📄 changes
字号:
thanks to Brad Martin for the information
Sound: Corrected bug in ADSR/GAIN switching; when switching from GAIN
to ADSR, envelope update time was not set based on current ADSR state
Sound: Restructed BRR decoding
Render: Changed the back area color addition hack to actually add to
color 0 instead of replacing it, helps many games
Render: Added support for dual window clipping with OR or AND logic
modes of 8x8-tile backgrounds with no offset change or mosaic
Sound: Corrected sample loop behavior, erroneously changed it in 0.73,
fixes Sidmania
Sound: Added emulation of 4-point pitch-regulated gaussian
interpolation of sample data
Sound: Added emulation of SNES echo effect and its corresponding FIR
filter
0.735 [TRAC]
PPU: Fixed some register corruption issues in VRAM write handlers
PPU: Altered VRAM writes; when VRAM writes are attempted during the
display period, update addresses but do not save data, fixes Mega
Man X status screen glitch
Sound: Modified the envelope update values
Sound: Altered timing of attack rate 15, thanks to Brad Martin for
the correction
Sound: Altered behavior of ADSR envelope decay with the maximum
sustain level, thanks to Brad Martin for the correction
Sound: Altered ADSR/GAIN switching; when switching from GAIN to
ADSR, use the last ADSR state used by the channel since key on,
fixes Mega Man X music looping bug, thanks to Brad Martin for help
with this
Source: Fixed a bug in the makefile where some flags weren't being
properly passed for building the CPU cores
0.73 [TRAC]
Timing: Changed Korea region to South Korea, and its video standard
default to NTSC, fixes Dragon Ball Z - Super Butoden 3 (K), thanks
to MKendora for the information!
Sound: Changed envelope behavior: when voices already on are keyed on,
reset volume to zero, thanks to Brad Martin for setting me straight
on this
Sound: Fixed envelope behavior: no longer allowing envelope mode
changes for voices that are releasing
0.725 [TRAC]
Render: Added support for single window clipping of 8x8-tile
backgrounds with no offset change or mosaic
Timing: Fixed the Final Fantasy 6 timing hack
Render: Fixed a minor bug in offset change screen map address
calculation
Render: Corrected address wrapping for wide and tall screen maps
at the end of VRAM
0.721 [TRAC]
Render: Removed some unused masking code for performance
0.72 [TRAC]
Memory map: Added a hack for Batman: Revenge of the Joker, an odd
ROM with LoROM memory map and ROM info block in the 2nd 32k bank
Memory map: Fixed behavior of command-line options -fi (Force
interleaved) and -fn (Force non-interleaved) on non-split ROMs when
-fl or -fh also used
Memory map: Fixed behavior of command-line options -fl (Force LoROM)
and -fh (Force HiROM)
Timing: Added a hack to eliminate the world map flicker on Final
Fantasy 6 until timing is improved
Source: Cleaned up some parts of the source and altered makefile to
help portability
Sound: Reevaluated and adjusted sample ranges to increase output
volume
GUI: Added options for independently stretching the emulation
display output in the horizontal and vertical directions
Other: Added blitter support for the stretch options in 16-bit
screen modes
Render: Added full mosaic effect to modes 2 and 4, 16x16-tile
backgrounds with offset change
Sound: Re-enabled pitch-modulation
Sound: Changed the BRR sample decoding to a new method based on
information from Brad Martin, helps sounds in several games
(Final Fantasy 6, Chrono Trigger, Mega Man 7, Mega Man X, others)
Render: Improved performance of background rendering in modes 5 and 6
Configuration: Reordered screen modes due to new stretch options
0.706 [TRAC]
65c816: Added support for the inability to acknowledge an IRQ in the
instruction immediately after one that clears the I flag, fixes
Marko's Magic Football, thanks to anomie for information on the
problem
0.705 [TRAC]
65c816: Optimized portions of the main execution loop
SPC700: Optimized portions of the main execution loop, cycle
conversions, and timer calculations
