Fix Toca/DTM and others (culling) on Mali again ([#16645])
[*]Fix line rendering bugs in the homebrew Tempest clone Webfest ([#16656])
[*]Assorted cleanup and bugfixes ([#16673], [#16662], [#16655], [#16644], [#16636], [#16639] etc)
Shell:
Changes:
- FLTK: Update to latest lodepng
- FLTK: Use NST prefix for data directories in build (cpasjuste)
Fixes:
- FLTK: Better frame timing on non-60Hz screens
- win32: Fix minor code problems (mjunix)
Core:
Additions:
- Add support for Unlicensed MMC3 boards with PRG ROM over 512K
- Add support for Mapper 258 (UNL-158B)
- Add support for Mapper 400 (UNL-RET-X7-GBL)
Changes:
- Remove options for 8-bit audio and sample rates below 44100Hz
- Improve heuristics for VRC2/4 boards
Fixes:
- Fix IPS patching in cases where patches overlap ROM region boundaries
- Improve handling of fast...
Changelog:Supermodel emulates Sega's Model 3 arcade platform, allowing you to relive state-of-the-art 3D arcade gaming as it existed from 1996 through 1999. It uses OpenGL, SDL2, and can run on Windows, Linux, and macOS. It also supports network play on low-latency network connections.
What's new:
- Added -devmode as a command line option. Don't get too excited, this isn't opening up full developer build functionality just yet. (and the option will be auto-enabled in proper developer builds) It does enable a developer menu, though, and some additional developer-oriented key binds.
- Added a "Local EEPROM" option to the new developer menu at CJ Reboot's request.
- Added a "Save Window Position" option to the new developer menu at CJ Reboot's request.
- Added an "Always on Top" option to the new developer menu at CJ Reboot's request.
- Added a new set of developer input binds, which are only accessible when using -devmode. Most of these new binds were added at...
User Interface
- Debugger: set per-processor trace history depth [invertego]
- Debugger: store 64-bit addresses in trace history [invertego]
- Debugger: use a hashset to track visisted addresses [invertego]
- Move Audio Driver settings onto a new line, to prevent large device names overflowing the container [LukeUsher]
- Implement 'Reload Current Game' hotkey/menu option [LukeUsher]
- Controllers: bind analog inputs only on motion away from center...
409MB RAM was freed from carveouts and was given to CMA so everything can easily use it with mmap
[*]Joycon/Procon driver
Added support for Sio (Switch Lite gamepad)
Improved HD Rumble and fix it once and for all
Improved and reorder init sequence
Improved high speed uart stability
Fixed hangs when using hd rumble
Changed Procon D-Pad from HAT to actual D-Pad
Fixed HORI analog stick limits
[*]WiFi & Bluetooth
Fully unlocked almost all WiFi channels,1-13 for 2.4GHz and 34-165 for 5GHz. 14/144 disabled).
Many 5Ghz channels will only be used if there's an existing AP (radar detection), for regulation reasons.
Fixed Bluetooth SCO mode (HSP/HFP). It now properly transmits audio instead of static
Significantly improved signal on both WiFi 2.4GHz and Bluetooth since default is now USB2
(USB3 can be enabled back via ini config)...
Full compatibility.
BigPEmu can run every game in the Jaguar's retail cartridge library.
Fast.
The emulator runs the entire retail library (with default settings) at full speed on almost any x64-capable processor. Every Jaguar processor runs on a single native core (maintaining deterministic emulation) and doesn't rely on any dynamic recompilation (maintaining console compatibility), all the while maintaining extremely low system requirements.
Accurate.
It's the most accurate Jaguar emulator to-date, although there is still lots of room for improvement. I'm continually working toward achieving system-wide cycle-accurate timing.
Better than hardware.
Although the emulator defaults to settings which are catered toward compatibility and accuracy, it's...
(NOTE: 1.14.1, released on December 20, fixes a black screen bug on older Android devices, plus some other odds and ends)
Updated Newtonsoft.Json to v.13.0.2
On perconfig fixed a problem with doubled quoted string
Better management of errors on failure extraction for compressed archive
In Cheat manager if the error 403 appear, MedGuiR try to connect again one time to gamehacking.org server
Unrecognized games will be named as original file name (thx Cyber Akuma for report the bug)
Fixed a bug with multiple entries for the same game with multi bin file (thx Cyber Akuma for report the bug)
Added sound device selector
Improved and fixed scan detection on PSX and Saturn games
Fixed error message for ST-V games on 32 bit OS
Added no$psx bios v2.1 hash to the supported psx bios
Fixed a regression on last MedGuiR release on multiple entries for bin file and undetected cd based games
- Don't prevent GetlocL after CDROM Init;
- Update sync interval on MakeCurrent() with OpenGLHostDisplay;
- Fixed broken missing-SBI detection;
- Don't unconditionally apply TTY enable patch;
- Remove sleep logging[/URL] in HostDisplay functions;
- Improved Timer SleepUntil();
- Allow using input button to clear bindings in FullscreenUI;
- Ensure Android source is always enabled in InputManager;
- Various fixes for the postprocessing controls in the fullscreen GUI;
- Added variable-sized EEPROM support, thanks to Reboot for providing some test cases. 512 byte and 2KB EEPROM settings are picked up from the MRQ file if it exists, otherwise any number of EEPROM address bits can be specified via the -eeprombits command line option.
- Added JaguarGD bank switching support.
- Fix for exception-handled M68K reads in unmapped address space.
- Fix for Blitter not correctly wrapping cyan/red on add when ADDDSEL is set, thanks to ScatoLOGIC for reporting the BattleSphere bug which led to this fix.
- Fix for Blitter not starting on the correct bit when block width is less than pixel size and phrase mode is not enabled, thanks to ScatoLOGIC for reporting the BattleSphere bug which led to this fix.
- Going in for a major surgery...
- Add savestate checkpoints to verify that MEASURE and WRITE match;
- OpenXR HUD support for even more games;
- Reserve some space in the checkpoints vector;
- Add a NOOP state to reduce logspam after error;
- Better handling infnan fog coefficients in softgpu;
- Cull verts outside post-viewport Z in softgpu;
- Optimize out texture proj for UVs;
- Handle infnan fog coefficients better;
- Fix wrong vreinterpret neon intrinsic usage
Full compatibility.
BigPEmu can run every game in the Jaguar's retail cartridge library.
Fast.
The emulator runs the entire retail library (with default settings) at full speed on almost any x64-capable processor. Every Jaguar processor runs on a single native core (maintaining deterministic emulation) and doesn't rely on any dynamic recompilation (maintaining console compatibility), all the while maintaining extremely low system requirements.
Accurate.
It's the most accurate Jaguar emulator to-date, although there is still lots of room for improvement. I'm continually working toward achieving system-wide cycle-accurate timing.
Better than hardware.
Although the emulator defaults to settings which are catered toward compatibility and accuracy, it's capable of...