Log message:
mednafen: update to 1.27.1.
-- 1.27.1: --
June 4, 2021:
SS: Added "Herc's Adventures" to the internal database of games to \
enable SH-2 read/write VDP1 draw slowdown with, to fix a few graphical glitches.
May 28, 2021:
Error out in the configure script when iconv is not found, rather than later \
during compilation.
May 26, 2021:
SNES: Applied untested fix for an issue with libco on PPC64 ELFv2 systems.
May 18, 2021:
SS: Corrected a few inaccuracies in the handling of SCSP EG phase transitions, \
per tests on a SS.
May 12, 2021:
Renamed intl/VERSION to intl/VERSION.txt to prevent a conflict with a system \
C++ header file on case-insensitive filesystems(problem introduced in \
1.27.0-UNSTABLE).
April 29, 2021:
Demo: Use #pragma(pack) instead of __attribute__((packed)), to work around a \
bug/design flaw in older versions of gcc that caused the demo module's save
state test to fail when compiled for a Windows target(where ms_struct is the \
default structure layout).
April 28, 2021:
Increased verbosity of bad Q subchannel data error messages in the CloneCD CD \
image loader.
Fixed crashing with non-glibc iconv implementations when the user specifies an \
unsupported character encoding in the debugger's memory editor.
-- 1.27.0-UNSTABLE: --
March 29, 2021:
SS: Corrected threshold and semantics of envelope level-based blocking of \
slots' access to SCSP RAM, per tests on a SS.
March 13, 2021:
SS: Fixed a big-endian target incompatibility in the SCSP emulation code.
Use ternary operator instead of std::min in endian.h, as doing so somehow \
causes gcc to produce smaller and faster machine code.
PSX: Removed incorrect filtering of CD-XA ADPCM sectors based on the file and \
channel numbers of the first ADPCM sector played,
originally added in 0.9.24-WIP to fix the speech playback in "Yarudora \
Series Vol.1: Double Cast", but made unnecessary by later sector buffering
accuracy improvements; fixes missing audio in the FMVs of "Blue's Clues: \
Blue's Big Musical".
March 12, 2021:
PSX: Adjusted which sectors are processed and reflected by GetLocP after SeekP \
completes to only those before the seek target(which is slightly different
than SeekL behavior, which also includes the target and a few after, at least \
with a typical PS1 CD); fixes hangs at different points in
some versions of "Tomb Raider", a problem initially fixed in \
0.9.38.3, but regressed in 1.22.0-UNSTABLE.
March 9, 2021:
VB: Block writes to VSU registers and memories when A0 and A1 are not both 0, \
per tip from "enthusi".
March 7, 2021:
SS: Implemented incomplete(regarding stack frame data) M68K address error \
handling, and implemented M68K halting when accessing addresses where any of
A21-A23 is 1. Fixes major audio distortion during boss battles in "Lunar: \
Silver Star Story" due to SCSP DSP register corruption that occurred when
the game crashed the sound CPU during bootup.
SNES-Faust: Don't call event handlers in read/write handlers if the read/write \
is from DMA/HDMA, to avoid problematic recursion and related issues.
SNES-Faust: Fixed clearing of pending SuperFX IRQ on reset/power; fixes \
hang/crash in "Stunt Race FX" upon performing a virtual power toggle \
after the
game boots up.
March 4, 2021:
SNES-Faust: Added commented-out fix for "Speedy Gonzales", to enable \
later.
SNES-Faust: Added detection heuristics and support for mapping LoROM RAM into \
$8000-$FFFF, to fix save game saving/loading in "Light Fantasy",
"PGA Tour Golf", and "Ys III".
February 23, 2021:
SNES-Faust: Added commented-out fix for "Kishin Douji Zenki Tenchi \
Meidou", to enable on a per-game basis in the future due to a minor \
negative
performance impact.
February 19, 2021:
SNES-Faust: Reworked cart header detection and cart type detection logic a bit, \
fixes "Yuuyu no Quiz de Go! Go!".
February 17, 2021:
SNES-Faust: Return open bus in bits 4 through 6 for reads from $4210; fixes \
early hang in "Super Professional Baseball II".
SNES-Faust: Return open bus in bits 0 through 6 for reads from $4211; fixes \
early hang in "Yuujin Janjuu Gakuen 2".
