Phoenix

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#contents *公式サイト http://www.arts-union.ru/node/23 **Android版 https://play.google.com/store/apps/details?id=ru.vastness.altmer.real3doplayer *概要  FreeDOをベースにバグ修正されたエミュレータで市販ソフトが動作する。  メニューがすべてロシア語のキリル文字。  Windows版、Linux版、Android版がある。  Compatibility 3DO : 100%!  Compatibility of the ColecoVision : ~ 98%.  Compatibility of the Sega the Master the System : ~ 99%. *推奨環境  pixel shader 2.0、1.6GHz以上のCPU *更新履歴 Google翻訳にてロシア語から英語に翻訳 Version 2.8: Highly refined emulation SMS (99% compatibility) Optimized original software renderer 3DO Improved MARIA mode CEL-Engine (D, Samurai Shawdow, ...?) Fixed an order of operations over the second source in the pixel processor 3DO (Crash'n'Burn) Fixed loading workers CEL registers (Wiked 18 other golf) Option drawing CCB-list at the end of the allotted time (helps in Phoenix 3) A more accurate picture peg to Scanline in 3DO Fixed interception SPORT in the hardware renderer 3DO (BC Racers) Implemented a more efficient multi-threading for CEL Improved accounting CEL-Engine cycles (for Jurasic Park, select "100% + is the frame") AngelScript updated to the latest version, the standard scaler textures improved, but requires optimization Generate a list of compatibility on the basis of the annotation Reduced latency management In the context of the library menu allows you to massively delete duplicates Call for abstracts editor Ctrl + A (in the screenshot will be automatically inserted into the game) Locked logging (left only in the debug build, as affect performance on slower machines) Added the option of accelerated emulation (for the test run, so you can evaluate the performance of your system in terms of emulation) Fixed a memory access error in the memory mapping structures (could cause a random crash when 3DO emulation and debug all platforms) Mass undetected removal of dumps from the list ZEXALL test runs without errors (possibly corrected all errors Z80 emulation) Fixed an error in weight due TMS9918A VDPTEST (left some timings for HClock, but judging by the testing, no matter what they do not affect) 3D games through SMS displayed frame Made mapper for Pack 4 All Actions Support rooms and SG-1000 Sega Game Gear within SMS Implemented Korean mappers SMS Added support for SMS-dump up to 4 megabytes Emulating the Start button in the SMS (yes, I forgot the whole button! =) The SMS added support Codemasters mapper and mapper without page register Added option to bypass restrictions on TMS9918A rendering sprites Support modes 224 and 240 lines, as well as scan for PAL SMS Formed games base to bind to the mapper to SMS Mass of small changes Version 2.7: emulating ARM Processor Optimization (decreased requirements for emulation 3DO) Fixed a crash when using the emulator 3DO-DSP in a separate thread Added autosave and resave in the top slot to F4 Fixed bug emulation Z80 (instruction halt, earned many games ColecoVision) Fixed 2 TMS99XXA mode (graphical errors corrected in a number of ColecoVision games) Improved input settings (now you can play together in the arms of interactive shooting ranges) Added preliminary support for Sega Master System (terribly buggy 99% do not work =) Many minor fixes Version 2.6: Added emulation of consoles ColecoVision Videos passes (you can boot from the frame rewrite the record end - rewind and continue recording) Setting the video compression is done through the period of the keyframe (more often - the more space is required) Fixed a bug in kvikseyvah leads to incorrect determination of 3DO-disk size after recovery Redesigned main application cycle (should improve the synchronization of audio and video series) Improved sight (sight on the game screen, instead of the cursor, and for the sights from the input setting is disabled skipping frames) Expansion of the background color beyond the frame (can be disabled) Curbs according sweep (can be disabled) Version 2.5: Involved AngleScript for texture filtering (you can make your own filters) Added logging of errors for scripts and shaders (near samismi scripts will appear LOG-files) Settings are made more intuitive, non-active elements are blocked Now you can customize the interface style (skin folder, remove it, if you do not like it) Added support for the emulator interface transfers (file translation.xml) Setting the emulated CD-drive speed Checks for OpenGL (if falls emulator at startup - watch opengl.log) Setting per cent is accounted for traffic CEL-Engine in the quota of time Improved auto-commit axes when setting the joystick Fixed addition management (now possible to easily