Age | Commit message (Collapse) | Author | Files | Lines |
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Oked by joerg@
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* Improved SANE scanner support.
* Support for digital CD audio playback.
* Improved cookies management in Wininet.
* Support for building stand-alone 16-bit modules.
* Many fixes to the regression tests on Windows.
* Various bug fixes.
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0.8.B:
Fixed the rectangle calculation for screen rotation with Lynx and
WonderSwan to use X scale and Y scale values appropriately (they
were reversed before; also, assuming square pixels on your monitor
;)). Rotation still poses a problem in fullscreen with the default
settings, however.
Fixed an off-by-one error in the software SDL graphics rotation
code (used for Lynx and WonderSwan).
Fixed a race condition that could cause rapid oscillation between
fullscreen and windowed when trying to toggle it.
...and fixed a race condition that could cause oscillations when
rotating the screen with Lynx and WonderSwan emulation.
SexyAL: The return values of ALSA functions are now treated as
errors only if they're less than 0, rather than non-zero as before.
Thanks to R.L. for pointing this out.
The default "nethost" setting is now "fobby.net" instead of
"mednafen.com". The latter was allowed to expire and lost to domain
squatters some time ago. Domain squatters cause desires to commit
grievous face-stabbing. However, the netplay server on "fobby.net"
is not guaranteed to be up. :p
PCE: Added the ability to load a custom colormap(palette) by
setting "pce.colormap" to the path of the colormap file. The
colormap consists of either 512 or 1024 RGB triplets, 8-bits per
color component, in the order R,G,B,R,G,B,R,G,B,... . It is
recommended that the colormap provide all 1024 entries(the first
512 entries are for normal mode, the second 512 entries are for
grayscale/strip-colorburst mode). If it doesn't, Mednafen will
calculate the grayscale colors using a formula similar to that used
with the real VCE, but with more precision. The colormap may be
disabled by setting the "pce.colormap" setting to an empty string,
or 0. Command-line examples:
mednafen -pce.colormap /path/to/blueblue.cmap /yarr/pirate/booty.pce [Enable]
mednafen -pce.colormap 0 /some/where/over/the/rainbow/islands.cue [Disable]
PCE: Added a hack to fix games that try to write to VRAM while
VRAM DMA is in progress (fixes graphical glitches in "Crest of Wolf",
maybe others too?). This could potentially cause regressions, so
please post any on the forum.
PCE: Having "pce.forcesgx" set to 1 with non-SuperGrafx games will
no longer cause problems with display timing(and positioning).
However, this doesn't fix the underlying issue, and any demos that
set the horizontal and vertical timing registers differently on
each VDC won't operate as they would on a real SuperGrafx. (This
could affect commercial SuperGrafx games, but AFAIK they keep the
VDC timings the same). NOTE: Setting "pce.forcesgx" to 1 is still
not recommended, the preferred way of forcing a game/demo to enable
SuperGrafx emulation is by giving it a file extension of "sgx".
PCE: Arcade Card RAM is now initialized to 0 on allocation(it was
erroneously being left uninitialized before).
PCE: Added Arcade Card RAM to the memory editor in the debugger.
PCE: Fixed the BRAM initialization (it was wrong, and generated from
when Mednafen erroneously emulated 8KiB of BRAM). Fixes lockups
in "Sorcerian". Note that if you have any existing save states or
battery-backed RAM files for "Sorcerian" in "sav" or "mcs" under
Mednafen's base directory from when you attempted to run "Sorcerian",
you will need to delete them for this fix to have any effect.
PCE: Reduced the mirroring address space range of the Arcade Card
register mapping in HuC6280 banks 0x40-0x43. It was mirrored
throughout 0x40-0x4F, now it's only mirrored at 0x40-0x47. It may
not be mirrored at all with a real Arcade Card, tests need to be
performed!
Fixes a crashing bug in "Linda Cubed" early into gameplay.
WonderSwan: Fixed a bug that made it impossible to push a direction
on one D-pad while the opposing direction was being pressed on the
other D-pad.
