Bienvenidos a Abandonsocios: El Portal de los Juegos Antiguos
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* v107.1- don't show "Disconnect" button when "Nothing" is selected if nothing is currently connected to a portselect the currently connected peripheral (or "Nothing" if disconnected) when selecting a port from the node manager- GTK: fix focus behavior to always work when changing which peripheral is connected to a portdisable any action on connecting an already-connected peripheral (was previously losing focus on the port connection panel)- hide events from the node manager (use the event manager instead)- added Node::Peripheral::manifest() API and connected it for all emulated cartridges, floppy disks, and CD-ROMs- added peripheral overview to see game manifests- removed Settings -> Advance Mode (failed concept; it didn't do anything)- removed v107 beta release warning message
Another beta before a v1 release ...If folks could please test this and let me know of any serious issues, I'd like to get those addressed before releasing a final v1 release build. Thanks!Changelog: update driver settings when changing audio and input drivers correct sound output when not outputting at 48KHz correct sound output when changing frequency after game is loaded show program icon when game is not loaded move from native status bar to higan/bsnes-style status bar fix a bug with WonderSwan internal EEPROM data fix hotkey polling in fullscreen mode added joypad support fixed initial bindings for gamepad axes and hats allow multi-selection clear on input mappings added path searching to higan::Node::find() added higan::Node::scan() to locate relative tree nodes exposed settings for color bleed/emulation, interframe blending, overscan default to Path::desktop() instead of Path::user() for loading gamesKnown issues with v0.10: region detection is not working (PAL games are running at NTSC speeds)
Update: I posted v1.1 to address some rendering issues affecting key Super Nintendo games. Apologies, it will be a touch rocky at the start while I iron out all the kinks in the new renderers. Things should stabilize in the coming months as they did with the bsnes relaunch. Thank you!I'm excited to release the first official version of my magnum opus software project, byuu version 1.0!byuu is a multi-system emulator that aims to combine the accuracy of higan with the simplicity and performance of bsnes. Essentially, what bsnes did for higan's SNES emulation, I want byuu to do for all 25 of higan's emulated systems.byuu currently emulates the Nintendo, Super Nintendo, SG-1000, Master System + Game Gear, Sega Genesis, TurboGrafx-16 + SuperGrafx, MSX + MSX2, Game Boy + Color, Game Boy Advance, WonderSwan + Color, Pocket Challenge V2, and Neo Geo Pocket + Color.I poured my soul into this, and even for a first release, there has been substantial development. As compared to higan v107, byuu v1 features a brand-new, easy-to-use user interface in the general style of bsnes, that loads traditional game ROM images directly, supports native file dialogs, more than doubles the performance of Super Nintendo and Sega Genesis emulation, quadruples the performance of TurboGrafx-16 emulation, and provides a 20% boost to Game Boy Advance emulation. A Ryzen 5 2600 CPU should be able to run any supported system at 150fps or more. As with my other emulators, features like adaptive sync and dynamic rate control come standard.Future plans for byuu v2+ are ambitious: I hope to add support for rewind, run-ahead, a save state manager, a cheat code editor, frame advance, screenshot capture, and much more. Possibly even a hybrid desktop + couch-mode user interface! I also want to expose my Famicom Disk System, Sega CD, and future PC Engine CD emulation to byuu. Furthermore, I hope to expand byuu beyond my own collection of emulators: specifically, I would like to offer Nintendo DS, Nintendo N64, Sony PlayStation, and Sega Saturn emulation in future releases by relying on other leading emulation projects; although I may need help in achieving those goals.And now a heartfelt plea: I'm putting everything I have into this project, and my future in the emulation scene depends upon this project's success. Essentially, I'm getting older, and I have too many emulation cores to maintain as just one person. bsnes brought a revival to higan's SNES emulation, and I am hoping that byuu can do the same for higan's other cores.I am looking for other developers to join on as equal contributors to this project. If this proves highly successful, I'll stick around to guide the project forward. But if not, then I will be looking for a new lead to take over the project. In that case, I would