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Mini vMac 3.0.1 alpha released
MagicEngine 1.0 PR 10.2/ OS X released

TG16 / PCE emulator
2007-06-22
Another minor update to the OS X version of MagicEngine :
MagicEngine 1.0 PR 10.2/ OS X (universal binary)
* fixed arrow keys double-move bug in the load ROM menu
* added mouse cursor auto-hide feature in fullscreen mode
* added missing mouse wheel support in 640x480 mode
Sega Li 1.11 released

NES / Famicon emulator
22-06-07: 1.11 "meisei"
Most of these changes were applied from developing meisei, my MSX emulator that's using the same shell components as Sega Li.
- CPU/PPU: small speedup from 32-bit struct alignment
- blargg's nes_ntsc updated to 0.2.2
- input: fixed !+toggle function combination
- input: added a doubleclick function, that acts as a single pulse, and made it a shortcut to switch to fullscreen/windowed mode
- directories are defaulted to . on the 1st run
- draw: added "Stretch to Fit" and "Correct Aspect" to the GUI
- added an about window, and a help window that opens the documentation
- newly opened windows are now centered on their parent window when needed
- added Konami HyperShot controller emulation
- draw: fixed screen not being properly refreshed sometimes when switching from fullscreen to windowed mode
- mappers: fixed crash when trying to change dipswitches without having loaded a game
- draw: message font black outline looks somewhat better
- draw: fixed bottom overscan part being drawn with a delay of 1 frame
- draw: added video signal settings to the GUI
- draw: added Direct3D renderer, including all features of the DirectDraw renderer
- draw: added bilinear filtering (Direct3D only)
- mappers: fixed iNES mapper #87, it supports 32K PRG
- mappers: added support for Namcot 106 battery backed EXRAM
- added autodetection of MMC6 games by SRAM size, after initial setup
- draw: fixed DirectDraw crash when trying to recreate itself if it got lost due to another application taking over
- draw: added "Software Rendering" and "VSync" to the GUI
- several trivial changes (mainly renaming some unclear settings/GUI text)
Haze’s Mame WIP (For CPS3) Update! -- Full Screen Zoom


I’ve come up with a preliminary implementation of Full-screen zoom, used pretty heavily by JoJo and Warzard.
Right now the code assumes that the view will never be zoomed more than twice the normal visible area away, as it’s a framebuffer zoom I’d expect there to be some sensible limit in hardware such as this, although testing on the real hardware would be good.
Test source code can be found at http://haze.mameworld.info/misc/cps3_220607_fsz.zip Again I’m not posting binaries.
Note, I haven’t managed to fix the reported crash in SFIII NG, I’m looking into it now.