Yo creo Gelon, que Fight for Life se salva por un dedo de caer al vació...
Sin embargo este engendro... :huh: :huh:
Este sin dudas es el mejor juego que recibió la consola. :lol: :lol:
(https://share.gifyoutube.com/KrrdAY.gif)
¡¡¡Saludos!!!
Ya tenemos BigPEmu v1.0.3. (https://www.richwhitehouse.com/jaguar/index.php)
Los cambios:
Version 1.03
– Fix for some emulator state overrides not sticking when launching software via command line.
Version 1.02
– Added interlaced display support. This is definitely not working the way it works on hardware, but it addresses the test case that Doug Engel was kind enough to send over.
– Added a « force horizontal overscan » option.
– Added an option to force Jaguar GD emulation, which enables bank switching even in ROM images smaller than 6MB.
– Added -localdata as a command line option.
– Changed the first visible column default. (applies to both NTSC and PAL)
– Fix for a 16-bit DAC write bug. (fixes one-sided audio in Super Burnout)
– Fix for a problem on the Blitter’s SRCSHADE data path. Thanks to Doug Engel for reporting the BattleSphere bug which led to this fix.
– Fix for OP sometimes running over HDE, thanks to CJ Reboot for reporting the associated bug.
– Fix for input bindings sometimes not being picked up from per-game config files. This bug could also potentially cause game-specific bindings to « stick » and infect the global config bindings.
Acaba de salir la v1.0.7 de BigPEmu, y trae como gran novedad la emulación de Jaguar VR, un casco de realidad virtual para la consola que nunca pasó de la fase de prototipo.
(https://i.imgur.com/ytLnGri.jpg)
Más información aquí. (https://pixelmaniacos.com/jaguar-vr-la-realidad-virtual-de-atari/)
Y aquí está la lista de novedades:
– Jaguar VR support is here, with head tracking and stereoscopic rendering.
– A new Head Tracker input device type has been added, along with some options for converting analog inputs to tracker angles.
– Stereoscopic rendering is fully implemented, and integrated into the scripting system.
– Check out all the new settings in the Video/VR menu.
– The scripting system has the potential to add Head Tracker support and stereoscopic rendering to any Jaguar title, so more Jaguar VR games may be coming!
– This video demonstrates and explains some of the new VR functionality: https://youtu.be/BAJjzlrsbis
– Added an OpenVR plugin to support the new Jaguar VR implementation.
– A new script is included to implement stereoscopic rendering and enable Head Tracker support in the final/retail version of Missile Command 3D.
– To map the head tracking through any analog input with the script enabled: set the second input device type to « Head Tracker », and bind the second device’s analog inputs to whatever pleases you.
– To enable stereoscopic rendering with the script enabled: go to Script Settings in the menu and enable the stereoscopic rendering option. Stereo-capable scenes will be rendered using the emulator’s selected VR/anaglyph 3D settings.
– When VR is enabled (via the Video/VR settings) and successfully initialized, if a compatible headset is present, its orientation will automatically feed the Head Tracker input.
– Stereoscopic rendering was never actually implemented in MC3D, this is a brand new software feature designed to fully realize the potential of Jaguar VR.
– Fixed a Blitter issue with DCOMPEN in phrase mode. (introduced in the Patreon-exclusive 1.061 build)
– Lots of changes/additions for developer mode, and separate debugger-enabled builds are now available from the official web site. Check the ReadMeDev.txt file in the debugger-enabled build distribution for more information. (introduced in the Patreon-exclusive 1.061 build
Las descargas, en su página oficial. (https://www.richwhitehouse.com/jaguar/index.php)