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* Gecko engine update.
* Better region support in GdiPlus.
* Support for cross-compilation in winegcc.
* Beginnings of MS Text Framework support.
* Many fixes to the regression tests on Windows.
* Various bug fixes.
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Remove HOMEPAGE and MASTER_SITES, they are gone.
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- Fix build with (optional) mitshm
- Add xbeeb-roms option (default off) which will download and install the
roms required to run
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* Various bug fixes for Internet Explorer 7.
* Many crypt32 improvements, including new export wizard.
* Better support for windowless Richedit.
* Improvements to the print dialog.
* Many fixes to the regression tests on Windows.
* Various bug fixes.
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needed.
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QEMU_IMG instead. From Juergen Buchmueller in private mail.
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- TFTP booting from host directory (Anthony Liguori, Erwan Velu)
- Tap device emulation for Solaris (Sittichai Palanisong)
- Monitor multiplexing to several I/O channels (Jason Wessel)
- ds1225y nvram support (Herve Poussineau)
- CPU model selection support (J. Mayer, Paul Brook, Herve Poussineau)
- Several Sparc fixes (Aurelien Jarno, Blue Swirl, Robert Reif)
- MIPS 64-bit FPU support (Thiemo Seufer)
- Xscale PDA emulation (Andrzej Zaborowski)
- ColdFire system emulation (Paul Brook)
- Improved SH4 support (Magnus Damm)
- MIPS64 support (Aurelien Jarno, Thiemo Seufer)
- Preliminary Alpha guest support (J. Mayer)
- Read-only support for Parallels disk images (Alex Beregszaszi)
- SVM (x86 virtualization) support (Alexander Graf)
- CRIS emulation (Edgar E. Iglesias)
- SPARC32PLUS execution support (Blue Swirl)
- MIPS mipssim pseudo machine (Thiemo Seufer)
- Strace for Linux userland emulation (Stuart Anderson, Thayne Harbaugh)
- OMAP310 MPU emulation plus Palm T|E machine (Andrzej Zaborowski)
- ARM v6, v7, NEON SIMD and SMP emulation (Paul Brook/CodeSourcery)
- Gumstix boards: connex and verdex emulation (Thorsten Zitterell)
- Intel mainstone II board emulation (Armin Kuster)
- VMware SVGA II graphics card support (Andrzej Zaborowski)
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Emulation:
* Falcon DSP emulation good enough to improve some few games/demos, e.g.
Virtual City. (most still work better with emulation disabled, though)
* New sound engine that fixes all problems with the old one
* 16-bit stereo sound (instead of 8-bit mono)
* Improved blitter emulation (blitter cycles emulation, blitter interrupt)
* Improved STE support for some video registers (hscroll, linewidth, ...)
* Improved printer emulation
* Improved STE microwire emulation
* Improved support for games & demos which are accessing IKBD directly
(including a fake 6301 emulation for the known IKBD programs)
* ACSI emulation fix to get HDDriver working
* Some other minor bugfixes to ST/STe emulation (FDC, MFP, PSG, RS-232)
* Improved MFP emulation
* Improved 68k emulation (move.b Ax,(Ay) and extb.l)
* Fixed bugs in the GEMDOS HD emulation (Pexec() etc.)
Emulator:
* Statusbar and overlay led features
* Screenshots work also in VDI/TT/Falcon mode and are saved as PNGs
* Support for automatic frameskip and pausing emulation
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MESS is a free emulator which emulates a large variety of different
systems.
This package contains the SDL port of MESS.
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absd and I did some updates on it.
SDL mame is the SDL port of the MAME arcade game emulator.
MAME is a virtual machine emulator; it includes emulators for numerous
CPUs, sound and video chips used in arcade games, as well as special
purpose decoding PALs and detailed information about the memory layout of
each game.
To play games in MAME you must have a copy of the original game ROMs.
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* Freedesktop.org-compliant startup notifications.
* Many fixes for 64-bit application support.