continue to periodically submit patches, time permitting, but would hope for someone else to guide byuu, higan, and bsnes forward. If neither of these two things happen by the end of this year, then my current intention is to regrettably step down from the projects, although I haven't decided on an exact date of when yet. Effectively, I've gone about as far as I could as a sole developer.Essentially, I am hoping for this project to be what I'm remembered by after I'm gone one day, and so I want it to be as much of a success as possible. I also want these emulation cores to live on beyond me, and not just be tied to me as a person. Already bsnes and higan benefited massively thanks to 15+ years of contributions from well over a hundred volunteers. These emulators are so much more than just me. I hope to accelerate that trend, so that one day I can pass on the torch.I hate to ask this, but anything you all can do to help promote this project would be greatly appreciated! Getting the word out about it, creating user guides and video tutorials, writing an article about it, posting about it on a forum, adding it to an existing emulation website, ... anything would help. I am hoping that in naming the project eponymously, that I can short-step some of the time-consuming struggle of establishing a new emulator project, but word of mouth is still vital for people to know that this project exists.Thank you all so much! I hope you'll enjoy this new software as much as I've enjoyed making it.~ Near
Famicom: emulated the X24C01 EEPROM for Bandai-FGC boards (no X24C02 support yet)Mega CD: CDC PCM DMA can only write to current bank [EkeEke]Mega CD: CDC DMA address setting now clears d0-d2 for proper transfer alignment [EkeEke]Mega CD: improve power-cycle handling (not perfect; best to restart the emulator between each Mega CD game still ...)PC Engine: trigger VDC coincidence IRQs at start of scanline (fixes Bomberman '94, Air Zonk start screen rendering issues)PC Engine: improved RCR interrupt emulation (fixes Air Zonk in-game)PC Engine: fix VDC DCR writes (fixes Gaia no Monshou, Magical Chase, etc)PC Engine: reduced VDC access delays (fixes Wonder Momo, but may not be hardware accurate)PC Engine: improved instruction timingPC Engine: added Avenue Pad 6 emulation (higan only for now)WonderSwan: window emulation improvementsbyuu: BIOS firmware settings window improvementsbyuu: can now load firmware from inside ZIP archivesbyuu: added trace logging toolbyuu: added manifest viewer toolbyuu: add path overrides for saves, BPS patches, and DSP firmware fileshigan: fixed a serious issue with the "Create New System" option from the launch screennall: fixed a subtle yet important issue with Natural/Integer::bit() that allowed out-of-range bits to be set
This release substantially improves PC Engine emulation, fixing 80% of known issues.Regretfully, this will be my final release. I will be stepping down, and my emulators will be maintained going forward as a team project. I'll have more to say on this in the near future in a separate post.Changelog: PC Engine: improved IRQ handling significantly PC Engine: fixed T-flag instructions, and implemented all addressing modes for it PC Engine: improved VDP penalty cycle timing PC Engine: always fire Vblank IRQs every frame, regardless of VDW setting PC Engine: add support for STreet Fighter II CE's custom mapper PC Engine: emulated MPR latch used by TMA and TAM instructions PC Engine: randomize various registers and memory at power-on PC Engine: do not allow block moves to read from $ff:0800-17ff PC Engine: always set P.B flag (except when pushing P during BRK) PC Engine: delay PSG synchronization when not needed (~8% speedup for accuracy profile) PC Engine: emulate 4-color background and sprite modes PC Engine: emulate grayscale VCE mode PC Engine: emulate extra scanline VCE mode PC Engine: fixed VRAM->VRAM DMA transfers (was transferring one byte less than it should) PC Engine: improve burst-mode emulation (early VRAM->VRAM termination, etc) PC Engine: add display timing latching to the performance profile's scanline renderer PC Engine: many disassembler improvements PC Engine CD: added skeleton implementation (non-functional) Mega Drive: fix a crash when loading Sonic & Knuckles or the Game Genie without a daughter cartridge connected higan: fix System menu option enabling when "Create New System" is selected icarus: fix typo in save RAM portion of Master System game manifests (was marked as ROM by mistake) byuu: don't show the program icon briefly when loading a new game byuu: focus the viewport after loading games byuu: add trace log path override option byuu: use save path override for SNES save RAM files as well