assign multiple controls on the console control, and vice versa) Removed binding assignable keyboard keys to the current layout (in some cases, management may need to reconfigure) Fixed loading saves with disabled optional rumami Update content when resizing windows and other events of context damage Interrupt Handling during operation CEL-Engine Many improvements to the debugger, which will further improve the emulator (debug version) Made reversinzhenerig gun and its support is implemented protocol (including machines with games) Made reversinzhenerig protocol service fee OrbAtak and implemented its support Made reversinzhenerig Flightstick Pro protocol Added the option of hiding the cursor in full screen mode Version 2.4: Multithreading (DSP and CEL in separate threads) Fixed a graphical bug in Alone in the Dark II A large-scale code optimization Added random seed for Random Shaders are now available for editing - you can mock picture =) Version 2.3.4: Fixed work with files in Unicode (Windows) Fixed problem with compressed images (Linux) Version 2.3.1: Fixed record attributes in the XML-configuration file Version 2.3: Support for images with exotic sector size (2353, 2368, 2448, 2449, etc.) Copy to Clipboard information about the selected titles (+ layout control information) Check the original signatures for integrity monitoring images 64-bit assembly It changes the composition of the subsidiary libraries to be less dependent on Qt Caching in the CD-ROM drive (not stutters Sailor Moon) Shortcuts in Full Screen mode Fixed pixel processor (palette Crash'n'Burn) Version 2.2: Fixed record is in the original frame rendering software Prohibited tessellation kvadropoligonov mono color (add speed in the same Wolfe) Fixed a bug with loading saves (no longer necessary to rename the exchange saves) Integrated converter for images of curves Highlighting contours textures (debug version) Implemented dostur to map graphics (debug version) Deleted LibJIT (buggy and prevents porting later compensate static patterns) Undo / Redo and tracking conversions in the debugger (debug version) The mass memory dump and resources (debug version) Image operations are performed as a background task Scaling CEL (the similarity 2xSAI) Version 2.1: The ability to set the frequency multiplier ARM Incrementing the position corrected in the original rendering software Fixed PBUS Added support exploding textures (only software rendering) Adjusted comparison shots in VDLP Added traffic profiling CLIO A more accurate calculation cycles ARM (ceased to rattle videos in WC3, and perhaps in other games) Improved noise generator (hang Daedalus Encounter) Version 2.0: Separate settings for dynamic recompilation ARM and PPROC Protection against accidental deletion of annotations Automatic snap axis joysticks Fixed DMA-Channels Fixed the random number generator Refined interrupt XBUS Exhibited the correct order of the stereo channels by default Restored support font ROM Annotations are changed after the current element in the collection Version 1.9: Restored Crash'n'Burn Fixed race thread Improved texture mapping with respect to the memory (texture RAM size of most console led to crash when hardware rendering) Remove restrictions on the size of the list draw Fixed interrupt XBUS Annotations Editor Fixed a bug in the hardware renderer by SPORT (falling Alone in the dark) Added memory bus load records from the CEL-Engine Fictitious FPS added to the profiler Version 1.8: Fixed static tools (error with the flag of the transfer) An refactoring Added the ability to search the list of dumps Optimization of constant calculations in recompiler ARM Fixed a reset CPU Adjusted emulation CD-ROM for the future support of Audio-CD or Play-sheet Picked up a white noise generator Added annotations editor Version 1.7: Optimized Triangulation quad texture Control aspect ratio of the screen in the hardware rendering mode Added zoom feature Restored Crush'n'Burn Texture caching LR-Cel non bitmaps Fixed duplication when adding images to the "#" symbol in the title Changes in the library dumps: the status bar shows the checksums and the real size, duplicates are highlighted, you can delete the dumps with the file The DSP recompile two new tools Dynamic recompilation Version 1.6.3: Full support chip Anvil Implemented support for PAL consoles and custom screen resolutions (for launch in PAL mode needs an appropriate system BIOS) Optimized generation and loading textures Version 1.6: Optional bitmap optimization shipments (adds speed Virtuoso, ShockWawe 2 and other games due to a small loss of