Memory map: Removed the hack for Mega Man X/Rock Man X, it was
mistakenly commented out some time ago, but is no longer needed
Memory map: Added support for ROM mirroring, fixes
Mega Man X/Rock Man X
SRAM: Corrected addressing in 512kbit and 1Mbit SRAMs, fixes
Dezaemon and Thoroughbred Breeder 3
0.702 [TRAC]
Other: Added code to use the FPU or MMX to clear the framebuffer,
and to allow disabling of cache preloading
Config: Added options control usage of FPU/MMX and cache preloading
Source: Fixed a few minor issues which prevented compilation with
NASM 0.98.34
SRAM: Added support for SRAMs larger than 512kbit - unfortunately,
something must be off as nothing requiring it seems to work yet
SRAM: Fixed a serious bug in support for HiROM SRAM larger than 64kbit
Render: Fixed a bug which caused 8x8-tile offset change layers without
mosaic to not display correctly in mode 4
Render: Fixed a bug where tile priority was unlikely to behave
properly in 8x8-tile offset change layers with mosaic
0.701 [TRAC]
Sound: Fixed some issues in GAIN register emulation
Sound: Fixed some issues related to envelope updates
65c816: Fixed a bug in 16-bit ADC/SBC where invalid values could
sometimes be stored in the accumulator, fixes a crash in Terranigma
0.70 [TRAC]
Sound: Fixed a serious bug in ENVX reading, fixes samples being cut
short in Super Offroad: The Baja
Sound: Fixed a serious bug in mixing epilog, fixes freezes in
Terranigma
0.694 [TRAC]
Render: Fixed a bug which caused char 0 repeat outside the screen
area to not work
Render: Added full mosaic effect to modes 2 and 4, 8x8-tile backgrounds
with offset change
0.692 [TRAC]
Render: Fixed a bug in modes 5-6 where screen map selection was
sometimes incorrect when 64-tile screen width was used (fixes
Seiken Densetsu 3 menu screens)
Timing: Fixed a bug where IRQs could be set for non-existant H-timer
positions
Render: Added full mosaic effect to modes 0-4, 16x16-tile backgrounds
without offset change
0.69 [TRAC]
SPC700: Eliminated some self-modifying code
Timing: Fixed an IRQ-related bug in register $2137 (SLHV) (thanks to
SNES'9X)
Render: Added full mosaic effect to mode 7
Render: Added full mosaic effect to modes 0-4, 8x8-tile backgrounds
without offset change
Timing: Changed timing of RDNMI/HVBJOY vblank start closer to NMI
like it was before 0.68 - fixes ActRaiser title
PPU: Eliminated some self-modifying code
PPU: Fixed a bug in VRAM access (fixes some issues on Earthworm Jim 2
copyright screen)
0.68 [TRAC]
Input: Fixed a bug in the input code
GUI: Added the ability to configure shift keys for controllers
Source: Fixed a makefile issue where non-profiling builds were
linked with profiling enabled - it is safe to delete the
gmon.out files that were being produced (thanks to stainless
for reporting)
Render: Overhauled 8x8 tile background plotters
65c816: Fixed several address wrapping bugs
65c816: Optimized 16-bit loads
SPC700: Fixed a bug in POP PSW where the 'direct page' offset was
sometimes incorrectly set, fixes Super Punch-Out!!
SPC700: Various minor bug fixes and optimizations
SPC700: Optimized 16-bit loads
0.666 [TRAC]
Render: Fixed a bug which was causing BG3 high priority tiles to not
be drawn in mode 1 when BG3 highest priority was disabled
Render: Restructured the 16x16 tile background plotters
Render: Added support for offset change in modes 2 and 4,
16x16-tile layers
Render: Fixed a bug in the offset-change elimination speed hack
(was causing it to sometimes disable offset-change despite it
being used)
Render: Corrected address wrapping for the vertical offset table in
mode 2, fixes WWF Wrestlemania Arcade
PPU: Altered background offset register behavior, fixes Theme Park
(thanks to anomie and Matthew Kendora)
Sound: Changed the behavior of the BRR decoding rate for noise-enabled
channels
Render: Fixed an OBJ setup bug for large OBJ partially off the left
edge
GUI: Fixed a bug where the logo wasn't always displayed
Logo: Thanks to stainless for providing a new logo!