SNES-Faust: Added support for special ROM mapping required by "Derby \
Stallion 96" and "Sound Novel Tsukuru".
February 16, 2021:
SNES-Faust: Changed power-on APU RAM initialization pattern; fixes hangs in \
"Ihatov Monogatari" and "Kyuuyaku Megami Tensei".
February 3, 2021:
Fixed an off-by-1 error in the multithreaded CD reader that would cause a hang \
if a read was attempted for the sector at LBA 449849.
January 31, 2021:
Fixed a design flaw that caused the creation of empty backup counter files when \
automatically attempting to back up a nonvolatile memory save file that
does not exist.
January 28, 2021:
SNES-Faust: Disabled the PPU brightness modulation sanity check when compiling \
a non-dev build, and fixed array misalignment that was causing the code to
segfault when compiled with stack smashing protection enabled on newer gcc.
January 25, 2021:
Resync console scroll to the last drawn line of the target unwrapped line in \
the scrollback buffer, not the first, otherwise the console will erroneously
scroll up on windowed<->fullscreen transitions when the last line is \
wider than the console viewport, confusing the user.
January 24, 2021:
Fixed rendering of Unicode combining characters, fixed handling of combining \
characters when entering text in the console and debugger prompt, added support
for pasting into the debugger prompt, cleaned up rendering of the debugger \
prompt box, implemented automatic scrolling when entering text in the debugger \
prompt,
made console text entry automatic scrolling bidirectional, changed console \
scrollback buffer beginning/end scroll key combos to CTRL+Home/CTRL+End instead \
of
SHIFT+Home and SHIFT+End, added support for clearing multiple characters at \
once in the console and debugger prompts by pressing CTRL with Backspace/Delete.
January 19, 2021:
Added support for reinitializing game controllers while Mednafen is running by \
pressing Shift+F3.
Aborting the input configuration process for a virtual device will now discard \
the new configuration data, instead of combining it with the old configuration \
data
for the not-configured buttons as previously done.
January 12, 2021:
Added "upper_center" and "center" options to the \
"fps.position" setting.
January 7, 2021:
WonderSwan: Fixed RTC month field being incorrectly treated as 0-based instead \
of 1-based.
Give the user feedback when they try to toggle a graphics layer that doesn't \
exist or isn't toggleable.
NGP: Sanitize some sound-related variables on state load to prevent potential \
memory corruption.
January 6, 2021:
SMS: Sanitize more variables on state load.
NES: Fixed a few instances of missing variable initialization on poweron.
January 5, 2021:
GB: Sanitize a few variables on state load.
January 4, 2021:
Automatically create any missing parent directories to the Mednafen base \
directory on startup.
Create each Mednafen data directory(e.g. firmware, sav, snaps, etc.) at startup \
based on the current value of the filesys.path_* setting instead of based on
its default value, unless the corresponding filesys.fname_* setting is not set \
to its default value, in which case the directory is not created.
January 2, 2021:
NES: Sanitize more sound emulation variables on state load.
January 1, 2021:
NES: Added missing VRC6 variables to save states.
GBA: Backup save game memory files on game load
SMS: Fixed a bug that could cause the emulated reset button state to get stuck \
as pressed if a hard reset occurred within about 20 frames after a soft reset.
December 31, 2020:
GBA: Added a few missing variables to save states.
GB: Added a few missing variables to save states.
PCE-Fast: Renamed encapsulating namespace from "PCE_Fast" to \
"MDFN_IEN_PCE_FAST", to match the convention of all other emulation \
modules.
Made Emulated* MDFNGI objects constant, copied over to a dynamically-allocated \
MDFNGI assigned to MDFNGameInfo on game load.
December 30, 2020:
Dynamically-allocate QTRecord LZO work memory.
Apple2: Dynamically allocate state helper floppy disk object.
PCE-Fast: Fixed massive overallocation of memory for the VDC background tile cache.
December 29, 2020:
Optimized MDFN_FastArraySet() for non-ideal counts.
Utilized MDFN_HIDE in more places.
December 28, 2020:
Removed incomplete YCbCr MDFN_Surface support unused since 0.9.x, and likely to \
remain unused.
