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    Kega Fusion 3.3 Released

    Gryph
    By Gryph,

    A new version of the Sega SG1000, SC3000, Master System, Game Gear, Genesis/Megadrive, SegaCD/MegaCD and 32X emulator, Kega Fusion, is now available. Here are the changes:

    Whats New ?

    -----------

     

    * Removed the BETA status. It was only really there because I never like to

      say something is finished until I'm done with it. But, yet again, some

      people won't bother to try 'Beta' software...

     

    * Fixed problem relating to GameGear/Master System and saving GameGenie

      codes.

     

    * Re-added code to look for MP3 ID3 tags. There should be no problem with

      MP3s now. However - if your MP3s are playing at the wrong speed, or not

      at all, then make sure they are 44100Hz Stereo MP3s! These are supposed

      to be CD Audio tracks, you know :lol:

     

    * Fixed silly problem where I forgot to alter the size of a YM2612 buffer.

      All YM2612 related sound problems should be gone, and the core should

      now be pretty much 100% accurate to real hardware.

     

    * 32X PWM sound is now hardware accurate.

     

    * Improved SMD/BIN detection, should have less problems loading odd sized

      BIN files.

     

    * Added an option to set Fusion to run at High Priority. This option does

      a couple of other things too, such as change the way that Fusion gives

      up time to other apps (making it give up very little.) Probably makes

      sense to turn off 'Sleep while Waiting' while using this option, too.

     

    * Rewrite of a fair bit of the Genesis VDP functions.

     

    * Added another TV Mode, slightly less blurry (but not much)

     

    * Added an option to disable all keyboard shortcuts (except the ESC key)

      for those people who had problems with accidentally triggering a menu

      while playing.

     

    * Alt-Enter now switches between full screen / windowed as well as the

      ESC key. I never really liked this behaviour, but it was requested.

     

    * Added another 'Fixed Aspect' option. Whereas the first will try to best

      fit the image within your display, this one basically does the opposite.

      Example: if you have a widescreen TFT monitor, this option will try to

      best fill the width of your monitor. Clipping may occur at the top and

      bottom instead of getting big black bars at the left and right. This

      also works the other way if your monitor is taller than it is wide.

      I know some people will prefer this.

     

    * Fixed problems related to the Genesis OS ROM and resetting / saving /

      loading states.

     

    * Added seperate folders for SMS and GG Patch (i.e. GameGenie) Files.

     

    * Fixed bug where SMS Save States ended up in the Genesis Save State

      folder.

     

    * Added Screenshot function. By default Fusion will save compressed TGAs,

      but since some art packages have problems with these, you can instead

      select uncompressed TGAs, or BMPs. Be aware though that these files can

      get quite big B)

     

    * Tidied up all use of Load/Save dialogs to prevent loading of non existant

      files, creating save states with invalid names, and other things that

      could be done accidentally.

     

    * Fixed timing issue when sound is disabled.

     

    * Added dialogs when the user attempts to use the SegaCD RAM cart options

      when the SegaCD is not running, hopefully this should help prevent all

      the confusion surrounding RAM carts.

     

    * SegaCD RAM carts are now created as CRM files to distinguish them from

      internal BRM files. You can still load BRM files in the same way as

      before.

     

    * When Fusion detects a Gens format BRM file, it will create a backup, and

      then create seperate BRM and CRM files out of it. It will also alert the

      user to the fact that it has done this. This should prevent people from

      managing to corrupt their save files among other things. Now all we need

      is to get Gens itself to do this and the nightmare will be over.

     

    * Made a few changes to the way SegaCD BRM/CRM is loaded/saved in order to

      prevent any possibility of data loss (all related to the above).

     

    * Fusion is now compatible with Windows XP Visual Styles.

     

    * 32X emulation is now far more accurate. Primal Rage, Shadow Squadron,

      Toughman Contest, Pitfall, Virtua Racing and Mortal Kombat now perform

      exactly as on real hardware. Some of these problems took a HUGE amount

      of time to track down, and understand, but I think it's worth it. I

      don't believe any other emulator can run all of these games accurately.

     

    * 32X BIOS is no longer required. This hasn't received any serious testing

      but seems to work fine. If Fusion cannot load one or more of the 32X

      BIOS files it will default to not using them. If you find any problems

      you should probably test with a real BIOS to make sure that isn't the

      cause.

     

    * A MASSIVE amount of behind the scenes stuff and other stuff that I've

      forgotten. You may notice this version is faster/slower than previously,

      I'm really not sure about that yet ;)

    »» Official Site: http://www.eidolons-inn.net/tiki-index.php?page=Kega

    »» Download it Now! [1Emulation Server]

     

    Credits: Official site


    Meka V0.71 WIP Released

    IxI SoNiK IxI
    By IxI SoNiK IxI,

    Meka is a Sega Master System, Game Gear, SC-1000, SC-3000, Sega Mark III (+ FM Unit), Colecovision, Othello Multivision emulator for Windows.