0.665 [TRAC]
Render: Corrected OBJ range limitations (thanks to anomie and Neviksti)
Render: Removed BG3 highest priority from mode 0 since it doesn't
actually exist (thanks to anomie)
Render: Readded mode 7 rendering for the sub-screen
SPC700/APU skipper: Added APUI00-APUI03 port mirroring
0.662 [TRAC]
Render: Corrected mode 7 EXTBG (priority-per-pixel) emulation
(thanks to anomie and Neviksti)
PPU: Corrected OAM register emulation (thanks to anomie and Neviksti)
0.66 [TRAC]
Sound: Fixed sound DSP key-on behavior
Sound: Fixed a memory leak when sound was disabled
Sound: Fixed crashes when switching sample sizes
Sound: Fixed some issues with 8-bit sound
Sound: Overhauled portions of the mixing code
Render: Enabled some portions of the tile cache code which should have
been already
Source: Overhauled the makefile
Source: Reorganized background rendering code
Render: Added support for offset change in mode 4, 8x8-tile layers
Render: Added code to eliminate emulation of offset-change when it
is unused
0.653 [TRAC]
Sound: Fixed sound<>SPC timing speed, the conditional-compile directive
was placed a few lines too late
0.652 [TRAC]
Sound: Fixed a sound DSP behavior issue - DSP address bit 7 is
significant (was ignored since 0.625), fixes Donkey Kong Country
series, others
0.651 [TRAC]
Render: Fixed a few cases where a segment register was not properly
restored
Render: Cache-related optimizations in mode 7
0.65 [TRAC]
65c816: Optimizations in flag handling and memory access
SPC700: Optimizations in memory access
Render: Altered method of decoding 4- and 8-bitplane tiles
Render: Altered method of clearing framebuffer
0.641 [TRAC]
Source: Removed some debugging code that was no longer needed
Source: Removed errors and warnings when compiling under GCC 3
0.64 [TRAC]
Render: Simplified/reoptimized mode 7 rendering
Render: Corrected depth of low priority sprites in mode 7
Timing: Fixed a bug which caused some events to occur one instruction
too late
Render: Overhauled sprite limitations and priority rotation,
fixes Final Fantasy: Mystic Quest, perhaps others
SPC700: Optimizations in flag handling
0.63 [TRAC]
Render: Reimplemented priority-per-pixel in mode 7
Render: Fixed a bug that caused some calculations to be done too
often in mode 7
0.625 [TRAC]
Sound: Removed some debugging code that was breaking Secret of
Evermore
Sound: Altered some of the envelope update timings
Render: Fixed a mode 7 off-by-one-line bug
0.62 [TRAC]
Sound: Fixed severe slowdown when sustain was set to infinite
Sound: Fixed severe slowdown with noise
65c816: Fixed a crash bug related to WAI instruction
Render: Fixed a bug where sprites were not recomputed when highest
priority sprite was changed (fixes star sprite test in test ROM)
Timing: Changed first non-vblank scanline to 0
0.61 [TRAC]
Frameskip: Fixed two bugs in the speed-throttle code: one when speed
limiter was disabled (min frameskip > 0), one when fast-forward was
used
Render: Added code to eliminate emulation of unneeded priorities
Render: Reoptimized and overhauled the general structure of mode 2
offset change emulation
Render: Fixed a bug in mode 7 outside-screen-area clip mode
GUI: Fixed the behavior of the FPS counter for FPS > 99
GUI: Added a 'rendering break' counter - tells how many times the
delayed renderer is forced to synchronize rendering in the last frame
GUI: Modified the keyboard handling to solve stability issues caused
by a problem in the DJGPP/Allegro code - GUI is again enabled by
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