Added support for 16bpp graphics output to core Mednafen code and the majority \
of emulation modules(excluding "pce", "pcfx", \
"psx", "snes", "ss", and "vb"),
and added setting "video.glformat" to allow for using this support \
with OpenGL.
December 25, 2020:
PSX: Initialize some missed state on reset/poweron.
December 24, 2020:
Completely rewrote the save state preview image resizing code, so that now it's \
only somewhat wrong, instead of mostly wrong as before.
December 22, 2020:
GB: Use fastcall on 32-bit x86, for a tiny performance boost.
Use MDFN_RESTRICT macro instead of __restrict__.
NGP: Use fastcall calling convention on 32-bit x86 to boost performance a \
little bit.
Apple2: Disabled some expensive asserts when compiling without \
MDFN_ENABLE_DEV_BUILD defined.
December 20, 2020:
Birthed pernicious human date/time calculation functions to replace the usage \
of _gmtime64() and _localtime64() on Windows, for Windows 9x compatibility.
December 14, 2020:
Set icon using Win32 API functions on Windows instead of relying on \
SDL_SetWindowIcon(), and use alternate, smaller(and boxier!) window icons when \
running
on Windows 9x so the poor beetle doesn't look splatted.
December 12, 2020:
Don't call SetConsoleOutputCP() on startup on Windows, as it messes up the \
cmd.exe console on Windows 7(at least) even when Mednafen has exited,
and for Windows 9x compatibility.
Pass a pointer to a dummy variable, instead of NULL, as the output thread \
identifier pointer argument to _beginthreadex(), for Windows 9x compatibility.
Allow for the absence of GetConsoleWindow() on Windows, for Windows 9x \
compatibility.
Automatically attempt to lock file offset 0xFFFFFFFF if the attempt to lock \
offset 0xFFFFFFFFFFFFFFFF fails with an invalid parameter error on Windows,
for Windows 9x compatibility.
Use SetFilePointer(), GetFileSize(), and LockFile() instead of \
SetFilePointerEx(), GetFileSizeEx(), and LockFileEx() on Windows, for Windows 9x \
compatibility.
December 10, 2020:
Dropped usage of and dependency on libsndfile, and added a direct dependency on \
libFLAC. The only CD image audio file formats/encodings other than raw supported
now are: FLAC, Ogg Vorbis, Musepack, and uncompressed PCM in AIFF/AIFC, AU/SND, \
W64, and WAV.
Require the first four bytes of the tentative Ogg Vorbis file to be \
"OggS" before calling ov_open_callbacks(), to prevent unnecessary \
excessive reads when trying
to determine the type of the audio file, and to avoid treating a non-Vorbis \
file as Vorbis under certain conditions.
Open the main settings file for both reading+writing on startup instead of just \
reading, to allow file locking to work over NFS, and as a quick check to make
sure the file is writeable before it's too late upon exit.
December 1, 2020:
Made various changes to the Windows support code, to allow for compiling a \
non-Unicode Windows build.
November 24, 2020:
Implemented stream buffering in the FileStream class, now using read(), \
write(), etc. instead of fread(), fwrite(), etc.
|
Log message:
mednafen: Update to 1.26.1
-- 1.26.1: --
November 8, 2020:
PSX: Fixed various inaccuracies in the SPU reverb emulation code.
PSX: Fixed quasi-benign dereferencing of a null pointer in the GPU code when \
playing a PSF.
November 3, 2020:
SNES-Faust: Fixed a crash when an MSU1-enabled game tried to play MSU1 audio \
but no audio tracks existed.
SNES-Faust: Only create MSU1 multithreaded audio reader object if at least one \
audio track is available.
November 2, 2020:
SNES-Faust: Fixed a design flaw in the MSU1 audio track loading code that broke \
loading of audio tracks when the game's filename included a "%" \
character.
November 1, 2020:
SS: Fixed compilation errors after configuring with --disable-debugger.
SS: Fixed compilation errors with clang.
-- 1.26.0-UNSTABLE: --
October 26, 2020:
SS: Added "The Lost World: Jurassic Park" to the internal database of \
games to enable full cache emulation with, to fix most rock face graphical \
glitches.
October 25, 2020:
SS: Added "Corpse Killer" to the internal database of games to enable \
full cache emulation with, to fix the glitchy rotation-zoom effect.