* Improved graphics support in Internet Explorer.
* Various Richedit improvements.
* Better certificate manager dialog.
* Various bug fixes.
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* Version 0.10.0.1 released
* Ensure all audio2tape header files are distributed (Fredrick
Meunier).
* Fix compilation when libaudiofile isn't present (Fredrick
Meunier).
2008-12-03 Philip Kendall <philip-fuse@shadowmagic.org.uk>
* Version 0.10.0 released
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* Make loader acceleration work on all compilers.
* Make the "Don't Save" option in the widget UI do the right thing.
* Allow both +3 disk drives to be used at once.
* Allow both +D disk drives to be used at once.
* Make .dsk code handle missing newline on "Track-Info" header.
* Remove unnecessary 'use' directive when building widget options
header file; fixes some build issues.
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* Loosen signature checks for .dsk files to allow files not strictly
compliant with the specification to work.
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-- 0.4.1 -- 2009-01-10
libgambatte:
- Fix HqXx filter pitch.
- Fix mbc2 not getting a rambank.
- Make sure to reset passed pointers when deleted. Fixes potential crash
when loading ROM during OAM busy.
common:
- Substantially improved rate estimation averaging.
- RateEst: Add a convenient way of filtering measures that extend beyond
a buffer time, and are as such probably invalid.
- RateEst: Allow using a custom timestamp in feed().
- RateEst: Keep a queue of the last ~100 msec worth of samples and
duration, and filter out collective samples that give a pre-estimate
that seems way off.
- Replace "Game Boy / Game Boy Color emulator" with "Game Boy Color
emulator" for now to avoid misleading anyone on the current status.
gambatte_qt:
- Disable BlitterWidget updates (paintEvents) while not paused.
- QGLBlitter: Do a cheap front blit rather than a vsynced flip if audio
buffers are low.
- Allow BlitterWidgets to opt in to get paintEvents while unpaused. Do so
for QGLBlitter since it may need to clear buffers afterwards.
- QGLBlitter: Try to blit right after sync in the case of single buffering.
- Up default audio buffer latency to 100 ms (some common system audio
servers require a lot of buffering to work well).
- Adaptively skip BlitterWidget syncs if audio buffer is low, in a manner
that should minimize wasted skips in sync to vblank situation, and tries
to be non-disturbing. This replaces frame time halving, and blitter
specific rescueing.
- Clear display buffers in DirectDrawBlitter and Direct3DBlitter in
exclusive mode, since blits don't necessarily cover the entire buffers.
- DirectDrawBlitter: Make sure that a minimum amount of time has passed
between calls to WaitForVerticalBlank, since it can return in the same
vblank period twice on a fast system.
- DirectDrawBlitter: Support vsync for refresh rate ~= 2x frame rate.
- DirectDrawBlitter: Refactor somewhat and get rid of a couple minor
potential bugs.
- DirectDrawBlitter: Some tweaks to get updates closer to sync time in
certain situations.
- DirectDrawBlitter: Some tweaks to better support DONOTWAIT.
- DirectDrawBlitter: Make only updating during vblank while page flipping
optional.
- Direct3DBlitter: Some tweaks to get updates closer to sync time in
certain situations.
- Filter out very short frame times in frame time estimation.
- Don't adjust frame time during turbo, but rather skip BlitterWidget
syncs to speed up, which avoids vsync limits without disabling vsync.
- DirectDrawBlitter: Add triple buffering option.
- Direct3DBlitter: Use D3DSWAPEFFECT_DISCARD in non-exclusive mode.
- Direct3DBlitter: Allow triple buffering and vblank-only updates in
non-excusive mode.
- Rename "Page flipping" in Direct3D and DirectDraw blitters to
"Exclusive full screen".
- Pause audio on win32 titlebar clicks/drags to avoid looping audio due to
underruns from blocked timerEvents.
- Use wildcards for platform detection to avoid being unnecessarily
compiler/architecture specific. Fixes bug 2377772.
