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    SNESGT 0.163b Released

    olaf
    By olaf,

    This was released a few days ago, below is a quote from the official homepage about what happened and is happening with SNESGT.

     

    As I described in my site, my HDD crashed several months ago.

    Some people worried that the development may be discontinued.

    However,the source code of the SNESGT was salvaged, which allows

    me to continue the development.

     

    -- What's new

    - Fixed several bugs with settings(about directory,sound and window...).

    - Fixed sprite glitches in the top edge of the screen.

    - Fixed a handling of ENDX flag in DSP emulation code.

    - Fixed a bug of the sound I/O access queue

    - Improved BRR decoding method.

    - Rewrote DirectInput device handling code.

    - Official Homepage


    O2EM v1.15 Released

    olaf
    By olaf,

    O2EM, a multi-platform Odyssey2 and VideoPac emulator, has been updated. Below are the changes (all platforms affected).

     

    - Added support for 12kb and 16kb games. Trans American Rally+ works now.

    - Added fixes to the VP+ gfx emulation made by Soeren Gust. Flashpoint works properly now.

    - Fixed a bug in the Windows-specific emulation timing code that caused the emulator to crash when run on a Windows machine which was on for a few days without a reboot.

    - Fixed a bug in the emulation of the DAA instruction, which caused bugs in the score of several games (Le Tresor Englauti, Cosmic Conflict, etc.).

    - Fixed instruction timings (patch by Soeren)

    - Modified the palette to use values calculated from the Videopac+ RGB encoder specs by René van den Enden, instead of guessed values.

    - Other minor fixes.

    - Official Homepage


    RockNES/Win32 v4.01 Released

    olaf
    By olaf,

    RockNES has been doing a lot of fixes and updating lately, below is information on the update from today.

     

    - Fixed pAPU output divisor, making a clean sound again;

    - Fixed 4017h register issue (SMB3 dash & cracking block sounds);

    - Enabled proper gfx shutdown (was disabled due to debug);

    - Changed default blitter to 256x240, plus minor config fixes;

    - Recompiled 'alleg41.dll' module, fixing compiling warnings.

    - Official Homepage


    bsnes v0.0.003 WIP1 Released

    olaf
    By olaf,

    Byuu has been hard at work on his Super NES emulator. Below is a quotation of what he's said about this version (the WIP) on his site.

     

    - Today, I fixed quite a few things. First was an issue with VRAM reads, I wasn't copying the reads to a buffer, instead I was returning the immediate results. This caused a lot of issues, resulting in screen sections appearing to move to the left as things were drawn / redrawn.

    - Next, I fixed the sprites to start on scanline 1 instead of 0. Fixes paths clearing in Super Mario World. On the same line, I fixed the clipping of windows and color windows to be pixel perfect. I also removed the top scanline from the display (and two scanlines from interlaced modes 5/6). There's still a strange issue where every few hundred frames, there's one frame of garbled data. I also optimized the renderer by removing multiple passes over layers for each priority, and implemented a z-buffer instead. Sadly, there's no noticeable speed increase as a result.

    - I also modified $4210 reads to not transition the NMI pin from low to high until the register is read twice. I don't know if this is the correct behaviour, but it does allow my Der Langrisser translation that relies on $4210 to work.

    - I also fixed a bug where SRAM was not being written to a file when not in debug mode.

    - Official Homepage


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