October 24, 2020:
SS: Fixed major bug, existing since Saturn save state support was added, in the \
SCU save state code that caused wrong state to be saved(and later restored)
when an SCU DMA level in indirect mode was active.
SS: Added "Kaitei Daisensou"/"In the Hunt" to the internal \
database of games to enable SH-2 read/write VDP1 draw slowdown with, to fix FMV \
tearing.
SS: Added "Zero Divide" to the internal database of games to use the \
data cache read bypass kludge with, to fix a graphical glitch with character \
portraits.
October 23, 2020:
SS: Made changes to prevent the CDB emulation from reporting PLAY status until \
the second sector is read after a seek completes; fixes game-breaking
problems in "Break Point", "DJ Wars", "Hop Step \
Idol", and "Tennis Arena".
SS: Fixed inaccuracies with how CDB playback buffer full auto-pause and resume \
works; fixes occasional hangs of finite duration in "Dragon Force II" \
and
"World Cup France '98: Road to Win" when trying to skip FMVs.
October 22, 2020:
SS: Added "Mujintou Monogatari R: Futari no Love Love Island" to the \
internal database of games to use the data cache read bypass kludge with,
to fix glitches when character portrait graphics change.
October 21, 2020:
SS: Added "Doraemon: Nobita to Fukkatsu no Hoshi" to the internal \
database of games to use the data cache read bypass kludge with,
to fix the blank Game Over screen.
SS: When a CDB 'Get CD Device Connection' command is issued very shortly after \
a 'Reset Selector' command, the 'Get CD Device Connection' command
will now be executed before the resetting effects of the 'Reset Selector' \
command occur. Fixes startup hang in the USA version of "Independence \
Day".
October 20, 2020:
SS: Slowed down emulated VDP1 pixel plotting performance by a bit less than \
20%(10% in 8bpp mode); fixes prematurely cut-off voices in "Paneltia \
Story",
and reduces tearing in "Yu-No".
October 18, 2020:
SS: Added "3D Baseball", "The Crow", "NBA \
Action", "NFL Quarterback Club 96", "Solar Eclipse", \
and "Titan Wars" to the internal database of games to
enable full cache emulation with, to fix minor FMV glitches.
SS: Added "Thunder Force Gold Pack 1" to the internal database of \
games to enable full cache emulation with, to fix the glitchy ship sprite in the \
ending
of "Thunder Force III".
SS: Added the Europe releases of "Virtua Cop" and "Virtua Cop \
2" to the internal database of games to enable full cache emulation with, \
to fix
startup hangs.
SS: Added "Yu-No" to the internal database of games to enable full \
cache emulation with, to fix the problem of the intro FMV ending too soon.
SS: Added "Horror Tour" to the internal database of games to enable \
full cache emulation with, to fix graphical glitches on the save and load \
screens.
SS: Added "Falcom Classics II" to the internal database of games to \
enable SH-2 read/write VDP1 draw slowdown with, to fix tearing in the intro FMV \
of "Ys II".
SS: Added "Tokimeki Memorial: Forever With You" to the internal \
database of games to enable SH-2 read/write VDP1 draw slowdown with, to fix the \
glitchy
arm sprite in the Konami intro.
SS: Added "Virtua Fighter Kids" to the internal database of games to \
use the data cache read bypass kludge with, to fix a major FMV glitch.
October 17, 2020:
SS: Made a very small SSE2-based optimization to the cache tag evaluation code.
October 16, 2020:
SS: Removed incorrect write mirrors for the SH-2 CCR register; fixes FMV \
glitches in "NFL Quarterback Club 97".
SS: When full cache emulation is enabled(e.g. via database), alternate slave \
CPU and bus sharing emulation code will be used, to reduce
disproportionate sharing of the bus(it's still not perfect, however).
SS: SH-2 PC-relative MOV.W and MOV.L loads are now correctly treated as \
instruction fetches instead of data fetches with respect to the
OD/ID bits of CCR.
SS: The SH-2 WB/EX pipeline stall emulation logic is now always enabled, \
instead of only being enabled in full cache emulation mode as it was previously.
October 12, 2020:
SS: Moved SH-2 cache entry invalid bit from bit31 of the internal combined tag \
variable to bit0, for slightly better code generation.
