签到天数: 2017 天 [LV.Master]伴坛终老
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Changes
New features and improvements
App: Added display rotation options for TATE mode games. (#256)
App: Added frame rate OSD and hotkeys to toggle it and change positions.
App: Added menu actions to resize window to specific scales.
App: Added new 3:2 and 16:10 forced aspect ratio options.
App: Added option to remember window position and size. (#4)
App: Added save states to File menu.
App: Added simple message overlay system to display some basic notifications. (#288)
App: Display emulation speed in title bar and under speed indicator, and add a new indicator for slow motion. (#16)
App: Improve full screen frame pacing even further by spin-waiting for up to 1 ms before the frame presentation target.
App: Include timestamp on save states.
App: Notify about loading/saving save states or switching save state slots.
App: Smooth out frame interval adjustments in full screen mode.
Backup Manager: Export "Vmem"-type BUP files by default.
Backup Manager: Make all columns sortable.
Backup Manager: Show logical block usage (matching BIOS numbers) + header blocks. (#294)
Debugger: Added basic VDP1 registers inspector window.
Input: Added new keybinds for frame rate limit control: increase/decrease speed, switch between primary/alternate speed, reset speed. (#16)
Input: Changed default keybinds for Pause/Resume action from "Pause, Ctrl+P" to "Pause, Spacebar".
Input: Removed Return from default binds to Port 1 Start button to avoid conflict with full screen hotkey (Alt+Enter).
SCSP: Various micro optimizations.
Settings: Added "Clear all" button to controller configuration window to clear all binds. (#288)
Settings: Automatically create/suggest a backup RAM file if no path is specified when inserting the cartridge.
SH2: Improve cache emulation performance by avoiding byte-swapping cache lines.
SH2: Improve overall emulation performance by simplifying interrupt checks.
System: Map 030'0000-03F'FFFF memory area.
System: Map simple arrays directly as pointers into the Bus struct to improve overall performance.
VDP2: Add dedicated thread for deinterlaced rendering if VDP2 threading is enabled. Significantly lessens performance impact of the deinterlace enhancement on quad-core CPUs or better.
Video: Implemented frame rate limiter. (#16)
Fixes
App: Disable emulator-GUI thread syncing when not in full screen mode. Fixes emulator slowing down when running at 100% speed on displays with refresh rate lower than 60 Hz.
App: Fix frame pacing and speed limiter on 50 and 60 Hz displays.
CD Block: Fix handling of "no change" PlayDisc parameters. Fixes X-Men: Children of the Atom CDDA tracks not resuming after pausing. (#274)
Debugger: Indirect SCU DMA transfers were being traced with the updated indirect table address.
Input: Fix inability to bind keyboard combos.
Input: Modifier keys can now be used correctly as controller input binds and will no longer interfere with other controller inputs. (#282)
Media: Allow loading CUE files with PREGAP and INDEX 00 on the same TRACK.
Media: Don't bother detecting silence in pregap area; trust the CUE files.
Media: Skip blank lines in CUE files.
Save states: Read/write missing SCSP field to save state object. Fixes occasional application crashes when using the rewind buffer in conjunction with save states.
SCSP: Use EG level instead of total level in MSLC reads. Fixes missing/truncated SFX on various games, including Sonic R, Akumajou Dracula X and Daytona USA CCE.
SCU: Allow SCU DSP program and data RAM reads or writes while the program is paused (thanks to @celeriyacon).
SCU: DSP data RAM reads should return 0xFFFFFFFF while program is running (thanks to @celeriyacon).
SCU: HBlank IN DMA transfers should not be gated by timers. Fixes non-scrolling Shinobi-X cityscape background. (#193)
SCU: Improve HBlank IN, VBlank IN and VBlank OUT interrupt signal handling.
SCU: Increment DMA source address by 4 after performing DMA transfers with no increment. Fixes background priority issues in Street Fighter - Real Battle on Film. (#168)
SCU: Interleave SCU DSP DMA transfers with program execution when not writing to Program RAM or accessing the CT used by DMA (thanks to @celeriyacon).
SCU: Rework SCU DMA transfers. Fixes displaced tile data in Steam-Heart's. (#278)
SCU: Run all pending DMA transfers instead of just the highest priority.
SCU: Split up MSH2/SSH2 interrupt handling.
SCU: Various fixes to SCU DSP DMA transfers to DSP Program RAM (thanks to @celeriyacon).
Settings: Reverse IPL column sorting order.
SH2: Fix cache LRU AND update mask. Fixes FMV glitches on Capcom games, WipEout and Mr. Bones when SH-2 cache emulation is enabled. (#202, #247, #270)
SH2: TAS.B read should bypass cache.
SH2: The nIVECF pin of the SSH2 is disconnected, disallowing it from doing external interrupt vector fetches.
