› Foros › Retro y descatalogado › Arcade y emulación
SirAzraelGrotesque escribió:DJ Deu escribió:SirAzraelGrotesque escribió:Chic@s, ¿existe alguna manera de poner bezels a todas las roms (arcade, de consolas y ordenadores/scumvm/DosBox) automáticamente? Porque tener que ir una a una sería una locura.
Gracias.
https://github.com/thebezelproject/BezelProject-Windows
Saludos.
P.D. Por cierto @gordon81 he reinstalado de nuevo el RetroArch y me ha arreglado los fallos que comentas de Dreamcast.
Muchas gracias DJ Deu, pero he leído por ahí que mediante ese sistema sólo funciona bien con Mame, y que con el resto de sistemas da muchos problemas al haber muchas roms con diferentes nombres y al parecer para que funcionen los bezels tiene que coincidir por completo.
Emuparadise
SirAzraelGrotesque escribió:@pochi
¡Muchísimas gracias! Lo intentaré entonces. Aunque ni idea de dónde son las roms que ya tengo. Las conseguí en, creo recordar.Emuparadise
DJ Deu escribió:SirAzraelGrotesque escribió:@pochi
¡Muchísimas gracias! Lo intentaré entonces. Aunque ni idea de dónde son las roms que ya tengo. Las conseguí en, creo recordar.Emuparadise
Bajate un pack no-intro que ya suelen venir todos los sistemas y así te aseguras que vaya todo al 100%
Archive.org es tu amigo.
gordon81 escribió:Han reparado el Beetle PSX HW para que haga bien el cambio de driver gráfico cuando queremos que este se ejecute en Vulkan estando por ejemplo retroarch en directx 11 como es mi caso.
Para mi es útil esta reparación, porque utilizo un reshade externo tipo crt para todos los emuladores. salvo para vulkan, que como es el caso utilizo un shader interno del retroarch tipo slang.
yavimaya escribió:gordon81 escribió:Han reparado el Beetle PSX HW para que haga bien el cambio de driver gráfico cuando queremos que este se ejecute en Vulkan estando por ejemplo retroarch en directx 11 como es mi caso.
Para mi es útil esta reparación, porque utilizo un reshade externo tipo crt para todos los emuladores. salvo para vulkan, que como es el caso utilizo un shader interno del retroarch tipo slang.
Puedes explicar un poco mas eso esta afirmación? Significa que si antes tenias algun driver d3d para retroarch y ejecutabas Betle PSX HW te cambiaba a vulkan o que lo hacia mal este cambio?
titorino escribió:No se si alguno de por aquí utiliza retroarch en Android, he notado un rendimiento a peor con cada nueva versión que sale.
Antes quitaba el video por hilos y me iba bien casi todo.
Ahora con megadrive o snes por poner algunos cores me petardea.
Si activo el video por hilos se producen micro saltitos en el scroll.
Que cosa más rara.
Fuera de retroarch estos emuladores me van perfectos sin frameskip.
¿Os pasa a vosotros?
BUG/CRASH/GLSLANG: Fix glslang crashing error – managed to reproduce an issue which has been plaguing users for a while, where glslang throws an assert after closing a game (and starting a new one). This would affect all video drivers that use Slang for shaders, such as D3D10/11/12/Vulkan/Metal
CHEEVOS: Display Unofficial and Unsupported achievement states
CHEEVOS: Pass RetroArch and core versions through User-Agent HTTP header
CHEEVOS: Use PSX.EXE if SYSTEM.CNF cannot be found
CHEEVOS: Prevent loading state while achievements are still being fetched from server
CHEEVOS: Pause hardcore if core doesn’t support achievements
CHEEVOS/CRASH: Fix AddressSanitizer + CHD cause hard crash when Cheevos are enabled
CORE UPDATER: Only download when new core is available
CORE UPDATER: Add option to update all installed cores
DRM/KMS: Better detection for the current video mode
DYNAMIC RATE CONTROL: Support DRC even when using a vsync swap interval higher than 1
EMSCRIPTEN: Fix bug in Emscripten input code
EMSCRIPTEN: Changes to support upgraded emscripten SDK
FFMPEG CORE: Hardware accelerated video decoding
FFMPEG CORE: Implement send/receive encoding API, will allow for hardware accelerated AMD video encoding
FFMPEG CORE: The video FIFO can be removed, since we have a ring buffer in its place. This removes unneeded copy operations and as a positive side improves overall decoding speed. Makes 8k60p SW and 4k60p HW decoding feasible on many systems. For now the ring buffer is 32 images deep. This limitation will be removed, once audio and video decoder have their own packet handling.