October 11, 2020:
SS: Slave SH-2 on/off is now handled outside of the regular event handling \
system to prevent a crash under certain conditions.
October 9, 2020:
SS: Extended the handling of VDP1 command execution slowdown on SH-2 CPU \
reads/writes to also include SH-2 DMA accesses.
October 5, 2020:
SS: Bumped up minimum seek timing delay, to compensate for upcoming general CPU \
timing improvements in the games sensitive to seek timing.
October 4, 2020:
SS: The SR value loaded with RTE is now properly masked.
October 2, 2020:
SS: Allow the SMPC joystick reading process to be aborted earlier on, while \
still waiting for vblank to end; fixes another hang in "QuoVadis".
SS: Added "Wolf Fang SS: Kuuga 2001" to the internal database of \
games to enable SH-2 CPU read/write VDP1 draw slowdown with, to
fix glitchy graphics in the player's robot.
SS: Added "Mahjong Doukyuusei Special" to the internal database of \
games to use the data cache read bypass kludge with, to fix the missing
background graphics layer on disc 2.
SS: Added "Kidou Senkan Nadesico: Yappari Saigo wa Ai ga Katsu" to \
the internal database of games to use full cache emulation with, to fix a hang.
SS: Implemented emulation of the timing effects of the B-bus write buffer on \
SH-2 CPU writes; fixes hang in "QuoVadis".
September 4, 2020:
SNES-Faust: Fixed bug in the multithreaded PPU renderer that could cause \
massive graphics corruption when a game interleaves reads and writes to
VRAM without resetting the VRAM address, like in "NBA Pro Basketball: \
Bulls vs Blazers".
August 28, 2020:
SS: Delay CDB status position info update by about 44us after a seek \
request(via Play command, or otherwise); fixes missing graphics in
the intro of "Magical Drop 3".
-- 1.25.0-UNSTABLE: --
June 27, 2020:
SS: Implemented more accurate emulation of VDP1 drawing of excessively-large \
primitives.
It's not perfect, there's still something weird going on with antialiasing, and \
the effects on gradient shading
and texturing are not fully emulated, but it's enough to fix missing graphics \
in the attract mode of "Virtua Cop",
and a hang after defeating the final boss in "Rayman".
SS: Fixed an off-by-1 inaccuracy in the edge stepping code for sprites and \
polygons, with minor visible effects in
non-rectangular sprites/polygons.
June 26, 2020:
SS, MD: Fixed/Implemented M68K MULU and MULS instruction timing.
June 24, 2020:
SS: Added wait states to M68K writes; fixes hang in "Lunar" after the \
Meribia pub singer's singing, that was caused by a timer being
reloaded too quickly in an interrupt handler.
June 13, 2020:
SS: Allow VDP1 primitive drawing code to be suspended(and later resumed) \
mid-drawing when it's consumed too much emulated time; fixes excessive CPU usage \
during
the FMV in "Dark Seed II".
June 4, 2020:
SS: Added "Senken Kigyouden", "Xian Jian Qi Xia Zhuan", \
"Virtua Fighter", and "Virtua Fighter Remix" to the internal \
database of games to
enable full cache emulation with, to fix graphical glitches.
May 17, 2020:
SS: Implemented more complete emulation of SCSP's buggy(inter-slot \
contamination) linear interpolation on FM carrier slots.
|
Log message:
mednafen: Update to 1.24.1
-- 1.24.1: --
February 27, 2020:
NES: Changed some macros in the CPU emulation code to not have leading underscores.
February 25, 2020:
Use sem_clockwait() or sem_clockwait_np() when available, instead of \
sem_timedwait().
NES: Don't memset() MDFN_PixelFormat object.
February 23, 2020:
Fixed build errors on FreeBSD relating to the multithreading code.
February 22, 2020:
Fixed broken semaphore emulation code used on non-Windows platforms when \
sem_timedwait() is not available(1.24.0-UNSTABLE regression).
February 15, 2020:
Altered Linux joystick API detection in the configure script, to avoid \
compiling with Linux joystick support in lieu of SDL joystick support on *BSD \
systems
with Linux header files installed.
February 11, 2020:
Fixed AltiVec-related build errors on 64-bit POWER/PPC.
SS: Added kludges to fix NBG2/NBG3 background layer offset problems in \
"Fighters Megamix".