SMPC: Delay all commands for slightly longer to allow Quake (EU) to boot with normal CD read speed (2x).
SMPC: Fix automatic switch to PAL or NTSC to match area code more consistently.
System: Only hard reset if SMPC area code actually changed.
System: Tighten synchronization between SCU and SH-2 CPUs. Improves stability on WipEout (USA). (#202)
VDP1: Double horizontal erase area when drawing low-resolution sprites with 8-bit data. Fixes right half of sprite graphics not cleaning up in Resident Evil's options menu. (#180)
VDP1: Extend line clipping to the left and top edges by one pixel to compensate for some inaccuracies.
VDP1: Fix end codes for 64 and 128 color sprites. Fixes white sprite outlines in Scud - The Disposable Assassin and broken sprites in Primal Rage. (#268, #280)
VDP1: Hack in VDP1 command processing delay on VRAM writes. Fixes glitched sprites on Mega Man X3. (#244)
VDP1: Include source color MSB when rendering polygons in half-luminance mode. Fixes intro FMV background on Crows - The Battle Action. (#107)
VDP1: Mask CMDCOLR bits 0..3 in 4bpp banked sprite mode. Fixes palette issues in Steam-Heart's and Dragon Ball Z - Shinbutouden. (#69, #278)
VDP1: Properly handle DIE/DIL in single-density interlaced mode. Fixes text drawn twice as tall in Resident Evil options menu. (#180)
VDP2: Adjust character data offset for 2x2 characters in RGB 8:8:8 color format. Fixes garbled FMV in Crusader - No Remorse. (#108)
VDP2: Apply character pattern delay based on first pattern name access, not all of them. Fixes shifted UI elements in Battle Arena Toshinden Remix. (#306)
VDP2: Apply per-dot special color calculations to bitmap BGs. Fixes translucent UI in The Story of Thor. (#152)
VDP2: Don't update line/back screen color, line screen scroll or rotation parameters when the display is disabled. Fixes blank screen during Sega Rally Championship boot up.
VDP2: Fix per-dot special priority function. Fixes BG priority issues in Waku Waku Puyo Puyo Dungeon.
VDP2: Fix single-density interlaced mode not actually interlacing the image.
VDP2: Fix sprite layer display when rotation mode is enabled. Fixes sliding 3D graphics on Hang-On GP and Highway 2000. (#167, #208, #277)
VDP2: Fix transparent VDP1 color data handling. Fixes missing graphics in Rayman's level select screens and Bubble Bobble's sky in the title screen. (#262)
VDP2: Fix window short-circuiting logic. Fixes missing ground in Final Fight Revenge and incorrect UI elements in Sakura Taisen. (#104, #253)
VDP2: Halve sprite layer width when drawing 8-bit sprite layer in low-resolution VDP2 modes. Fixes text drawn twice as wide in Resident Evil options menu. (#180)
VDP2: Handle bad window parameters set by Snatcher on the "Act 1" title screen (and probably many other places). (#259)
VDP2: Honor TVMD.BDCLMD when the display is disabled. Fixes screen transitions in Sega Rally Championship.
VDP2: Ignore vertical cell scroll read cycles for NBGs that have the effect disabled. Fixes wavy background effect on stage 2 of Magical Night Dreams - Cotton 2. (#255)
VDP2: Implemented rules for bitmap VRAM access delay. Fixes sliced images in Capcom Generation - Dai-5-shuu Kakutouka-tachi art gallery. (#254)
VDP2: Latch BG scroll registers earlier (at VBlank OUT) and latch vertical scroll registers (SCY[ID]Nn). Fixes bad vertical offset in Shinobi-X's NBG2 layer. (#193)
VDP2: Read first vertical cell scroll entry on bitmap backgrounds. Fixes misplaced lines in Street Fighter - Real Battle on Film FMVs. (#291)
VDP2: The first vertical cell scroll entry read does not update the address. Fixes background offset on the first Rayman boss stage.
VDP2: Update line screen scroll address at Y=0. Fixes line glitches in Rayman's backgrounds and Sonic Jam's Sonic 2 special stage graphics.
VDP2: Update line screen scroll offsets only at the specified boundaries. Very slightly improves performance and fixes text slicing issues in Sega Rally Championship's Records and Options screens.
VDP2: Update vertical cell scroll every 8 cell dots correctly when the background is zoomed in.
VDP2: Update vertical scroll registers (SCY[ID]Nn) when written. Fixes background distortion effect of Shuma Gorath's Chaos Dimension super move in Marvel Super Heroes vs. Street Fighter. (#72)
VDP: Fix handling of VDP1 threading flag when VDP2 threading is disabled.
ymdasm: Fix reversed SCU DSP DMA immediate/data RAM operand decoding.
ymdasm: Mask and translate several SCU DSP immediates.
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