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PCSX2 WIP
A little Fix Here, A little Fix There...Vvvroom!
Refraction has been 'a bit' busy! He's been 'in the zone' for the past few nights fixing VIF Unpacks, which decompress then send texture and vector data to the VUs.
Such fixes have a wide impact on games, some initial results below:
* Clocktower 3 - SPS (Spikey Polygon Syndrome) fixed!
* Grandia III - Random crash fixed!
* Sega Rally 2006 - SPS fixed!
* Super Monkey Ball - Graphics looking 'significantly' improved!
* X-Men Legends - Graphics completely fixed!
Oh and for racing fans, there is one other game showing significant progress ...
Check Me Out! (1280x720 | 1 minute 45 seconds | 40.5MB)
ScummVM DS v0.9.1beta3 released
Ootake 0.71 released
PCE/TG16 emulator
2006/10/07 0.71 released- Speed & Timing(Timer interrupt etc.) was modeled on a real machine as much as possible. As a result, the tone quality of PSG sound has improved, too.
- "Horizontal Scanlined" can be chosen by the setting menu of the screen. ("Setting"->"Screen"->"Horizontal Scanlined")
- Processing related to the raster interrupt was modeled on a real machine. (The reduced screen of "Ryuuko no Ken" can be displayed just like a real machine.)
>> Get it HERE.
Mame 0.109u1 related releases
SDLMAME 0.109u1
Significant OSD changes combined with having to put in some overtime at work make this a more delayed than normal SDLMAME release, but here we go.
This has everything from baseline 0.109u1 plus the SDL improvements seen in SDLMESS 0.109 (namely better handling of the debugger trap and improvements to the Mac OS X debugger).
WARNING: file I/O is completely rewritten in this version (both in the core by Aaron and in the SDL layer by me) and therefore it's more likely to be unstable than your typical "u" release. (But the good news is it's no longer a ghastly hack). I’ve tested several usage scenarios and fixed all the problems I found, but undoubtedly some of you are more creative than I and will find ways to break it. If you just want to play the games, I'd stick with 0.109 for now.
