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多机种模拟器Mednafen发布新版
支持机种
Atari Lynx
Neo Geo Pocket (Color)
WonderSwan
GameBoy (Color)
GameBoy Advance
Nintendo Entertainment System
Super Nintendo Entertainment System/Super Famicom
Virtual Boy
PC Engine/TurboGrafx 16 (CD)
SuperGrafx
PC-FX
Sega Game Gear
Sega Genesis/Megadrive
Sega Master System
Sega Saturn (experimental, x86_64 only)
Sony PlayStation
更新如下:
-- 0.9.39.1: --
August 22, 2016:
SS: Settings "ss.dbg_mask" and "ss.dbg_exe_cdpath", and the functionality they control, are no longer available unless Mednafen has been compiled with "MDFN_SS_DEV_BUILD" defined(such as with -DMDFN_SS_DEV_BUILD=1 in CPPFLAGS env var passed to configure).
SS: Replaced some instances of case ranges with more portable constructs.
August 20, 2016:
SS: Run VDP1 vblank erase at end of vblank, so we know how much time we have and thus how many entries in the framebuffer we'll be able to erase. Currently, the available time calculations are generous, allowing for a bit more erase than what's possible on a Saturn, but we can tighten it up in the future once it's fairly certain there aren't any more event scheduling accuracy issues. Fixes FMV subtitle text in "Panzer Dragoon".
SS: Fixed a bug that caused VDP2 frames to be short by 1 to 3 CPU cycles.
SS: Reschedule the SH-2 DMA event handler as necessary to prevent it from running when the SH-2 bus is locked.
SS: Force the SH-2 DMA and SCU DMA event handlers to be rescheduled to SH7095_mem_timestamp time when necessary.
SS: Check for pending events right before calling VDP1, VDP2, SMPC, and SCU regs read/write handlers, which may then call their own event update functions.
August 17, 2016:
Fixed an old bug that could cause a startup crash on Windows systems without XInput DLLs installed(e.g. some Windows XP systems).
NES: Fixed a very old bug triggered when disabling(via CTRL+1) the background layer, that would cause sprite pixels to also be visually disabled too under certain circumstances.
August 16, 2016:
MD, PC-FX: Fixed several instances of left-shifting negative values.
August 15, 2016:
SS: Fixed a compilation error when compiling with the debugger disabled("--disable-debugger" passed to configure).
Added configure options "--with-external-mpcdec" and "--with-external-tremor", for distribution packagers.
SS, SNES-Faust: Fixed a few issues causing compilation errors on clang.
SS: Tweaked how seek command pause works; fixes a lockup issue in "Astal".
August 11, 2016:
WonderSwan: Fixed a bad usage of "char" without an unsigned/signed qualifier.
SS: Slow down SCU DMA to VDP2 VRAM under certain conditions.
August 10, 2016:
SS: Adjusted VDP1 polygon and line draw commands to behave as if SPD=1, ECD=1 when color mode >= 6; fixes missing graphics problem in "Hi-Octane".
August 8, 2016:
SS: Reworked SCU DMA's timekeeping and scheduling code to be more accurate; reduces the size of the flickering section of the FMV in "Lunar".
SS: Fixed handling of CPU<->SMPC open bus.
August 7, 2016:
Relaxed the CloneCD Q subchannel sanity checks to allow a track number of 0xAA(leadout).
August 6, 2016:
SS: Implemented kludgy(incomplete) support for quasi-illegal window X start position values; fixes ground layer issues in the forest stage of Panzer Dragoon 2.
-- 0.9.39-UNSTABLE: --
August 4, 2016:
Put "official" -mtune and -march build flags for Windows targets into configure.ac.
July 27, 2016:
The version is now displayed in the upper right-hand corner of the F1 help screen.
June 28, 2016:
PSX: Modified GTE emulation to inline instruction-handling functions, to not unroll large loops, and to use MDFN_lzcount32() for LZCS/LZCR register calculation.
June 27, 2016:
SNES: Modified libco to use __attribute__((section(".text"))) on the libco swap function data arrays, instead of calling mprotect()/VirtualProtect().
June 24, 2016:
PSX: Rearranged CPU structure layout to improve performance a little on ARM CPUs.
June 20, 2016:
PSX: Don't specially compile the code with -mmx -msse -msse2 on 32-bit x86, to avoid potential ODR violations.