     

    • Video improvments! Welcome contributors! This should be more or less 0.71 once I finalize a few things.
       
    • Now that MEKA is open-source, welcoming other developpers!
       
    • New contributor: Robert Raper (DjRobX)
       
    • New contributor: Maxim Stephin (MaxSt)
      Blitter/Video
      • Added triple buffering support on fullscreen blitters. [DjRobX]  Made triple buffering the default for appliable video modes. It might or not work on all configuration. Please report if any problem arise.
      • Added max stretch support on fullscreen blitters. [DjRobX]  This is currently only available on normal and HQ2X filter.  Integer/ratio stretch not yet supported, so it is recommended to use a resolution multiple of the emulated system screen size.
      • Added support for internally converting the 8-bit video buffer to another video depth and blitting that. [DjRobX]
      • Integrated Maxim Stephin's HQ2X graphics filter, and added a dedicated blitter. Only 16-bits output is supported as of yet. [MaxSt,DjRobX]

       

      [*] Updated various tidbits of documentation. [Omar]

       

      [*] Added and modified entries in the checksum and compatibility lists. [Omar] 

      Some particular renaming includes: 

      GG - 7b7717b8 - Big War / Daisenryaku G (JP) --> Taisen-gata Daisenryaku G (JP)

    » Meka homepage.


    DSemu 0.4.2 released!

    Robert
    By Robert,

    Lots of fixes to interrupt handling!

     

     

    * The interrupt registers have been split so a seperate register is kept for the ARM7 and ARM9. Even though they have the same register address, each CPU actually has a different register. This affects IME, IE and IF. Interrupts were pretty much broken in the previous version of DSEmu without this fix.

    * Added the 'ARM7 specific IWRAM' memory area from 0x03800000 with a size of 64K. Thanks to DSTek for providing this information. Previously only the 32K Shared IWRAM area at 0x03000000 was implemented and ARM7 binaries greater than 32K were crashing the emulator as well as trashing the shared IWRAM.

    * A few signed/unsigned comparision issues was causing the emulator to enter infinite loops.

    * The VCOUNT register is now a single register rather than having one per lcd screen. Demo's that checked for the VCOUNT being in the VBlank area would hang due to this never being updated. Unfortunately these demos still run very very slowly due to the 'busy loop' polling this register. I hope to have this fixed in the next release.

    * The SWI values were wrong in the switch statement that handled these calls. This resulted in the wrong SWI call being made. The main result of this was the ARM7 code would do a 'halt' instead of an SWI Delay which meant any ndslib based code would have no ARM7 support.

    * Fixed a problem with ARM7 interrupts meaning most IRQ code should work fine now.

    * ndslib Console output would display incorrect characters. This has been fixed.

    * With the exception of Space Invaders, all my demo programs run under this version of the emulator in some form or another. Sound doesn't play but the touch screen values are updated and directional keys are processed, etc.

    * Using 'animated step' in the debugger now updates the display. Previously no graphics would be displayed while stepping.

    * Using 'debug run', followed by pausing, then stepping, would not work. The stepper would be broken from then on. Fixed.

     

     

     

    »» Official Site

    »» Download it Now! [1Emulation Server]

     

     

     

    Credits: Official Site


    FCEUXD SP v1.0 released!

    Robert
    By Robert,

    A new (redeveloped) NES emulator is now available!

     

     

     

    Initial release of FCEUXD SP 1.0

     

    I've decided to fork FCE Ultra eXtended-Debug 1.0a under the name FCEUXD SP with the hope to make significant contributions and improvements to the NES debugging experience. My main reason for this was the sorry state of NES debugging today. Even with the best NES emulator debuggers today barely anything is possible. If I had to guess where NES debugging today is I'd estimate it's somewhere between debug.com and Borland's Turbo Debugger. That's an unacceptable situation in my opinion.

    Here's where I come into play. As the original FCE Ultra was thankfully released under GPL I was able to get the source code of one of it's former forks FCE Ultra eXtended-Debug 1.0a from Zophar's Domain. The code is very well written so I had absolutely no problems with adding new functionality. It was not even necessary to change the interface of one, single pre-existing function.

     

    In this first release of FCEUXD SP 1.0 I've added two features which were at the very top of my list: A simple form of symbolic debugging and conditional breakpoints.

     

     

    »» Official Site

    »» Download it Now! [1Emulation Server]

     

     

     

    Credits: News - File - Changelog


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