INPUT: Fix ‘Analog stick controls menu even if autoconfig disabled’
INPUT/TURBO: Added alternate Turbo-Mode ‘Single Button’ – For systems supporting only a single button, the turbo-button will toggle firing that button without the need to hold it. When holding the button turbo will be suspended and resumed when the button is released. Holding the button may have a different function to just tapping it.
IOS: Forcibly disable Threaded Video until UIWindow concurrency issues are fixed
INPUT/ANALOG: Fix radial analog deadzone scaling
INPUT/ANALOG: Implement proper analog button deadzone
INPUT/MENU: Analog stick controls menu even if autoconfig disabled
LOCALIZATION: Update Italian translation
LOCALIZATION: Update French translation
LOCALIZATION: Update Polish translation
LOCALIZATION: Update Portuguese Brazilian Translation
LOCALIZATION: Update Turkish translation
LINUX/LOCALIZATION: Correct Droid Sans Fallback font path in Linux. This should fix Chinese/Korean font display issues on Fedora/RHEL/CentOS/openSUSE/SLE
MENU/BUGFIX: When using a keyboard/gamepad/mouse wheel to navigate, the menu scroll position is always maintained and updated in a consistent (and expected) fashion
MENU/BUGFIX: When resizing the window, or changing the orientation of a mobile device, the current scroll position is correctly preserved
MENU/BUGFIX: All ‘normal’ pointer input is now inhibited when showing message boxes
MENU/BUGFIX: The pointer actions ‘select’ and ‘cancel’ both now properly close a message box if it is currently being shown
MENU/BUGFIX: Pointer ‘select’ and ‘cancel’ actions are now inhibited when an input bind dialog is active
MENU/INPUT: Change ‘User’ terminology to ‘Port’ for input binding
MENU/LINUX: Add proper drives to Load Content
MENU/MATERIALUI: Halt scrolling when pointer is pressed/stationary
MENU/MATERIALUI: Dual thumbnail view
MENU/MATERIALUI: Fullscreen thumbnail viewer for boxart
MENU/MATERIALUI: Scroll rapidly by press and holding the scrollbar
MENU/RGUI: New theme ‘Flux’
MENU/OZONE: Thumbnails now have a fade-in animation
MENU/OZONE: Fullscreen thumbnail viewer for boxart and pictures
MENU/QT/WIMP: Fix dock titles getting cut off
MENU/XMB: Fullscreen thumbnail viewer for boxart and pictures
MENU/USABILITY: Selectively hide ‘Disallow Non-Slave Mode Clients’ if ‘Allow Slave-Mode Clients’ is disabled
MENU/USABILITY: Hide ‘Show desktop menu on startup’ if ‘Desktop menu’ setting itself is disabled
MENU/USABILITY: Reimplement Quick Menu – > Shaders -> Watch shader files for changes – can now be turned on/off through touch
MENU/USABILITY: Refactor Quick Menu – Controls – each port now has its own submenu
MENU/USABILITY: Quick Menu – Cheats – Delete All no longer requires five right button presses – this should fix this functionality for mobile touch users too
MENU/USABILITY: Hide Refresh Rate options when Threaded Video is enabled – these settings do nothing with Threaded Video
MENU/USABILITY: Hide Logging Verbosity levels behind Logging Verbosity
MENU/USABILITY: Get rid of ‘Port Number’ label for Port Binds screen
MENU/USABILITY/MOBILE: Should no longer crash when clicking on a cheat entry
MENU/USABILITY: Shader parameters now have a dropdown list
MENU/USABILITY: Shader passes now has a dropdown list
MENU/USABILITY: Video – Hide Windowed Mode settings selectively
MENU/USABILITY: Video – Hide Fullscreen Mode settings if windowed mode is not supported by context driver
MENU/USABILITY: Selectively hide Network Command Port
MENU/USABILITY: Selectively hide Relay Server Location
MENU/USABILITY: User Interface -> Appearance – Selectively hide XMB Horizontal Animation setting
