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2005-10-30Update to 0.98.13:wiz8-6467/+119
Additional patch from dillo@: Fix display and sync on sound. Ignore NoWaiting and the rest for now. Changes since 0.98.12: SDL: Fixed button configuration when using joystick hats. Thanks to ShaolinMan for pointing out the code errors. Readded checks in ines.c for some common bad dumps and non-working hacked games. Sprite hit emulation is more precise(as it was in 0.97.5). Fixed mapper 185 emulation to work properly with the Japanese version of "Spy vs Spy", and hopefully with the GOOD dump of Banana(I don't think one exists). Added per-game hacks for Shougi Meikan '92 and Shougi Meikan '93. Fixed a bug in SetupCartMirroring() that could cause some games to have corrupted mirroring if loaded in a certain order. This was a rather major, long-standing bug. :/ Added many iNES header corrections. Fixed emulation of the "ISB" and "DCP" invalid opcodes. Optimized the PPU background drawing code with inline assembly. Older/some(?) versions of gcc may produce bad code(from previous experience with inline assembly in gcc), but 3.4.1 seems to do ok. Optimized some of the low-quality sound emulation code. Added a command-line option to the configure script to enable the FCE Ultra debugger(disabled by default). It reduces executable size, and may increase speed of execution slightly. In unix-netplay.c, replaced the ioctl() on a socket to read the number of bytes available to read with a select(). I've also added some "BEOS" #ifdefs. I don't know if they will work properly. Replaced archaic include of "malloc.h" in unix-netplay.c with "stdlib.h". Also in unix-netplay.c, I've added: #ifndef SOL_TCP #define SOL_TCP IPPROTO_TCP #endif Fixed a bug in sdl-sound.c that would prevent FCE Ultra from being compiled on certain platforms(Mac OS X). Fixed variable declarations in the following files to be compatible with C compilers that don't adhere to C99(or was it C98...): movie.c drivers/sexyal/convertgen.c and drivers/sexyal/convert.inc drivers/pc/unix-netplay.c
2005-04-11Remove USE_BUILDLINK3 and NO_BUILDLINK; these are no longer used.tv1-2/+1
2005-03-27PKGREVISION bump for glut dependency removal (SDL/buildlink3.mk).wiz1-1/+2
2005-02-23Add RMD160 digests to the SHA1 onesagc1-1/+2
2004-11-22Add RCS Id, noted by Leonard Schmidt.wiz1-0/+1
2004-11-19Update to 0.98.12, from Leonard Schmidt in PR 28327.wiz3-16/+14
Changes since previous version: Fixed a bug that was causing 2xscale/3xscale to be broken when clipping the leftmost and rightmost 8 columns. Added an iNES header correction entry for JustBreed. Modified the MMC5 "ELROM" board emulation to not emulate WRAM. Corrected various pieces of code that were causing compiler warnings. When the PPU is in a "dead" state after starting up, the graphics buffer is now cleared. Previously, particularly in the Windows port, when a game was closed, and a new game was loaded, the last image from the previous game would be displayed for a short time. Removed some debugging code that shouldn't have been enabled in 0.98.11.
2004-10-03Libtool fix for PR pkg/26633, and other issues. Update libtool to 1.5.10tv1-1/+2
in the process. (More information on tech-pkg.) Bump PKGREVISION and BUILDLINK_DEPENDS of all packages using libtool and installing .la files. Bump PKGREVISION (only) of all packages depending directly on the above via a buildlink3 include.
2004-08-22Convert some C99-isms to C89 to make this build with gcc 2.95.kristerw2-1/+23
2004-08-15Update to 0.98.11:wiz2-6/+5
Win32: Special scalers are now also supported in windowed mode. For Scale2x/Scale3x, the fastest "desktop" bit depth is 16bpp. For hq2x/hq3x, it is 32bpp. The shared video blitting code(drivers/common/vidblit.c) can now blit using Scale2x and Scale3x to any target bit depth(8bpp, 16bpp, 24bpp, and 32bpp) instead of just 8bpp, as it was before. HQ2x and HQ3x can now blit to 16bpp, 24bpp(untested), and 32bpp. The 16bpp and 24bpp targets are done doing post-processing conversion, after HQ2x/HQ3x, which really does hurt speed. Changed a few names in the credits section of the documentation to their aliases. Names you didn't get to pick to have are so troublesome. :b I also made various fixes/updates to the documentation. Updated the FAQ with some information regard video mode bit depths and speed. SDL: Disabled the fast-forward-key speed-limiting code. I thought I had done this before... Fixed a major bug in the movie recording code, and added some code to automatically detect and fix playback of broken movies from earlier versions. Did a little swapping thing with mapper 90 and 209. I moved back Mortal Kombat 3 to mapper 90, and moved Shin Samurai Spirits 2 to mapper 209. Sorry for any confusion. Mapper 90 should be considered as having the fancy nametable select mode disabled, with mapper 209 having it enabled. Added support for mapper 160, which turns out to be the same hardware as mapper 90. Joy. Improved mapper 90 emulation. This mapper really needs low-level emulation for IRQs to work right, though. :/ Win32: Fixed the "hide left/right 8 video columns" feature. Since FCE Ultra is ending(or has already exceeded? :b) its actively-updated life, I've gone ahead and added per-game hacks for "Kick Master" and the PAL version of "Star Wars". See the documentation for more details. Minor optimizations to the high-quality sound emulation code. The FIR filter code is the bottleneck, though, so these changes won't have much of an effect on overall speed. Altered MMC3 IRQ emulation(and the hooks in ppu.c for it). Fixed a rather major typo in the VRC7-emulation code.
2004-07-26Enable joystick input by default. PKGREVISION++dillo3-5/+23
If you ran fceu before, you have to delete ~/.fceultra/fceu98.cfg for the changes to take effect.
2004-07-24Convert some C99-isms to C89 to make this build with gcc 2.95.kristerw3-7/+6421
2004-07-19Initial import of FCE Ultra, a Nintendo Entertainment System andwiz7-0/+107
Famicom emulator. FCE Ultra is an NTSC and PAL Famicom/NES emulator for various platforms. It is based upon Bero's original FCE source code. Current features include good PPU, CPU, pAPU, expansion chip, and joystick emulation. Also a feature unique to this emulator (at the current time) is authentic Game Genie emulation. Save states and snapshot features also have been implemented.