accuracy) Monitoring palette VDLP (in game Casper figures were dark-savers instead of gradually appear and disappear) SPORT Rewrote implementation in hardware rendering for better compatibility Fixed clipping (glitch with the panel in Return Fire in the hardware rendering) Adjusted for working with the list of CCB (background Samurai Shodown) Changed cycle DSP to avoid deadlocks with endless tools (As for Sailor Moon) The DSP-decompiler tool adds support for multiple entry points (improves performance) Fixed decompilation conditional jumps in DSP-tools (heals scratches at the start of video) Refactor code emulator core classes Version 1.5: Change active dumps by changing the current archive preserving and maintaining the current game An issue of backward compatibility and load the saved state when juggling supply Disassembler Command list VDLP Fixed DSP-decompilation tools in local procedure call commands Implemented hardware rendering (to control texture filtering has a setting - auto, forced to turn on or off, the resolution of the hardware renderer is adjusted scale factor FBO) Fixed size bitmaps decoder (DinoPark Tycoon) Profiler added to the Control Panel and is divided into two parts - general and the extended Version 1.4: Introduced video modes (for this 3DO: 320x240 - for weak machines, 640x480 - is more correct, especially when mixing different frames) Written shader for rendering software interpolation (acts like 2xSAI and other filters to improve resolution) Framed tab video settings (all settings are transferred to the image) Added option to display an image without filtering (good old pixels) Fixed a bug with the measures in the DSP (zavisonam led to hex in specific areas and possibly some other problems) Static recompilation DSP-tools (significantly reduced requirements for emulation) The profiler added information about current DSP-tools Dobavlno sound settings menu Enter 3 emulation DSP (fast (statically recompiled tools), and normal instruction cycle (the slowest and most accurate)) Disassembler memory DSP Version 1.3: The system display Unicode fonts (for subtitles and other messages over the screen) Integrated profiler The new software to render caching (50-200% smarter than the old one, but DOOM 50% slower - in this game software rendering to texture, and therefore they are constantly rekeshiruyutsya) Control aspect ratio of the screen Fixed auto-update position sprites when rendering fonts Fixed handling of CCB-list Fixed loading PIP-words in the table PLUT Version 1.2: Improved mouse support It has a function to save and load states (delta encoding saves for further implementation of the debugger functions reverse step in the instructions) Resource Manager now supports navigating the file system ROMs The manager added a new type of BIOS (FMV - video BIOS module for 3DO, while you can only delve into its contents) Ability to take screenshots Full screen mode Version 1.1: Added support for image compression (integrated data logger) Improved support for joysticks (analog input) Added support for the mouse (not tested) Version 1.0: New frontend New core architecture emulator Integrated Resource Manager Temporarily do not support hardware rendering Version 0.8.6: Fixed Lost Iden Minor changes in the registers CLIO Added profiling cycle emulation (possible to learn - some emulation subsystem consumes the greatest amount of resources) Changes in DSP (should pay attention to the sound - I'm not entirely sure of the changes) Added the ability to dump code and DSP (menu Debug) Version 0.8.5: Fixed custom error refresh in the optimized software rendering Fixed a bug with palette in Lucienne's Quest Improved interception SPORT (hle) Fixed-version Crush'n'Burn Version 0.8.4: Added control of the proportions of the screen in the hardware rendering Fixed twitching image after optimization otrisoki software (version 0.8.2 and 0.8.3) The window title adds information about the selected game To change the status bar: The status bar is aligned Expanded Format: VTR = percentage of video traffic (the ratio of the transmitted video card to the raster of frame). It is very indicative figure, in most cases it determines the speed of the emulation of a game (less - better). Progressive optimization software output buffer Version 0.8.3: Introduced Election rendering FBO considering modification of their content (extra team 3DO Graphics Folio ignored) Optimization software rendering and interpolator Version 0.8.2: Support for bios Anvil and original dump Japanese 2-megabyte bios Emulation is reduced to a single stream Optimized hardware rendering function