MENU/USABILITY: Playlists – more selective hiding
MENU/USABILITY: Selectively hide Rewind Settings
MENU/USABILITY: Selectively hide Overlay Settings
MENU/USABILITY: Selectively hide FPS Update Interval based on Display Framerate being enabled
MENU/USABILITY: Selectively hide Onscreen Notifications BG Color Settings
MENU/USABILITY: Settings -> Logging – Hide ‘Log To File Timestamp’ if ‘Log To File’ is disabled
MENU/USABILITY: Video -> Scaling – Hide Custom Viewport X/Y when Integer Scale is enabled as description indicates
MENU/USABILITY: Achievement submenu – selectively hide
MENU/USABILITY: Settings -> Video -> Aspect ratio – selectively hide/show values based on whether you have Custom or Config selected
MENU/USABILITY: Settings -> Video -> Selectively hide Hard Sync
MENU/USABILITY: Settings -> Video -> Implement selective hiding for VSync and Hard Sync
MENU/USABILITY: Selective hiding of Runahead settings based on global setting
MENU/USABILITY: Add Input -> Haptic Feedback submenu
MENU/USABILITY: Add Input -> Menu Controls submenu
MENU/USABILITY: Settings -> Video -> Max Swapchain Images – Add OK action
MENU/USABILITY: Input – Implement OK action for Bind Hold, Turbo Period and Duty Cycle
MENU/USABILITY: Input – Hotkey Binds refactor
MENU/USABILITY: Move ‘Press Quit Twice’ and ‘Menu Toggle Gamepad Combo’ to Input -> Hotkey Binds
MENU/USABILITY: Video – Add sublabel for Video Output submenu
MENU/USABILITY: If ‘Favorites Tab’ is disabled, don’t show ‘Add To Favorites’ option in Quick Menu/Playlist menu
MENU/USABILITY: If On-Demand Thumbnail Downloader is enabled, hide ‘Download Thumbnails’ from playlist menu screen
MENU/USABILITY: Add Audio Driver setting to Audio -> Output
MENU/USABILITY: Add Audio -> Resampler settings
MENU/USABILITY: Add Audio -> Output and Audio -> Synchronization
OPENGL: Shaders are now working properly (only in OpenGL) when rotating both from Core API rotation and from menu video rotation. The fix is clearly visible with crt-royale for example
OPENGL: 1:1 PAR is now correct when rotating (both from Core API rotation and from menu video rotation, as you said, in the latter case you currently have to change Aspect Ratio after menu video rotation for it to work)
OPENGL: When using Custom Aspect Ratio and rotation (both from Core API rotation and from menu video rotation), Integer Scaling is now working properly (correct multiples of internal resolution). Even when Integer Scaling is not activated, the Custom AR width / height are now correctly labeled using (1x), (2x), … suffixes. You also have to activate Integer Scaling after menu video rotation for it to work
OPENGL: For all other Aspect Ratio options, Integer Scaling and rotation (both from Core API rotation and from menu video rotation) are now working properly together (correct multiples of internal resolution). You also have to activate Integer Scaling after menu video rotation for it to work
OPENBSD/POWERPC: Should build now on OpenBSD PowerPC
PLAYLISTS: Pressing ‘Start’ or long touching a playlist will bring you to a Playlist submenu where you can set a default core, setup thumbnail view, delete the playlist, etc
OSX: Forcibly disable Threaded Video until NSWindow concurrency issues are fixed
PSP: Solving issue exiting RetroArch by HOME button
SCANNER: Manual scanner, not dependent on database files
SCANNER/MANUAL: Add option to scan inside archives
SCANNER/MANUAL: Enable automatic naming of arcade content via DAT files. This is compatible with DAT files in either Logiqx XML or MAME List XML format.
