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    ThunderMAME32jp v0.68_X Updated (1/16)

    olaf
    By olaf,

    retroguru.com reports that ThunderMAME32jp, the Japanese open source MAME32JP variant by *Unzu, has been updated. Below are the release notes for this update of version 0.68_X (translated).

     

    MAME32JP base. -I686 the compiling VER.0.68_X' (2006.1.16) it is additional correction edition.

    It corresponds to the additional set which excludes the PCB edition of the ネオジオ from the 0.103u2. It applies the stereo phase reversal of the ゼクセクス.

    You can visit the official homepage here, or simply download it here.


    SMSAdvance v1.3 Released

    olaf
    By olaf,

    The Emulation64 Network reports that SMSAdvance, the Sega Master System/GameGear emulator for the Nintendo GameBoy Advance, has been updated to version 1.3. Below are the changes in this version.

     

    - Added support for running the GG bios in SMS mode.

    - Added support for all SMS Bioses.

    - Added option in builder for "empty" slot at the end of ROMlist. (Loopy).

    - Added option to lock the 2 toprows in unscaled mode.

    - Added "Perfect Sprite" option for games like:

        - Global Gladiators.

        - GP Rider (GG).

        - Speedball 2.

        - Xenon 2.

    - Added emulation of locking the right side of the screen, games:

        - Gauntlet.

        - Golvellius.

        - Griffin (GG).

        - Line of Fire.

        - Megumi Rescue.

        - Rygar.

    - Fixed IO port 2, Laser Ghost.

    - Fixed Monaco GP, SG-1000.

    - Fixed the support for Jang Pung II (KR).

    - Fixed priority on zoomed sprites in mode 0 & 2 (Bank Panic, SG-100).

    You can visit the official homepage here, or simply download it here.


    neocdpsp v0.7.1 Released

    olaf
    By olaf,

    AEP Emulation Page reports that neocdpsp, the open source Neo-Geo CD emulator for the Sony PlayStation Portable, has been updated to version 0.7.1. Below are the changes in this version.

     

    Version 0.7.1

    Just a fix for a stupid bug which made quite a few games to crash in 0.7.

    Thanks to the quick tests which allowed to spot this one very quickly...

    You can visit the official homepage here, or simply download it here.


    Mednafen v0.4.3 Released

    olaf
    By olaf,

    retroguru.com reports that Mednafen, the open source multiple console (Atari Lynx, GameBoy, GameBoy Color, GameBoy Advance, NES, TurboGrafx 16, and SuperGrafx) emulator, has been updated to version 0.4.3. Below are the changes in this version.

     

    - Fixed a compilation problem in cdromif.cpp regarding NULL on *BSD platforms by including <string.h>.

    - Lynx: Fixed the constructor and destructor declarations of the C65C02 class, which should fix a reported compilation error with gcc 4.1.

    - GBA: Added a few missing variables to save states.

    - GB: Lines during which time the screen is turned off are now cleared (fixes flickering problems at the start of games, and during transitory blank screens).

    - Fixed the SDL_net.h include statement in drivers/netplay.cpp.

    - PCE: Fixed a bug with CUE+BIN sector size handling with regards to pregaps. CUE+BIN is still officially unsupported. :B

    - PCE: Noise is now rendered at blip_med_quality.

    - PCE: Removed the code that checks to make sure the audio sector to play is non-zero. Fixes "Crazy Hospital".

    - Changed the maximum supported playback rate from 96KHz to 48KHz, to be able to safely extend the temporal precision of Blip_Buffer further. Note that this shouldn't be considered a regression, as there are virtuall no benefits to using a sample rate above 48KHz in Mednafen(though there may be benefits in other applications).

    - If you previously set the playback rate above 48KHz, you will have to manually edit the text configuration file(~/.mednafen/mednafen.cfg) to bring the value in range.  This is necessary because of a limitation in the setting validation code.

    - Updated to Blip_Buffer 0.4.0, which offers improved sound quality over previous versions: Improved sound quality by rewriting library to use 32-bit internal sample buffer, higher phase resolution, and a properly windowed filter kernel. Current user code should work without changes.

    - PCE: When sprites and background are both disabled, and the VDC is not in burst mode, the scanline is now filled with color 0x000 from the palette rather than 0x100. This fixes the "Hurry Up" water effect in the CD game "Rainbow Islands".

    - PCE: Fixed the CD-DA amplitude calculating(used the BIOS' CD-DA player interface).

    - PCE: Altered VDC line timing slightly.

    - PCE: ADPCM frequency is no longer reset on ADPCM reset, fixes Gulliver Boy's dialogue voices during gameplay.

    - PCE: Fixed reading from nonexistant audio sectors(by memset()'ing the audio buffer to zero).

    - PCE: Implemented sector reading delays, games that use FMV like Gulliver Boy work much better now.  It's not implemented 100% correctly, and requires a small CPU hack to disable IRQs during a timing-sensitive period of emulation. I don't like hacks, but...it's still better than the giant hack of reading all the sectors at once, which was how it used to be.

    - PCE: Implemented ADPCM read and write delay. "Record of Lodoss War" no longer locks up at the title screen.

    - PCE: Opcode and operand data reads from VDC register 0x1 will now return 0x40, which fixes Dragon Slayer 2. I doubt this is correct, but it shouldn't break any other game.

    - PCE: CUE+BIN audio playback no longer locks up the emulator, but CUE+BIN is still officially unsupported.

     

    (Note: PCE CD save states created in previous versions will not work very well with this release)

    You can visit the official homepage here, or simply download it here.


Portal by DevFuse · Based on IP.Board Portal by IPS
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