- Rewrite most of DirectSoundEngine, supporting primary buffer option,
making it more robust, correct and hopefully cleaner. Only use part of
the primary buffer if the desired buffer size is lower than the
primary buffer size.
- Direct3DBlitter and DirectDrawBlitter: Force blocking updates when sync
to vblank is enabled. Some updates only block if there's a prior
unfinished update in progress. This screws up frame time estimation in
turn screwing up vsync. To fix this we do a double update (and extra blit)
if close to a frame time period has passed since the last update when
sync to vblank is enabled. I really should have noticed this earlier as
it pretty much breaks vsync adaption completely.
- Direct3DBlitter: Use the D3DCREATE_FPU_PRESERVE flag when creating
device. Omitting this flag can screw up floating point calculations in
other parts of the code. For instance WASAPI cursor timestamps get
utterly screwed up here.
- Direct3DBlitter: It appears that managed textures are updated before
they are unlocked, which screws up redraws, making things appear choppy
in some situations. Use a default memory texture and a system memory
texture and the UpdateTexure method instead.
- DirectSoundEngine: Make use of the sample period limit feature of
RateEst, rather than duplicating the feature.
- Add polling WASAPI engine with exclusive mode support. Latency and rate
estimation is generally better than DirectSound, and in exclusive mode
there is less blocking as well as exclusive mode being better than
shared mode in the other areas too.
- WasapiEngine: Add device selection.
- WasapiEngine: Add static isUsable() method. Only listed if isUsable().
Default engine if isUsable().
- WasapiEngine: Use default device if there's only one device available,
since we don't show the combobox anyway.
- DirectSoundEngine: Provide the integrated read and status get write
method optimization.
- XvBlitter: Set NosystemBackground attribute rather than OpaquePaintEvent.
Reimplement paintEngine to return NULL as suggested by Qt docs.
- X11Blitter: Reimplement paintEngine to return NULL.
- AlsaEngine: Make use of sample period limit feature of RateEst. Don't
increase estimated sample rate on underrun.
- OssEngine: Make use of sample period limit feature of RateEst. Don't
increase estimated sample rate on underrun.
- Esc exits fullscreen on macx.
- Drop OpenAL from default macx binary.
- Add some useful but commented build flags for macx to .pro files.
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0.8.A:
NES: Cleaned up the iNES loading code a bit, and added
support for WRAM on a few mappers that nominally shouldn't
have WRAM, enabled if the battery-backed bit is set in the
iNES header. Fixes "Family BASIC", and probably
a few bootleg games as well.
NES: Added partially-broken support for mapper 163.
NES: Added support for mapper 241.
Fixed string constant-to-(char *) problems in drivers/cheat.cpp
Added setting "osd.state_display_time", to control the
length of time, in milliseconds, the save state/movie
screen is displayed after selecting a save state or movie.
The most recently-saved save state slot will now be colored
differently when selecting a save state slot.
Increased the brightness of non-empty save state slots.
Empty save state slots are now black instead of being
partially transparent.
PC-FX: Fixed bugs in "Play Audio Track Index" and "Read
Subchannel" MMC commands, fixing the totally broken
cinematic sequences in "Boundary Gate". There may still
be bugs in these commands that don't cause any known
problems with games, so I will need to run tests on a real
system.
GBA: An error loading the custom colormap file is now
treated as fatal.
Win32: The German and Russian translation files are now
included in the Win32 precompiled binary distribution
ZIP file. Note that Mednafen always assumes the locale to
be UTF-8, so the stdio.txt file will need to be
opened with a viewer that can handle UTF-8(though filenames
with non-7-bit-ASCII components will appear fubar).
(I am aware that assuming the locale's character encoding
to always be UTF-8 is a design flaw with
various insidious consequences when the encoding is not
UTF-8).
Updated the Russian translation with the translation done
by rubicon.
Added configure script option "--enable-altivec/--disable-altivec
(default: enabled)" for compiling on
PowerPC architectures where AltiVec is not supported, or
causes problems. This configure script option is
untested, however.