VIDEO: Do not reinit video driver on SET_SYSTEM_AV_INFO unless needed
VIDEO: Support DRC even when using a vsync swap interval higher than 1
VIDEO LAYOUT: Fixed XML parsing of attributes with spaces, should fix issues with several video layouts
VITA: GL1 driver support
VITA/VITA2D: Several improvements to Vita 2D driver – menu widgets implemented
VITA/VITA2D: Fix clipping and reduce number of calls
VULKAN/ANDROID: Workaround weird WSI return codes in landscape mode – Android WSI wants you to use preTransform, and if it is not used correctly, Android 10 will return VK_SUBOPTIMAL_KHR, and we would create a new swapchain every frame. This workaround just ignores this error, since it’s not really an error. A more “proper” fix is to use prerotate and modify the MVP matrices, which might help certain devices with crummy display processors
VULKAN/ANDROID: Recreate swapchain on orientation change. ANativeWindow getWidth/Height does not detect any changes when using Vulkan, so use the old onContentRectChanged callback to get notified when size changed. Use those values instead when figuring out how large swapchain to create
WINDOWS/XINPUT: Get rid of 128 byte device name limit for XInput device discover – when device name was too long, it would not be picked up by the XInput driver and would instead fallback to DirectInput
WINDOWS: ANGLE OpenGL ES 2 support
UWP: Fix crashes on startup / prompt for folder permissions when trying to load custom.ini
UWP: Fix – Mouse input is offset on high DPI monitors
UWP: Fix – Keyboard input hangs sometimes
UWP: Fix – Multi-touch support
UWP: Fix – Enable menu touch input by default
UWP: Fix – Get user language
UWP: Fix – Get CPU model name
UWP: Fix – Use GLUI instead of XMB on Windows Mobile 10
UWP: ANGLE OpenGL ES 2 support
De la versión anterior.
(Probé overclockear el core 2 duo de 2.66 a 3.2. El bettle saturn por software, con oc ni va al 100%, puede que sólo use un núcleo y con 600mhz más por core gana 3-5fps... para que rinda como SSF habría que poner un Core 2 Duo a 4.4Ghz o más con refrigeración líquida) De locos.
Bueno la primera versión iba a 5fps, ya se estancó al 90% sea el juego pal o ntsc.
(Los otros de Saturn ni me dan imagen o se cuelga, Radeon 4870 es muy delicada con opengl)
Ni Yaba sanshiro ni Kronos me van.
Bettlepsx mejoró mucho y solo se atraganta a
2x de resolución interna, gana 3-5 fps con dicho overclock. Si el HW no se viese negro pues volaría.
gordon81 escribió:Retroarch 1.82 ha dejado de funcionar el core Citra (3ds) Canary y el normal.
A ver si lo arreglan.
VEGASFII escribió:gordon81 escribió:Retroarch 1.82 ha dejado de funcionar el core Citra (3ds) Canary y el normal.
A ver si lo arreglan.
Stella tampoco funciona, ni en Windows ni en Android. Ya he dejado mis impresiones en el otro hilo.
Si lo llego a saber no actualizo automáticamente los cores.
titorino escribió:@gordon81 y sabes algo del romset de fba, el más reciente es el 2.97.0.44 creo y no me detecta nada.
He bajado retroarch a un par de versiones y nada.
Con el escaneo manual ni me detecta el archivo dat.
No se que ha podido pasar
titorino escribió:He podido por fin poner el fba, luego pongo el método.
We have released the new SNK Neo Geo Pocket Color emulator core for the following platforms –Android
iOS
macOS
PSP
PS Vita
Linux
Switch
Windows
This is an existing old Neo Geo Pocket emulator that unlike NeoPop and its derivatives (Mednafen/Beetle NGP) focuses on performance.