Optimized software rendering Fixed interpolation at the edges of the framebuffer Fixed order of scanning lines VDLP Version 0.8.1: Change the way that the joints between the textures Fixed pixel decoder (level health Po'ed) Small fixes pixel processor Version 0.8.0: Corrections emulate ARM, instruction STR Small code optimization ARM emulation Fixed emulation DSP (Killing Time saver and Blade Force) Improved interlocking functions of software and hardware rendering. Optimized cycle emulation Added files display debug messages and kprint Added saving the settings window Version 0.7.9: Fixed delete multiple textures (version 0.7.8 - is falling in a number of games are not recommended for use) The mechanism of monitoring the number of textures with the relevant (is fixed - texture 1024) Version 0.7.8: Added output in the status bar. Format: Rendering mode - SW (software) or HW (hardware) TEX [number of texture RAM] FBO [number of frames, RAM] FPS = frames per second SND = percentage load sound buffer Added dropped frames Fixed color decoding operations SPORT (HLE) Adjusted contrast palette (HLE) Improved Intercept textures Version 0.7.7: Improvements menu (informative, autostart, lock, lock directory) A report on the possibilities of the system user (frontend.log) Error messages from the OpenGL (frontend.log) Controlling the volume scroll wheel mouse Version 0.7.6 (relative to the first beta 0.7.5): Fixed disappearing sprites DOOM Removed the limit on the size of the FBO (* 1024 was 512, affects the resolution of the frame) Improved clipping nelitsevyh faces (in HLE mode) <Emulation project - "Phoenix" Top Licensing party information source> [18+] All rights to published materials belong to these authors, or otherwise to authors site. Distribution and reprinting content on the site without the permission of the copyright holders is prohibited! Powered by Drupal
#contents *公式サイト http://www.arts-union.ru/node/23 **Android版 https://play.google.com/store/apps/details?id=ru.vastness.altmer.real3doplayer *概要  FreeDOをベースにバグ修正されたエミュレータで市販ソフトが動作する。  メニューがすべてロシア語のキリル文字。  Windows版、Linux版、Android版がある。  Compatibility 3DO : 100%?!  Compatibility ColecoVision : ~ 98%.  Sega Master System compatibility : ~ 99%.  Compatibility Atari Jaguar : ~ 95%. *推奨環境  pixel shader 2.0、1.6GHz以上のCPU *更新履歴 Google翻訳にてロシア語から英語に翻訳 Version 2.8.JAG: (Changes concern only Atari Jaguar) Fixes in the object processor (earned by Rebooteroids) Fixed a blitter in the inner loop part (a number of hangs was removed) RISC processors reproduced a hardware error with writing to the flag register (compatibility is improved) Fixed prefetching of commands in DSP Added support for increased horizontal screen resolution The scan is corrected (unnecessary parts of the screen are removed) Alignment adjusted so that Protector SE works Added options for emulating RISC processors in separate streams General optimization performed Version 2.8.J: Not very fast, not very high quality, but emulated by Atari Jaguar! Support for PAL BIOS with disabled RSA in 3DO Conversion (option via File menu) Jaguar ROM without title and incorrect 3DO ISO Profiling access to CD-ROM in 3DO Version 2.8: Highly refined emulation SMS (99% compatibility) Optimized original software renderer 3DO Improved MARIA mode CEL-Engine (D, Samurai Shawdow, ...?) Fixed an order of operations over the second source in the pixel processor 3DO (Crash'n'Burn) Fixed loading workers CEL registers (Wiked 18 other golf) Option drawing CCB-list at the end of the allotted time (helps in Phoenix 3) A more accurate picture peg to Scanline in 3DO Fixed interception SPORT in the hardware renderer 3DO (BC Racers) Implemented a more efficient multi-threading for CEL Improved accounting CEL-Engine cycles (for Jurasic Park, select "100% + is the frame") AngelScript updated to the latest version, the standard scaler textures improved, but requires optimization Generate a list of compatibility on the basis of the annotation Reduced latency management In the context of the library menu allows you to massively delete duplicates Call for abstracts editor Ctrl + A (in the screenshot will be automatically inserted into the game) Locked logging (left only in the debug build, as affect performance on slower machines) Added the option of accelerated emulation (for the test run, so you can evaluate the performance of your system in terms of emulation) Fixed a memory access error in the memory mapping structures (could cause a random crash when 3DO emulation and debug all platforms) Mass undetected removal of dumps from the list ZEXALL test runs without errors (possibly corrected all errors Z80 emulation) Fixed an error in weight due TMS9918A VDPTEST (left some timings for HClock, but judging by the testing, no matter what they do not affect) 3D games through SMS displayed frame Made mapper for Pack 4 All Actions Support rooms and SG-1000 Sega Game Gear within SMS Implemented Korean mappers SMS Added support for SMS-dump up to 4 megabytes Emulating the Start button in the SMS (yes, I forgot the whole button! =) The SMS added support Codemasters mapper and mapper without page register Added option to bypass restrictions on TMS9918A rendering sprites Support modes 224 and 240 lines, as well as scan for PAL SMS Formed games base to bind to the mapper to SMS Mass of small changes Version 2.7: emulating ARM Processor Optimization (decreased requirements for emulation 3DO) Fixed a crash when using the emulator 3DO-DSP in a separate thread Added autosave and resave in the top slot to F4 Fixed bug emulation Z80 (instruction halt, earned many games ColecoVision) Fixed 2 TMS99XXA mode (graphical errors corrected in a number of ColecoVision games) Improved input settings (now you can play together in the arms of interactive shooting ranges) Added preliminary support for Sega Master System (terribly buggy 99% do not work =) Many minor fixes Version 2.6: Added emulation of consoles ColecoVision Videos passes (you can boot from the frame rewrite the record end - rewind and continue recording) Setting the video compression is done through the period of the keyframe (more often - the more space is required) Fixed a bug in kvikseyvah leads to incorrect determination of 3DO-disk size after recovery Redesigned main application cycle (should improve the synchronization of audio and video series) Improved sight (sight on the game screen, instead of the cursor, and for the sights from the input setting is disabled skipping frames) Expansion of the background color beyond the frame (can be disabled) Curbs according sweep (can be disabled) Version 2.5: Involved AngleScript for texture filtering (you can make your own filters) Added logging of errors for scripts and shaders (near samismi scripts will appear LOG-files) Settings are made more intuitive, non-active elements are blocked Now you can customize the interface style (skin folder, remove it, if you do not like it) Added support for the emulator interface transfers (file translation.xml) Setting the emulated CD-drive speed Checks for OpenGL (if falls emulator at startup - watch opengl.log) Setting per cent is accounted for traffic CEL-Engine in the quota of time Improved auto-commit axes when setting the joystick Fixed addition management (now possible to easily assign multiple controls on the console control, and vice versa) Removed binding assignable keyboard keys to the current layout (in some cases, management may need to reconfigure) Fixed loading saves with disabled optional rumami Update content when resizing windows and other events of context damage Interrupt Handling during operation CEL-Engine Many improvements to the debugger, which will further improve the emulator (debug version) Made reversinzhenerig gun and its support is implemented protocol (including machines with games) Made reversinzhenerig protocol service fee OrbAtak and implemented its support Made reversinzhenerig Flightstick Pro protocol Added the option of hiding the cursor in full screen mode Version 2.4: Multithreading (DSP and CEL in separate threads) Fixed a graphical bug in Alone in the Dark II A large-scale code optimization Added random seed for Random Shaders are now available for editing - you can mock picture =) Version 2.3.4: Fixed work with files in Unicode (Windows) Fixed problem with compressed images (Linux) Version 2.3.1: Fixed record attributes in the XML-configuration file Version 2.3: Support for images with exotic sector size (2353, 2368, 2448, 2449, etc.) Copy to Clipboard information about the selected titles (+ layout control information) Check the original signatures for integrity monitoring images 64-bit assembly It changes the composition of the subsidiary libraries to be less dependent on Qt Caching in the CD-ROM drive (not stutters Sailor Moon) Shortcuts in Full Screen mode Fixed pixel processor (palette Crash'n'Burn) Version 2.2: Fixed record is in the original frame rendering software Prohibited tessellation kvadropoligonov mono color (add speed in the same Wolfe) Fixed a bug with loading saves (no longer necessary to rename the exchange saves) Integrated converter for images of curves Highlighting contours textures (debug version) Implemented dostur to map graphics (debug version) Deleted LibJIT (buggy and prevents porting later compensate static patterns) Undo / Redo and tracking conversions in the debugger (debug version) The mass memory dump and resources (debug version) Image operations are performed as a background task Scaling CEL (the similarity 2xSAI) Version 2.1: The ability to set the frequency multiplier ARM Incrementing the position corrected in the original rendering software Fixed PBUS Added support exploding textures (only software rendering) Adjusted comparison shots in VDLP Added traffic profiling CLIO A more accurate calculation cycles ARM (ceased to rattle videos in WC3, and perhaps in other games) Improved noise generator (hang Daedalus Encounter) Version 2.0: Separate settings for dynamic recompilation ARM and PPROC Protection against accidental deletion of annotations Automatic snap axis joysticks Fixed DMA-Channels Fixed the random number generator Refined interrupt XBUS Exhibited the correct order of the stereo channels by default Restored support font ROM Annotations are changed after the current element in the collection Version 1.9: Restored Crash'n'Burn Fixed race thread Improved texture mapping with respect to the memory (texture RAM size of most console led to crash when hardware rendering) Remove restrictions on the size of the list draw Fixed interrupt XBUS Annotations Editor Fixed a bug in the hardware renderer by SPORT (falling Alone in the dark) Added memory bus load records from the CEL-Engine Fictitious FPS added to the profiler Version 1.8: Fixed static tools (error with the flag of the transfer) An refactoring Added the ability to search the list of dumps Optimization of constant calculations in recompiler ARM Fixed a reset CPU Adjusted emulation CD-ROM for the future support of Audio-CD or Play-sheet Picked up a white noise generator Added annotations editor Version 1.7: Optimized Triangulation quad texture Control aspect ratio of the screen in the hardware rendering mode Added zoom feature Restored Crush'n'Burn Texture caching LR-Cel non bitmaps Fixed duplication when adding images to the "#" symbol in the title Changes in the library dumps: the status bar shows the checksums and the real size, duplicates are highlighted, you can delete the dumps with the file The DSP recompile two new tools Dynamic recompilation Version 1.6.3: Full support chip Anvil Implemented support for PAL consoles and custom screen resolutions (for launch in PAL mode needs an appropriate system BIOS) Optimized generation and loading textures Version 1.6: Optional bitmap optimization shipments (adds speed Virtuoso, ShockWawe 2 and other games due to a small loss of accuracy) Monitoring palette VDLP (in game Casper figures were dark-savers instead of gradually appear and disappear) SPORT Rewrote implementation in hardware rendering for better compatibility Fixed clipping (glitch with the panel in Return Fire in the hardware rendering) Adjusted for working with the list of CCB (background Samurai Shodown) Changed cycle DSP to avoid deadlocks with endless tools (As for Sailor Moon) The DSP-decompiler tool adds support for multiple entry points (improves performance) Fixed decompilation conditional jumps in DSP-tools (heals scratches at the start of video) Refactor code emulator core classes Version 1.5: Change active dumps by changing the current archive preserving and maintaining the current game An issue of backward compatibility and load the saved state when juggling supply Disassembler Command list VDLP Fixed DSP-decompilation tools in local procedure call commands Implemented hardware rendering (to control texture filtering has a setting - auto, forced to turn on or off, the resolution of the hardware renderer is adjusted scale factor FBO) Fixed size bitmaps decoder (DinoPark Tycoon) Profiler added to the Control Panel and is divided into two parts - general and the extended Version 1.4: Introduced video modes (for this 3DO: 320x240 - for weak machines, 640x480 - is more correct, especially when mixing different frames) Written shader for rendering software interpolation (acts like 2xSAI and other filters to improve resolution) Framed tab video settings (all settings are transferred to the image) Added option to display an image without filtering (good old pixels) Fixed a bug with the measures in the DSP (zavisonam led to hex in specific areas and possibly some other problems) Static recompilation DSP-tools (significantly reduced requirements for emulation) The profiler added information about current DSP-tools Dobavlno sound settings menu Enter 3 emulation DSP (fast (statically