Input for the virtual device on virtual port N will be
disabled when the buttons on the virtual device on virtual
port N are being configured. The last button pressed when
in button configuration may still be taken as
virtual device input, however(a fix for this would be too
invasive, and so will be done in the 0.9.x unstable
tree).
PCE: Added several missing input-related state variables
to save states, fixing several netplay/movie
desynchronization issues under certain situations.
Fixed a bug when creating an SDL source surface, whose
negative effects(clipping rightmost columns) could be
triggered when the "sdl" vdriver setting was used with
certain xscale and yscale settings that would
cause a 1:1 pixel copy operation.
PC-FX: Improved PSG LFO emulation again(Tyoushin Heiki
Zeroigar uses it for some sound effects, other
games likely use it as well in similar roles).
PCE: Improved PSG LFO emulation again(Hanii in the Sky,
Juuouki, and Flash Hiders use LFO).
PCE: Altered the Street Fighter 2 autodetection code to be
data-agnostic. The SF2 mapper will now be enabled for
any ROM images 2MiB and over in size.
Fixed a call to putenv(), to pass a static character array
initialized to a string constant instead of a string
constant directly.
Fixed a few argument descriptions(invoked with the -help
command-line switch) that weren't properly gettextized.
Debugger: Fixed a bug in the trace log code. It would
cause the emulator to lock up if the user pressed
Enter/Return in the prompt popup without any text in the input field.
SMS: Removed the old unused Z80 emulator code from when
SMS Plus was assimilated.
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* Some simple 64-bit apps should now run.
* Support for subpixel font rendering.
* 64-bit code generation in the IDL compiler.
* New version of the Gecko engine.
* Various bug fixes.
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snes9x is a portable, freeware Super Nintendo Entertainment System
(SNES) emulator. It basically allows you to play most games designed
for the SNES and Super Famicom Nintendo game systems on your PC or
Workstation; which includes some real gems that were only ever
released in Japan.
This package contains a GTK port of snes9x.
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Gambatte is an accuracy-focused, open-source, cross-platform Game
Boy / Game Boy Color emulator written in C++. It is based on hundreds
of corner case hardware tests, as well as previous documentation
and reverse engineering efforts.
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NEStopia is a portable Nintendo Entertainment System emulator
written in C++ by Martin Freij and ported to Linux by R. Belmont.
NEStopia strives for the most accurate emulation possible at the
pixel-by-pixel and sample-by-sample level, and it has excellent
mapper and UNIF board support as well. A few features:
- Supports .nes and .unf/.unif format ROMs
- Supports .fds discs
- Supports .nsf music rips
- All supported files can be extracted from zip or 7zip containers (an
archive browser is not yet included - this assumes the common
GoodSet case of one zip or 7zip per game)
- Supports save states
- Supports movie recordings
- Supports the "rewinder" - if you make a bad jump and screw up your game,
press Backspace and the game will run in reverse. Press \ to take over
again and try to fix your mistake.
- Friendly GUI configuration
- Autodetection of PAL and NTSC format games
- Supports drag and drop of compatible games and music rips from modern
Linux file managers, including KDE's Konqueror and GNOME's Nautilus.
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What's new in this release:
* Numerous fixes for IE7 support.
* Support for 64-bit cross-compile using Mingw64.
* User interface support for crypto certificates.
* Better support for MSI installation patches.
* Various Direct3D optimizations.
* Various bug fixes.
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Handy/SDL is a freeware software emulator which emulates Atari's
Lynx hand-held game device on your OS. Handy/SDL is based upon Keith
"Dysfunction" Wilkin's free Handy emulator.
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* Writing files would not truncate the file at the correct point,
leading to corrupt files when overwriting an existing file
* Distribute ui/fb/fbmouse.h
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Suggested by ahoka@
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passed to configure for CC, CXX, AS, and LD as these options are passed
through to winegcc, which the buildlink wrapper doesn't handle. Also pass
LDD to configure so it can be overridden.
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