February 2, 2020:
SNES-Faust: Replaced assert() in the DSP-1 emulation code with a SNES_DBG()
January 23, 2020:
PSX: Implemented a partial fix for missing notes/instruments in the music of \
"Dragon Ball GT: Final Bout".
December 30, 2019:
PSX: Don't ignore the sample loop address set via ADPCM header when the loop \
address register was written only before the end of voice on startup delay.
Fixes sound effect glitches in "Re-Loaded: The Hardcore Sequel".
-- 1.24.0-UNSTABLE: --
December 19, 2019:
PSX: Handle SPU CD volume as signed 16-bit instead of unsigned; fixes lowest \
volume setting in "Star Wars Dark Forces".
December 18, 2019:
PSX: Tweaked PAL pixel aspect ratio, tweaked nominal FPS values, added setting \
"psx.correct_aspect", and fixed light gun Y positioning with PAL \
games.
December 16, 2019:
SNES-Faust: Added SDD-1 emulation.
November 26, 2019:
SNES-Faust: Allow emulation to switch away from the SPC700 during execution of \
opcode 0xFA, between the read and write, to fix bonkers
audio that leads to a hang in the "Tenshi no Uta" game.
SNES-Faust: Extended DMA NMI delay kludge to cover 8-bit LDX #imm to fix hang \
in "Frisky Tom" in "Nichibutsu Arcade Classics".
SNES-Faust: Added DSP-2 emulation.
November 19, 2019:
SNES-Faust: Added MSU1 support.
SNES-Faust: Added a multithreaded PPU renderer, controlled via the new \
"snes_faust.renderer" setting, disabled by default.
SNES-Faust: Added SuperFX overclocking support, controlled via setting \
"snes_faust.superfx.clock_rate".
SNES-Faust: Added SuperFX instruction cache emulation support, controlled via \
setting "snes_faust.superfx.icache", disabled by default.
SNES-Faust: Added support for Game Genie cheats(entered via Mednafen's cheat \
system).
SNES-Faust: Added setting "snes_faust.region" to allow for overriding \
the automatic region detection and emulating one region while reporting the \
different region to the game.
November 17, 2019:
On Windows, call CoInitializeEx() with COINIT_MULTITHREADED before calling \
SDL_Init(), to prevent potential initialization errors with Mednafen's
WASAPI sound code.
November 16, 2019:
Using drive-relative paths on Windows should no longer make a mess due to \
Mednafen looking for and putting files in the wrong place.
November 14, 2019:
SS: Removed "ss.midsync" setting; the functionality it controlled is \
now always enabled.
Added settings "affinity.cd", "affinity.emu", \
"affinity.video", and "ss.affinity.vdp2" to specify CPU \
thread affinity masks for the CD read threads,
main emulation thread, video blitting thread, and Saturn VDP2 rendering thread, \
respectively. Setting thread affinities properly can improve
Saturn emulation performance on a dual-core CPU with hyperthreading.
Cleaned up multithreading code and API.
November 10, 2019:
Removed "using namespace Mednafen;" from types.h, and related changes.
October 25, 2019:
SNES-Faust: Ignore frameskip if interlace mode is enabled, to avoid feeding \
uninitialized data into the deinterlacer which leads to a crash.
September 18, 2019:
Implemented workaround in OwlResampler_neon.inc for a C++ parsing bug in gcc 9.x.
September 13, 2019:
Apple2: Renamed(with backwards-compatibility aliases) video mode \
"rgb_alt1" to "rgb_alt" and "rgb_alt2" to \
"rgb_alt_tfr", and added new video mode "rgb_tfr".
Apple2: Added support for 32-color custom palettes(will automatically enable a \
text fringe reduction RGB mode if used).
-- 1.23.0-UNSTABLE: --
August 26, 2019:
Apple2: Added support for an RGB-style video mode, selectable with the new \
setting "apple2.video.mode".
SS: Added "Shunsai" to the internal database of games to use the data \
cache read bypass kludge with, to fix various graphical glitches.
August 25, 2019:
Expanded and harmonized the accepted value ranges for settings \
"sfspeed" and "ffspeed" to 0.25 through 15, for greater \
versatility.
NGP: Added very incomplete emulation of BIOS system call \
"VECT_FLASHERS", per tip from stellarporter. Fixes eventual hang in \
"The Last Blade".
