now build .dmg image from .app directory

- Other improvements

windows port:

- Added SCSP Debug Dialog.

- Added Reset option to menu.

- Now uses DirectInput and DirectSound instead of SDL.

- Added dialog for video, sound and input core switching.

- Fixed window/fullscreen switching.

- Added support for memory breakpoints in sh2 debug dialog.

- Sound volume can now be adjusted in the settings dialog.

- Sound is now muted when dialog window has focus.

- Auto frameskip can be be enabled via video settings menu.

- Other bug fixes.

general:

- Better handling of NULL string when opening a file

- Fixed a few memory leaks

- ISO support fixes

- PAL support added

- Fixed v-blank timing

- Added auto frameskipping(still not working correctly)

- Improved sound buffering

- Fixed handling of invalid SH2 opcodes

- Dummy sound core bug fixes

- Fixed some warnings

- Added experimental bios emulation

- Added memory breakpoints

- Added a function to the sound cores for setting the volume.



The best Model 2 emulator by Elsemi was also updated, it's faster and got less bugs but could be the last release :( :( So don't miss it.



HTML:
v0.3 (well, there was an unreleased 0.2 somewhere in my HD so this is 0.3)

I've rewritten part of the emulator for increased speed.

The SHARC core has also been speedup by removing unused SHARC features that weren't used by model2.

Added frameskip and autoframeskip (with + and - in the keypad).

Added Ski Super G and OverRev.

Fixed topskater and virtualon control maps.

This is probably the last version of the emulator, unless some Fujitsu TGP MB86234 docs appear to finish the emulation of the 2 and 2A cores. Sorry, I know I still have to do the digital sound board emulation for STCC and TopSkater but I have no free time.

Last additon is Mame32, everybody knows this arcade emu which emulates a lot of SEGA games, so I finally added it. Maybe other versions deserve to be there (MameFX, SDLMAME, etc), tell me which one you would like to see there :)

Emulation page
 
Already another update :


Gens32 Surreal 1.69 R2



HTML:
Gens32 Surreal v1.69 R2


1) With Nazo's debug,fixed the nosie problem with

Sound Blaster Audigy 2 ZS Platinum.


2) Do some update on YM2612.(I am not sure it's a 

update),make sounds sounds more nice.


3) Changing default settings to fix some problem.


4) Use simple volume config instread the old complex

one,and add a short cut to config the volume,they are:

Ctr + Num+ and Ctr + Num-.


5) Fixed some bugs(long...long ago,I forget fixed what).


6) Thanks to AKM1989's help,we have some now logos

 
You should edit your original post with the updated news so it shows on the news page.
 
dibz said:
You should edit your original post with the updated news so it shows on the news page.

Next time, It took already a lot of space in the news page.

Here is another update of Yabause. Again good job done by the Yabause (CyberWarriorX, Guillaume)

HTML:
0.7.0 -> 0.7.1

 opengl video core:

  - Added polygons that use a palette.

 software video core:

  - Added scaled sprites with clipping and flipping.

  - Full screen mode now working correctly.

  - Added correct support for vdp2 resolutions other than 320x224.

  - Fixed compilation issue on big endian systems.

  - Added function to software renderer for fetching width/height of the display buffer

  - Memory leak when clearing VDP1 frame buffer fixed.

 linux port:

  - Added autostart and fullscreen command line switches.

  - Fixed a bug that was causing the emulator to sometimes start in using PAL

    timing.

  - Added an option to choose the peripheral interface at configure time.

  - Started to move the gtk controls code into a proper peripheral core.

  - Added code so software renderer can be used without OpenGL.

  - Added --without-opengl switch to configure script to prevent OpenGL

    detection.

  - Resizing is now enabled when using software renderer and opengl.

 macos port:

  - Fixed a bug that was causing the emulator to sometimes start in using PAL

    timing.

  - Some fixes to carbon interface (preferences should works now).

 windows port:

  - Fixed a bug that was causing the emulator to sometimes start in using PAL

    timing.

  - Added shortcuts to the Yabause website, forum, donation page, and the

    submit bug page to the main menu.

  - Added About dialog.

 general:

  - Fixed a potential issue when enabling/disabling auto frameskipping.
 
There is a "strange" thing in the change logs of this release :

- Fixed a bug that was causing King of Fighters 95(and possibly others) to

go into an endless loop.

- Implemented one mode of external HV latching. This fixes King of Fighters

95.

What does it mean ? Normally the game uses a ROM cart. So it should not work at all, or it means the emu will manage to go to an error screen ?
 
vbt said:
There is a "strange" thing in the change logs of this release :

- Fixed a bug that was causing King of Fighters 95(and possibly others) to

go into an endless loop.

- Implemented one mode of external HV latching. This fixes King of Fighters

95.

What does it mean ? Normally the game uses a ROM cart. So it should not work at all, or it means the emu will manage to go to an error screen ?

Yabause can emulate ROM cart games, you just need a dump of the cart.
 
Guillaume said:
Yabause can emulate ROM cart games, you just need a dump of the cart.

Ok, I understand now. I won't be easy to find a dump of this ROM. It means also that Ultra man could run too :)
 
Only few emulation news these weeks. I've added Mame32 0.109.

I'm also wondering if I add HazeMD here ?
 
SSF 0.08 released


SMPC processing was corrected.

It reaching the point where [bachiyareshingu] moves, it increases.


The frequency of state saving was increased to each game 10.

At the time of the state load it tried not to check the presence of the hook of backup library.

As problem does not occur with presence of check, because it was possible.

