# Fixed stereo output being reversed. # Fixed a bug causing misaligned errors on 8bit writes to the gbc audio channel 3 wave data (fixes various Super Robot Wars games) # Fixed DMA with garbage in their upper 4 bits (fixes a crash in Zelda: Minish Cap) # Added double buffering to the rendering, removes line artifacts. Big thanks to Brunni for the idea. # Fixed a bug preventing some SRAM based games from saving (fixes MMBN4-6) # Fixed a bug causing part of EWRAM to potentially get corrupted if code segments loaded in EWRAM cross 32KB boundaries (fixes Phantasy Star 2) # Fixed a bug causing games using movs pc in user mode (very bad behavior) to crash. Fixes Colin McRae Rally 2.0. # Improved timing a bit more. Fixes GTA Advance. # Fixed a sprite clipping bug (fixes crash in third boss of Zelda: Minish cap) # Increased translation buffer size significantly (fixes Donkey Kong: King of Swing) # Fixed a dynarec bug causing add pc, reg to not work in Thumb code (fixes crash in DBZ:LoZ, seems to fix crashes in battle in Golden Sun, probably fixes other games) # Made sprites using tiles < 512 not display in modes 3-5 (fixes a couple minor graphical bugs) # Removed abort on instruction 0x00000000 hack, was breaking a certain bugged up game (Scurge) # Fixed bug in flags generating variable logical shifts (fixes SD Gundam Force) # Fixed unaligned 16bit reads (fixes DBZ:LoZ in game) # Redid contiguous block flag modification checking AGAIN and hopefully got it right this time (fixes Mario vs. Donkey Kong) # Redid ldm/stm instructions, fixing some cases (along with the timing improvements fixes Mario & Luigi) # Fixed 14bit EEPROM addressing (hopefully fixes saving in a lot of games) # Completely redid memory handlers, accurately emulates open and BIOS reads now. Fixes Zelda: Minish Cap (roll bug, last dungeon), Rayman, MMBN 1 (last dungeon), probably others. # Fixed a minor graphical glitch on the edges of the screen (thanks Brunni and hlide for the help!) # Fixed crash on loading savestates from files of games not currently loaded, but be sure you have the exact file you loaded it from or gpSP will exit. @ New memory handlers should provide performance boost for games that access VRAM significantly (ie 3D games) @ Added dead flag elimination checking for logical shifts, probably doesn't make a noticeable difference but should have been there anyway. + Added rapidfire to the button mappings. + Added auto frameskip. Removed fractional frameskip (don't think it's very useful with auto anyway). Select auto in the graphics/ sound menu to activate it; frameskip value will act as the maximum (auto is by default on). Thanks again to Brunni for some help with this. Frameskip options are game specific. + Added vsync to the rendering. Only occurs when frames aren't skipped. Seems to reduce tearing at least some of the time. + Added non-filtered video option. + Cheat support (Gameshark/Pro Action Replay v1-v3 only), still in early stages, doesn't support everything; codes may cause the game to crash, haven't determined yet if the codes are bad or the implementation is. See cheat section for more information. + Added ability to change audio buffer size. Does not take affect until you restart the game. + Added analog config options. + Added ability to set analog sensitivity and turn off analog. + Added ability to change the clock speed. This is a game specific option. Try lower speeds w/auto frameskip to save battery life. + Fixed savestate speed on crappy Sony sticks.
Hay que registrarse, y yo estoy falta de ganas, tiempo y necesidad. Así que quien quiera probarlo que lo haga ahora
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La siguiente falta de este tipo que cometas, serás baneado.
lokojose
MegaAdicto!!!
4.429 mensajes desde jun 2004 en ubeda
Editado 1 vez. Última: 29/07/2007 - 12:13:02 por Deen0X.