NGP: Fixed TLCS-900H new IFF calculation when taking an interrupt, per tip from \
trinemark. Fixes broken voice playback in
"Densetsu no Ogre Battle Gaiden".
NGP: Fixed potential division by zero in the TLCS-900H MINC* and MDEC* \
instructions emulation(the emulation of the instructions is still almost \
certainly wrong,
though), per tip from byuu.
August 24, 2019:
PCE: Changed the Super CD-ROM^2 memory identification signature to match a Duo \
instead of a PCE with a system card, to fix compatibility
issues with some US Super CD-ROM^2 games when using a US system card image, per \
tip from elmer.
August 22, 2019:
SS: Added "Ronde" to the internal database of games to use the data \
cache read bypass kludge with, to fix missing graphics
on the title screen and main menu.
August 20, 2019:
SS: Added "Thunder Force Gold Pack 1" to the internal database of \
games to use the data cache read bypass kludge with,
to fix explosion graphic glitches in "Thunder Force III".
SS: Fixed a bug that could cause erroneous VDP1 framebuffer erasure when the \
lower Y coordinate for the erase window was too large.
August 12, 2019:
SS: Added "Thunder Force Gold Pack 2" to the internal database of \
games to use the data cache read bypass kludge with,
to fix quasi-random hangs when pausing the game in "Thunder Force AC".
SS: Corrected the value the SCU DMA mode registers are initialized to on reset.
June 18, 2019:
SS: Added "Formula Grand Prix - Team Unei Simulation" to the internal \
database of games to use the data cache read bypass kludge with,
to fix a hang after the title screen.
SS: Added "Virtual Mahjong" to the internal database of games to use \
the data cache read bypass kludge with, to fix graphical glitches on the \
character
select screen.
June 16, 2019:
SS: Slowed down SCU DMA from SDRAM/SH-2 bus slightly, though I'm not sure what \
is the origin of the measured overhead/slowdown on a Saturn.
Fixes FMV flickering in "Lunar".
SS: Added partial emulation(CS0 and CS1, SH-2 non-DMA accesses and SCU DMA \
accesses) of the timing effects of the SCU A-bus configuration registers.
SS: Added "Tech Saturn 1997.6" to the internal database of games for \
which 1MiB RAM cart emulation is enabled, for its "Groove on Fight" \
demo.
SS: Implemented a crude simulation of the VDP1 command execution slowdown that \
occurs when an SH-2 CPU writes to VDP1 RAM or registers, activated
via the horrible hacks mechanism; fixes text flickering in "Arcade's \
Greatest Hits", most rescue text flickering in "Burning \
Rangers"(at least on the first stage),
graphical glitches in "Whizz", and some of the graphical glitches in \
"All-Star Baseball 97".
SS: Added a horrible hack to fix the hang in "Fighters Megamix" that \
occurred after the intro FMV played(or was interrupted).
SS: Added a horrible hack to fix the hang at the end of disc 1 of \
"Grandia".
SS: Added a per-game horrible hacks mechanism.
SS: Added "Albert Odyssey" to the internal database of games to use \
full cache emulation with, to fix battle text truncation.
SS: Added "Die Hard Trilogy", "GeGeGe no Kitarou", \
"Nobunaga no Yabou Shouseiroku", "Space Jam" to the internal \
database of games to use full
cache emulation with, to fix hangs/crashes.
SS: Added "Gex" and "Slam 'n Jam 96" to the internal \
database of games to use full cache emulation with, to fix minor FMV glitches.
SS: Added "Policenauts" to the internal database of games to use full \
cache emulation with, to fix screen flickering on disc 2.
SS: Full cache emulation(enabled via database) now also enables emulation of \
SH-2 WB/EX pipeline stalls.
SS: Tweaked the kludgey CPU instruction read/write penalty during SH-2 DMA to \
be higher in some circumstances; fixes major graphical glitches in the
later stages of "Shienryu" when on arcade mode.
SS: Added "Dragon Force II" to the internal database of games to use \
the data cache read bypass kludge with, to fix major game logic errors
during battles.
March 15, 2019:
SNES-Faust: Added CX4, SuperFX, and SA-1 emulation.
SNES-Faust: Made various changes to try to improve game compatibility
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