recompiled tools), and normal instruction cycle (the slowest and most accurate)) Disassembler memory DSP Version 1.3: The system display Unicode fonts (for subtitles and other messages over the screen) Integrated profiler The new software to render caching (50-200% smarter than the old one, but DOOM 50% slower - in this game software rendering to texture, and therefore they are constantly rekeshiruyutsya) Control aspect ratio of the screen Fixed auto-update position sprites when rendering fonts Fixed handling of CCB-list Fixed loading PIP-words in the table PLUT Version 1.2: Improved mouse support It has a function to save and load states (delta encoding saves for further implementation of the debugger functions reverse step in the instructions) Resource Manager now supports navigating the file system ROMs The manager added a new type of BIOS (FMV - video BIOS module for 3DO, while you can only delve into its contents) Ability to take screenshots Full screen mode Version 1.1: Added support for image compression (integrated data logger) Improved support for joysticks (analog input) Added support for the mouse (not tested) Version 1.0: New frontend New core architecture emulator Integrated Resource Manager Temporarily do not support hardware rendering Version 0.8.6: Fixed Lost Iden Minor changes in the registers CLIO Added profiling cycle emulation (possible to learn - some emulation subsystem consumes the greatest amount of resources) Changes in DSP (should pay attention to the sound - I'm not entirely sure of the changes) Added the ability to dump code and DSP (menu Debug) Version 0.8.5: Fixed custom error refresh in the optimized software rendering Fixed a bug with palette in Lucienne's Quest Improved interception SPORT (hle) Fixed-version Crush'n'Burn Version 0.8.4: Added control of the proportions of the screen in the hardware rendering Fixed twitching image after optimization otrisoki software (version 0.8.2 and 0.8.3) The window title adds information about the selected game To change the status bar: The status bar is aligned Expanded Format: VTR = percentage of video traffic (the ratio of the transmitted video card to the raster of frame). It is very indicative figure, in most cases it determines the speed of the emulation of a game (less - better). Progressive optimization software output buffer Version 0.8.3: Introduced Election rendering FBO considering modification of their content (extra team 3DO Graphics Folio ignored) Optimization software rendering and interpolator Version 0.8.2: Support for bios Anvil and original dump Japanese 2-megabyte bios Emulation is reduced to a single stream Optimized hardware rendering function Optimized software rendering Fixed interpolation at the edges of the framebuffer Fixed order of scanning lines VDLP Version 0.8.1: Change the way that the joints between the textures Fixed pixel decoder (level health Po'ed) Small fixes pixel processor Version 0.8.0: Corrections emulate ARM, instruction STR Small code optimization ARM emulation Fixed emulation DSP (Killing Time saver and Blade Force) Improved interlocking functions of software and hardware rendering. Optimized cycle emulation Added files display debug messages and kprint Added saving the settings window Version 0.7.9: Fixed delete multiple textures (version 0.7.8 - is falling in a number of games are not recommended for use) The mechanism of monitoring the number of textures with the relevant (is fixed - texture 1024) Version 0.7.8: Added output in the status bar. Format: Rendering mode - SW (software) or HW (hardware) TEX [number of texture RAM] FBO [number of frames, RAM] FPS = frames per second SND = percentage load sound buffer Added dropped frames Fixed color decoding operations SPORT (HLE) Adjusted contrast palette (HLE) Improved Intercept textures Version 0.7.7: Improvements menu (informative, autostart, lock, lock directory) A report on the possibilities of the system user (frontend.log) Error messages from the OpenGL (frontend.log) Controlling the volume scroll wheel mouse Version 0.7.6 (relative to the first beta 0.7.5): Fixed disappearing sprites DOOM Removed the limit on the size of the FBO (* 1024 was 512, affects the resolution of the frame) Improved clipping nelitsevyh faces (in HLE mode) <Emulation project - "Phoenix" Top Licensing party information source> [18+] All rights to published materials belong to these authors, or otherwise to authors site. Distribution and reprinting content on the site without the permission of the copyright holders is prohibited! Powered by Drupal

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