Jump to content

Mednafen 0.8.B released


Robert

Recommended Posts

Multi-system emulator

 

 

Sun, 22 Feb 2009 07:56:46 GMT - Mednafen 0.8.B Released

 

Fixed the rectangle calculation for screen rotation with Lynx and WonderSwan to use X scale and Y scale values appropriately(they were reversed before; also, assuming square pixels on your monitor ;)). Rotation still poses a problem in fullscreen with the default settings, however.

 

Fixed an off-by-one error in the software SDL graphics rotation code(used for Lynx and WonderSwan).

 

Fixed a race condition that could cause rapid oscillation between fullscreen and windowed when trying to toggle it. ...and fixed a race condition that could cause oscillations when rotating the screen with Lynx and WonderSwan emulation.

 

SexyAL: The return values of ALSA functions are now treated as errors only if they're less than 0, rather than non-zero as before. Thanks to R.L. for pointing this out.

 

The default "nethost" setting is now "fobby.net" instead of "mednafen.com". The latter was allowed to expire and lost to domain squatters some time ago. Domain squatters cause desires to commit grievous face-stabbing. However, the netplay server on "fobby.net" is not guaranteed to be up. :P

 

PCE: Added the ability to load a custom colormap(palette) by setting "pce.colormap" to the path of the colormap file. The colormap consists of either 512 or 1024 RGB triplets, 8-bits per color component, in the order R,G,B,R,G,B,R,G,B,... . It is recommended that the colormap provide all 1024 entries(the first 512 entries are for normal mode, the second 512 entries are for grayscale/strip-colorburst mode). If it doesn't, Mednafen will calculate the grayscale colors using a formula similar to that used with the real VCE, but with more precision. The colormap may be disabled by setting the "pce.colormap" setting to an empty string, or 0.

 

Command-line examples:

mednafen -pce.colormap /path/to/blueblue.cmap /yarr/pirate/booty.pce [Enable]

mednafen -pce.colormap 0 /some/where/over/the/rainbow/islands.cue [Disable]

 

PCE: Added a hack to fix games that try to write to VRAM while VRAM DMA is in progress(fixes graphical glitches in "Crest of Wolf", maybe others too?). This could potentially cause regressions, so please post any on the forum.

 

PCE: Having "pce.forcesgx" set to 1 with non-SuperGrafx games will no longer cause problems with display timing(and positioning). However, this doesn't fix the underlying issue, and any demos that set the horizontal and vertical timing registers differently on each VDC won't operate as they would on a real SuperGrafx. (This could affect commercial SuperGrafx games, but AFAIK they keep the VDC timings the same). NOTE: Setting "pce.forcesgx" to 1 is still not recommended, the preferred way of forcing a game/demo to enable SuperGrafx emulation is by giving it a file extension of "sgx".

 

PCE: Arcade Card RAM is now initialized to 0 on allocation(it was erroneously being left uninitialized before).

 

PCE: Added Arcade Card RAM to the memory editor in the debugger.

 

PCE: Fixed the BRAM initialization(it was wrong, and generated from when Mednafen erroneously emulated 8KiB of BRAM). Fixes lockups in "Sorcerian". Note that if you have any existing save states or battery-backed RAM files for "Sorcerian" in "sav" or "mcs" under Mednafen's base directory from when you attempted to run "Sorcerian", you will need to delete them for this fix to have any effect.

 

PCE: Reduced the mirroring address space range of the Arcade Card register mapping in HuC6280 banks 0x40-0x43. It was mirrored throughout 0x40-0x4F, now it's only mirrored at 0x40-0x47. It may not be mirrored at all with a real Arcade Card, tests need to be performed! Fixes a crashing bug in "Linda Cubed" early into gameplay.

 

WonderSwan: Fixed a bug that made it impossible to push a direction on one D-pad while the opposing direction was being pressed on the other D-pad.

>> Get it HERE.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...