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[SEGA] DGEN 1.32

[1] @ !!! Czwartek, 14 Lutego 2013 00:19 CET [14-02-2013 00:19 CET]

[SEGA] DGEN 1.32

DGEN - emulator konosli SEGA MEGADRIVE w końcu dorobił się portu pod okienka - do pobrania wersja x32 i x64. Emulator w wersji pierwotnej powstał z myślą o linuksie, stąd należy się spodziewać typowo linuksowego podejścia do tematu. W zamian DGEN posiada całkiem miłe filtrowanie ekranu, możliwość używania kodów GameGenie i przyjemność tworzenia własnych plików konfiguracyjnych;)

Features

  • Game Genie/Hex codes support
  • PAL/NTSC, fullscreen modes
  • Joypad / joystick support
  • OpenGL textured video output
  • Portable (64‐bit, endian safe), runs in Windows using MinGW
  • Screenshots, demos recording and playback
  • Musashi and StarScream (x86‐only) CPU cores
  • CZ80 and MZ80 (generic and x86‐only versions)
  • 16‐bit, 8000 to 48000Hz sound output
  • Support for 8, 15, 16, 24 and 32 bpp modes
  • Archived/compressed ROMs support
  • M68K debugger (contributed by Edd Barrett)
  • hqx and scale2x scaling filters

DGEN v1.32 <- v1.31

  • Debugger: the displayed instruction after hitting a breakpoint was wrong, this is now fixed.
  • Debugger: the disassembler doesn't assume instructions have a fixed size anymore.
  • Debugger: fixed breakpoints support.
  • Debugger: implemented the ability to step over multiple instructions.
  • Debugger: implemented set(b|w|l|r) comands to read/write memory and registers.
  • Debugger: added M68K instructions counter (can be displayed with the "reg" command).
  • Debugger: added M68K instructions tracing to display instructions while they are executed.
  • Debugger: other miscellaneous fixes (such as reverse-i-search flickering in linenoise).
  • Fixed 6-button emulation that wasn't working correctly.
  • OpenGL: enabled byte-swapping by default for 32-bit textures on big endian machines so users don't have to use bool_swab.
  • Fixed a crash (infinite loop) while exiting.
  •  * Imported Cyclone 68000 0.099, a highly optimized M68K core written in pure
  •    ARM assembly. It is much faster than Musashi, especially on low-spec machines such as the Raspberry Pi.
  •  * Imported DrZ80, a Z80 core also written in pure ARM assembly (from PicoDrive). A tiny bit faster than CZ80.
  •  * Fixed various crashes with Cyclone 68000 and DrZ80 which tend to choke on invalid code.
  •  * Cyclone 68000 and DrZ80 are now the default CPU emulators on ARM-based machines.
  •  * Fixed remaining CPU core switching bugs.
  •  * Implemented MJazz, a feature present in the original Win32 version of DGen.
  •    Enabling bool_mjazz initializes three FM chips instead of one. Each additional chip runs at twice the rate of the previous one, causing the  MJazz sound effect.
  •  * Added autogen.sh to make everyone happier.
  •  * Updated Musashi to version 3.31. This new version fixes many games.
  •  * Made DGen/SDL more responsive on slow machines by checking input events after each dropped frame.
  •  * Double-buffering can now be disabled, useful on slow machines (bool_doublebuffer).
  •  * Added an optional separate thread (bool_screen_thread) for displaying  frames. Only useful on slower machines where flipping video buffers takes time, especially when V-sync is enabled and doing so blocks DGen/SDL until the next frame without consuming CPU time (such as the case of Dispmanx on the Raspberry Pi when bool_doublebuffer is also enabled).
  •  * Optimized Musashi to access memory regions directly without going through callbacks. This idea was taken from Genesis Plus GX. Although not as fast as Cyclone 68000 on ARM, it is noticeably faster than before.
  •  * VDP: implemented VDP interrupts properly.
  •  * VDP: added the ability to switch VDP planes on and off (bool_vdp_hide_plane_a, bool_vdp_hide_plane_b, bool_vdp_hide_plane_w, bool_vdp_hide_sprites).
  •  * VDP: improved sprites priority bit handling to fix sprites glitches in a lot of games (Streets of Rage among others). This unfortunately makes emulation slower.
  •  * VDP: implemented sprites limitations (per-line, per-frame, dot overflow), and enhanced masking (DGen/SDL now passes Nemesis' sprite masking test ROM).
  •  * VDP: implemented sprites boxing, the ability to draw boxes around sprites for debugging purposes.
  •  * VDP: implemented 2-cell vertical column scrolling mode. This fixes video glitches in several games (i.e. Psycho Pinball, Gunstar Heroes, Sonic 3).
  •  * VDP: optimized tiles blitting (but it's hard to notice).
  •  * VDP: implemented sprite overflow and collision bits.
  •  * VDP: forced data offset from the name table to wrap at 8K to fix video glitches in some games games (such as Dragon Slayer I & II).
  •  * Updated StarScream to version 0.26d (was previously 0.26a).
  •  * Joysticks support has been reworked. They are now managed like the keyboard, with similar names in the configuration file (joy_* instead of key_*). Because of this, some configuration variables have been removed and no longer work in DGen/SDL 1.32. Configuration files must be updated manually.
  •  * Implemented the ability to bind/unbind keys and joystick/joypad buttons to arbitrary commands using bind_* variables. This replaces the similar feature that only worked with joystick buttons.
  •  * "calibrate_js" has been renamed "calibrate" and now works with both keyboard and joystick events. Makes controllers configuration straightforward.
  • Implemented "bool_buttons" to display each pressed button in the status bar. Helpful when configuring buttons manually.
  • Documentation: updated manual pages for all of the above.
  • Documentation: more files have been converted to Doxygen.
  • Screenshot files names are now prefixed with the ROM name so they are easier to find.
  • Emulation bugfixes (code/address register cleared when writing a VDPregister, randomization of unused BUSREQ bits, VDP reset).
  • Miscellaneous bugfixes (libarchive detection during configure, forced  flushing of debugger output, autoconf fixes, missed video resize eventsduring init).
wstecz14/02/2013 00:19
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