June 19, 2016:
NES: Added ARM NEON support to the resampler.
June 18, 2016:
NES: Enabled SSE2 support in the resampler, though only enabled(through rough heuristics) when likely to have a performance benefit over MMX.
June 17, 2016:
NES: Made resampler's coefficient memory layout more optimal.
PCE, PC-FX: Added ARM NEON support to the resampler(though it's only compiled in when the compiler is setup to use NEON, such as by passing -mfpu=neon).
June 16, 2016:
PCE, PC-FX: Added AVX support to the resampler.
PCE, PC-FX: Made resampler's coefficient memory layout more optimal.
June 14, 2016:
PCE: Allocate HuC6280 objects statically instead of dynamically, and removed a layer of indirection for the event handler pointer.
PCE: Moved HuC6280 CPU emulator back into the "pce" directory, since no other emulated systems use it and there are no plans for emulating any such systems(and if there were, new, cleaner HuC6280 emulation code should probably be written).
June 13, 2016:
PSX: Enabled CDC periodic-report maximum level calculation code that was written a while back, to fix a lockup in "Fantastic Pinball Kyutenkai".
Added setting "netplay.console.lines".
When a console is scrolled, a green indicator arrow will now be drawn in the lower right corner.
Scrolling in the console(netplay, cheat) is now done in visible line units, rather than in internal line units.
June 12, 2016:
Removed setting "netplay.smallfont", and added settings "netplay.console.scale" and "netplay.console.font".
Somewhat revamped the layout of the debugger's memory editor.
Removed 4x5 font(it's too small to be of much real use), and added 6x9 and 6x12 fonts(mostly for debugger use).
Code points outside the BMP are no longer drawn as being truncated to 16-bits.
In the text drawing routines, a character missing from the chosen font is now drawn as the Unicode replacement character instead of a question mark.
June 11, 2016:
Made some minor visual and positioning tweaks to the debugger's memory editor.
Revamped the text drawing routines to not take naked pointers, instead taking an MDFN_Surface*, optionally an MDFN_Rect for specifying a clipping rectangle, and x and y positions within the surface.
June 10, 2016:
Replaced MDFN_FastU32MemsetM8() with a set of MDFN_FastArraySet() functions, which don't require minimum alignments beyond natural alignment, but will perform faster with them.
June 9, 2016:
PSX: Brought MDEC emulation decode timing closer to the timing of a PS1.
VB: Replaced endian-handling functions local to vip.cpp with new code in endian.h derived from code written for Saturn emulation.
June 8, 2016:
Fixed long-broken MDFN_en24msb() function.
June 7, 2016:
Fixed a bug that could cause a crash if a gzip-compressed file whose uncompressed size is 0 bytes is loaded.
June 6, 2016:
SNES: Updated libco to the copy included with higan v098, for x86_64 Windows fixes and ARM support.
June 4, 2016:
Added support for CUE sheet "INDEX" directives for indexes 2-99.
May 31, 2016:
NES: Extended the mapper 184 emulation to support "Fantasy Zone"'s board.
May 30, 2016:
Replaced various redundant C-string-utilizing file path decomposition functions/code with usage of the newer MDFN_GetFilePathComponents().
May 29, 2016:
Replaced usage of MDFN_calloc*()/MDFN_malloc*()/MDFN_free() with new/delete.
Replaced MDFN_IsFIROPSafe() with MDFN_CheckFIROPSafe(), which throws an exception instead of relying on the caller to do it.
May 5, 2016:
SNES: Removed unused disassembler code.
Fixed code causing a compilation error on gcc 6.
April 10, 2016:
Cleaned up cheat code a little, and added support for RAM cheats to be applied via function call instead of through direct data pointer access.
March 29, 2016:
MD, NGP, PC-FX: Encapsulated code in namespaces.
March 28, 2016:
NES: Implemented kludge to fix a minor Zelda 2 title screen glitch, a status bar glitch in Burai Fighter, and scrolling in the second stage of The Young Indiana Jones Chronicles.
October 23, 2015:
PSX: Reworked how branch delay slots are handled to be simpler and slightly more efficient.
October 12, 2015:
PSX: Improved emulation of the instruction cache management features of the PS1's CPU core; probably won't affect any games, but could be of use in homebrew.
http://mednafen.sourceforge.net/
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