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[新闻] 多机种模拟器Mednafen 0.9.35.1发布

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发表于 2014-6-1 18:12:53 | 显示全部楼层 |阅读模式


多机种模拟器Mednafen发布新版

支持机种
Atari Lynx [lynx]
GameBoy (Color) [gb]
GameBoy Advance [gba]
Neo Geo Pocket (Color) [ngp]
Nintendo Entertainment System/Famicom [nes]
PC Engine (CD)/TurboGrafx 16 (CD)/SuperGrafx [pce]
PC Engine (CD)/TurboGrafx 16 (CD)/SuperGrafx [pce_fast]
PC-FX [pcfx]
Sega Game Gear [gg]
Sega Genesis/MegaDrive [md]
Sega Master System [sms]
Sony PlayStation [psx]
Super Nintendo Entertainment System/Super Famicom [snes]
Virtual Boy [vb]
WonderSwan [wswan]

更新如下:

-- 0.9.35.1: --

June 5, 2014:
        PSX: Improved accuracy of the GPU framebuffer rectangle copy command(0x80) per tests on a PS1; fixes graphical glitches in the
        water effect of stage 4 of "Einhander".


-- 0.9.35: --

May 31, 2014:
        Use a semaphore to allow for tighter emulation-thread->video-thread blit timing granularity.

May 29, 2014:
        PC-FX: Battery-backed save game memory is now saved to a file during runtime if the memory contents have changed, rather than only saved on exit as before.
        NES: Fixed unusably-broken emulation of iNES mapper 80's internal battery-backed save-game RAM(used by "Minelvation Saga", "Mirai Shinwa Jarvas", and "Taito Grand Prix").
        NES: Implemented battery-backed save game support for iNES mapper 69(for the two or so games that need it).
        NES: Fixed multiple major issues with the iNES mapper 69 save state code.
        NES: Added missing PowerPad default button assignments.
        NES: Fixed how Mahjong, Family Trainer, and PowerPad input device code reads input data, to fix brokenness on big-endian platforms, and to prevent (mostly benign) buffer overflows.
        NES: Fixed some buffer overflow issues in the "Barcode World" barcode reader input device emulation code.
        NES: Changed how save state loading works so that failure to load one section will not abort loading, but signal a deferred error(most useful with missing input device sections).

May 28, 2014:
        Fixed some careless unsafe instances of "-2147483648" added since 0.9.34.1.
        PSX: Draw lightgun crosshairs in a separate pass to the lightgun color/brightness evaluation logic, so that crosshairs from a lightgun on a lower port won't mess up the color evaluation logic of a lightgun on a higher port.
        PSX: Refactored the lightgun crosshair drawing code to reduce code duplication, and made some changes to the drawing algorithm to increase visibility(and make the crosshairs not lopsided anymore).
        Pack IDIT_X_AXIS and IDIT_Y_AXIS input types in 2 bytes, 1-byte-aligned, instead of 4 bytes, 4-byte-aligned.
        NES: Fixed some minor issues with the lightgun coordinate translation calculations(hopefully for the last time :p).
        PSX: Fixed a bug in the Guncon and Justifier emulation code that resulted in memory corruption when the crosshairs were positioned near the upper left corner of the screen.
        NES: Fixed a bug in the iNES mapper 71 code that was causing Mednafen to crash when trying to play "Dreamworld Pogie".

May 27, 2014:
        NES: Made some improvements to the new X24C01P/X24C02P EEPROM emulation code, though it's still a bit messy.

May 26, 2014:
        NES: Added support for iNES mapper 159.
        NES: Added emulation of mapper 16's EEPROM.
        NES: Fixed a bug that was causing some of the Bandai Datach games to have corrupt graphics.
        NES: Reworked how the Zapper crosshairs are drawn to fix the problem of them being drawn at the wrong position if "nes.clipsides" is set to "1"(and to render with 8bpp and 16bpp video output, and to update properly in respect to MDFN_MidLineUpdate(); though neither is currently used by Mednafen per-se, they are useful for ports).
        NES: Fixed a design flaw that could easily cause desync during netplay with an emulated Zapper if different clients' video settings are different.

May 25, 2014:
        Cleaned up some of the netplay code to increase maintainability.

May 24, 2014:
        Changed how the Linux joystick code de-initializes joysticks when rumble has been used, to try to minimize the probability of a kernel panic due to buggy(race conditions) Linux kernel drivers.
        PSX: Added emulation of GPU IRQs.
        PSX: Implemented support for GPU command number mirrors.

May 23, 2014:
        NES: Added SSE2 code to the sound resampler, but currently disabled(#if 0'd out) as it will probably perform worse than the MMX version on a large number of CPU models.
        NES: Made some general minor optimizations to the sound resampling code.
        NES: Add "memory" to the clobber list of the sound resampler's MMX inline assembly MAC loop code.

May 22, 2014:
        PSX: Improved accuracy of GPU line drawing algorithm.
        WonderSwan: Improved noise(sound) emulation(thanks to trap15).

May 20, 2014:
        PSX: Optimized(reduced memory usage) layout of the GPU command table.

May 19, 2014:
        Added gcc format string check attributes to the applicable trio function prototypes, and fixed a few minor problems the checks uncovered.
        Fixed a compilation error when compiling without the debugger(--disable-debugger passed to the configure script).
        PSX: Fixed a glitch/bug in the triangle rasterization code that was causing some textured rectangular quads to have incorrect distortion of the texture(see "I" of "OPTIONS" in the Twisted Metal 2 title screen).

May 18, 2014:
        Implemented MDFND_WaitCondTimeout() (currently unused by anything, though).

May 14, 2014:
        Make the "wasapish"(WASAPI shared-mode) sound driver the default sound driver for where it's available(Windows Vista and newer).

May 13, 2014:
        PCE, PC-FX: Implemented CD-DA de-emphasis filter support(though the filter is a rough approximation).
        PCE, PC-FX: Optimized CD-DA filtering code, and implemented an SSE2 version of the oversampling filter code, to partially mask the performance hit that the oversampling filter causes.

May 12, 2014:
        PCE, PCFX: Loosened output resampling filter design constraints so that the resampler doesn't take excessive amounts of CPU time with higher(96KHz+) output rates(made feasible by implementing CD-DA oversampling).
        PCE, PC-FX: CD-DA is now run through a 2x oversampling filter(this does have a minor performance penalty to it though, sadly).

http://mednafen.sourceforge.net/


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[LV.10]以坛为家III

发表于 2014-6-2 21:22:44 | 显示全部楼层
谢谢,正在学习这个多机种模拟器。。
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