Picture size the option which you force set to Saturn aspect ratio was added.

The usual full screen time it is invalid.

Option of bi- linear filtering ON/OFF was added.

Only at the time of Direct3D it is effective.

At the time of window mode it tried to be able to modify window size in 1 times, 1.5 times and 2 times.

As for key allotment

Window size modification = NUMPAD + key (+ of ten-key)

Is.
 
SSF 0.08 Alpha R1 released

The processing of SCSP was corrected.

Becoming the black matrix, and the way where opinion needless sound is played back securely it increases.

It reaching the point where cancer/gun blaze S moves, it increases.

With [bachiyahuaita] 2 and the like CDDA breaks off the trouble where was corrected.

Abnormally the fact that it ends was corrected with state saving depending upon the video driver.

The fact that state saving is not possible with the game of part was corrected.
 
SSF 0.08 Alpha R2 released


The DSP processing of SCU was corrected.

It reaching the point where the baroque and Lunar 2 etc move, it increases.

Collision decision of [bachiyahuaita] becoming normal, it increases.

The surface of revolution processing of VDP2 was corrected.

It reaching the point where the background of Radiant Silvergun is indicated securely, it increases.

The windowing of VDP2 was corrected.

The color transaction of operation of VDP2 was corrected.

The processing of SMPC was corrected.

The DSP processing of SCSP was corrected.

The phenomenon where volume becomes large being gone, it increases.


In order to increase compatibility, because it is in a state where trial and error it has done,

Perhaps there is a software which stops moving.

In that case, when SH2 Instruction Numbers is lowered, perhaps it moves.
 
SSF Ver0.08 alpha R3 released


CD playback command of CD block was corrected.

It reaching the point where hero legend moves, it increases.

The timer 1 processing of SCU was corrected.

It reaching the point where [vuachiyaruhaidoraido] moves, it increases.

The drawing command processing of VDP1 was corrected.

The color transaction of operation of VDP1 was corrected.

It reaching the point where the sound test of the dark saber is indicated securely, it increases.

V blank OUT timing of VDP1 was corrected.

It tried to consider the pattern name designated mistake of the cycle pattern of VDP2.

The [sureiyazu] [ro] it is and it reaches the point where the aggressive picture and the title picture of [bachiyaron] are indicated securely and increases.

The color transaction of operation of VDP2 was corrected.

The windowing of VDP2 was corrected.

The dynamic recompiling processing of SH2 was corrected.

The J league professional soccer team probably will be made! It reaching the point where 2 moves, it increases.


Option of memory access weight ON/OFF of cash through address was provided.

When memory access weight is turned to ON,

Is to be,* The pallet of the choices of meeting viewing becomes normal, (it depends on the dot clock).

It reaches the point where also effective sound of [bachiyahuaita] 2 is played back.

The option which designates HSynch period as the actual clock was provided.

After the SSF starting until the window becomes large, when CTRL is pushed,

It tried to change the use ON/OFF of BIOS temporarily.

Version of the state saving data changed.

Once, front version and the interchangeability is taken but depending upon the data perhaps you cannot read.

Especially, because BIOS is not the data modified the BIOS emulating program, there is a possibility where you cannot read.
 
SSF 0.08 Alpha R5 released :)


It improves though it was not so changeable because there is no time.


The processing of subcode Q of the CD block was corrected.


Progress of a battle explanation screen and Gangrifon of Gangrifon.


The demonstration screen doesn't skip drinking.


The window processing of VDP2 was corrected.


The memory access weight processing was corrected.


It dealt with the mission stick and the multi controller.


It corresponded to the mah-jong panel.


The key arrangement


A~N = A~N key


カン = Ctrl key

Can = Ctrl key


ポン = Alt key

Pon = Alt key


チー = Space key

Kyi = Space key


リーチ = Shift key

Reach = Shift key


ロン = Z key

Ron = Z key


The option to make the DSP processing a special thread was installed.


However, there is a possibility of stopping because synchronization with SH2 becomes difficult when the load is high software.


CPU used in a dual core and the multi core environment was set.


The thread processed with each CPU


2CPUs

CPU0 Main Thread


CPU1 VDP2 Draw Thread


4CPUs

CPU0 Main Thread


CPU1 VDP2 Draw Thread


CPU2 VDP1 Draw Thread


CPU3 DSP Thread



The version of the state saving data changed.


The data of the former version cannot be used.

Because taking interchangeability has become difficult …


Interchangeability will not be considered even if the content of the saving data is changed in the future.



It doesn't check it so much though it corresponded to the analog input.


Because there is only a controller of XBOX360 …
 
SSF 0.08 Alpha R6 released

The interrupt processing of SCSP was corrected.

The DMA processing of SCU was corrected.

The dynamic recompile processing of SH2 was corrected.

The memory access processing was corrected.

The memory access weight processing was corrected.

It might be correct in the previous weight value as misunderstood it very much.

The bit map processing of VDP2 was corrected.

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

The exclusive operation of CD access LED was corrected.

It was corrected that the Check SlaveSH2 Idle Loop option had not functioned.


It corresponded to controller's Rx axis, Ry axis, Rz axis, and slider 2.

The version of the state saving data changed.


R6 must be nearer a real machine though some software has made operation doubtful etc.

The problem will be found one of these days and it mends.
 
CrabEmu 0.14 added. It's a nice SMS emu for MacOS X.

The biggest of which are:

- Noise channel emulation on the PSG

- Fixed sound effects in some games

- A Z80 debugger

- SRAM saving

- Save States
 
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