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linlhutz

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  1. Borisz has posted a translated change log here: Emuforms Link Quoted from his post: --------------------------------------------------------------------------------------------------- Change list from the site: Quote: A new version was put up, although not many changes have been made since I don't have the time. SSF Ver0.08 alpha R5 Subcode Q processing of the CD Block was updated. The battle progress explanation screen in Gungriffon and the demo screen of Gungriffon 2 have stopped skipping. Window processing of the VDP2 was updated. Memory Access Wait processing was updated. Mission Stick, Multi-controller and Mahjong Panel inputs have been hooked up. Key arrangement (for the Mahjong Panel): A-N = A-N keys Kan = Ctrl key Pon = Alt key Chi = Space key Riichi/Reach = Shift key Ron = Z key An option for the (SCU) DSP to be processed in an exclusive thread has been added. However, since synchronization with the SH2 will become difficult, software with high (cpu) load may fail to work. CPU usage for dual and multi-core enviroments has been set up. Exclusive threads processed by the CPUS: for 2 cpus (Dual Core): CPU0 - Main Thread CPU1 - VDP2 Draw Thread for 4 cpus (Quad Core) CPU0 - Main Thread CPU1 - VDP2 Draw Thread CPU2 - VDP1 Draw Thread CPU3 - DSP Thread Save State data version was updated. Savestates from previous versions cannot be used. Since it's becoming difficult to maintain compatibility... From now on, if save state data is changed, (backwards) compatibility shall not be taken into consideration. Although analog input has been hooked up, it has not been checked much. Since I only have a XBOX360 controller... Shima posted a few notes on the bbs about R4 having a Memory access wait 4 times of the actual system, making a few games run suspiciously and that the CD Led is/was imperfect and hanging up sometimes... I don't quite understand it, unfortunetaly. Shima also mentioned that only the x/y/z axes and Slider 1 are useable for analog input as of now, that the POV can also be used for input, and mentions again that Analog input is untested for the most part as he only has an Xbox360 controller (to test it with). -------------------------------------------------------------------------------------------------------------- Borisz comments: OK, so about the new controllers. Firstly, the controller setup screen will now show what peripherials the game is compatible with, once the game has booted past the BIOS. These are read from the game header, so they may not correspond to what the game actually uses - blame the people who made the game. (You can read the Peripherial Code List at gamefaqs to understand how this works). 3 new options have been added to the controller setup screen, below the regular Control Pad: Mission Stick, Multi Controller and Mahjong Panel. The Multi Controller is perhaps better known as the analog controller to you, so yes, this means that Nights and Panzer Dragoon Saga now have analog controls. The Mahjong Panel controls are explained in the changelog, they cannot be exchanged. For the Mission Stick, you need to specify an analog X and Y axis for left-right and up-down controls, and a Z axis used by the Throttle on the stick itself. For the Analog Stick, you need to set up an analog X/Y axis and an Analog Left and Right trigger - the side triggers had analog sensitivity on the Saturn. Unfortunetaly, for every analog control, you can only set up axes - meaning, if you use a custom drivers and custom setup for your x360 pad, you may need to rearrange your controls, since only X, Y and Z axes are mappable to the analog controls in SSF. Z rotation and Sliders don't seem to work at all - despite what Shima posted in the forum, I could not get Slider 1 working on my pad. If you don't use custom drivers however, you won't encounter these problems, since the left/right Triggers on the X360 pad are mapped to Z Axis -/+ by default. Additionally, SSF now reads the POV hat correctly so you can properly set up the Digital pad too. So basically, if you have a X360 pad for your PC, it will work perfectly - But if you have an other pad that lacks all 3 axes, then you may not be able to configure the Multi Controller properly in SSF. Here's a list of games that support the Analog pad for you to play with. Sonic R now works again, although the heavy graphic problems still exist - the fps doesnt drop ingame now, though.
  2. A problem with the audio files. I posted about this here (Bottom of the page): Snesorama Link Good luck.
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