You can get it right now on the Core Updater.
There might still be some savestate and netplay issues with this core. However, the main attraction of this core and by far its ultimate selling point is the performance. It is orders of magnitude faster than Beetle NGP. Watch the video to see exactly how substantial the performance improvement is. For lower-spec systems like PSP, PS2 and 3DS, Beetle NGP (being based on NeoPop) is not able to run at fullspeed, whereas RACE runs at fullspeed on PSP and PS Vita right now.
* (Vulkan) When rendering games above their native resolution, textures would often become corrupted. Turns out this was a rounding issue. This has been fixed.
* (Dynarec) The Linux/Android portion of the project is getting close to completion, while the Windows part has kinda languished. Therefore, we have made the decision with the current dynarec bounty coders that we focus right now primarily on Linux/Android for an initial release, which hopefully can happen around the end of January. We think that once it’s in people’s hands and results are satisfactory on Android/Linux that the Windows issues can be sorted out from there on out. With CPU-bound games, performance should be roughly 2 times faster.
We are currently assembling testers on our Discord to put the dynarec on Linux to the test.
titorino escribió:@VEGASFII lo miro a ver si te interesa puedo ayudar.
Edito :acabo de caer que no tengo ningún core de los que quitaron.
Solo tengo mame 2000,mame 2003 y el plus.
Lo siento tío, si quieres pásame si tienes los cores y lo pruebo
Features : Added Compute Shader video core (François Care).
Features : Removed Software video core (François Care).
Features : Added Compute Shader (François Care).
Features : Added chd support (Devmiyax, BarbuDreadMon, François Care).
Saturn Emulation : AI Shougi 2 : The game is now bootable and playable (François Care).
Saturn Emulation : All-Star Baseball '97 featuring Frank Thomas : The game is now playable. (François Care).
Saturn Emulation : Aquazone Desktop Life : The game is now bootable. Missing GFX in game, it's not playable (François Care).
Saturn Emulation : Aquazone - Desktop Life Option Disc Series 1 - Angel Fish (Japan) (Rev A) : Missing GFX in game, it's not playable (François Care).
Saturn Emulation : Aquazone - Desktop Life Option Disc Series 2 - Black Molly (Japan) (Rev A) : Missing GFX in game, it's not playable (François Care).
Saturn Emulation : Aquazone - Desktop Life Option Disc Series 3 - Blue Emperor (Japan) (Rev A) : Missing GFX in game, it's not playable (François Care).
Saturn Emulation : Aquazone - Desktop Life Option Disc Series 4 - Clown Loach (Japan) (Rev A) : Missing GFX in game, it's not playable (François Care).
Saturn Emulation : Aquazone - Desktop Life Option Disc Series 5 - False Rummy-Nose (Japan) (Rev A) : Missing GFX in game, it's not playable (François Care).
Saturn Emulation : Ayrton Senna Personal Talk - Message For The Future : The game is now bootable and is playable (François Care).
Saturn Emulation : Black Matrix : The game is now bootable and playable. Voices are not understandable. (François Care).
Saturn Emulation : Command & Conquer : The game is playable again (François Care).
Saturn Emulation : Death Throttle - Kakuzetsu Toshi Kara No Dasshutsu : The game is now bootable and playable (François Care).
Saturn Emulation : Deep Fear : Fixed sound problem (François Care).
Saturn Emulation : Digital Ange - Dennou Tenshi SS : The game is now bootable. Still remaining window dialog problem (François Care).
Saturn Emulation : Digital Dance Mix Vol. 1 - Namie Amuro : No more black screen in game but some remainings artefacts (François Care).
Saturn Emulation : DonPachi : The game is now booting, but it's not playable (François Care).
Saturn Emulation : Doukyuusei 2 : The game is bootable and playable (François Care).
Saturn Emulation : Dream Square - Hinagata Akiko : The game is now playable (François Care).
Saturn Emulation : FIFA Road To World Cup : The game is now bootable but Kronos freezes few seconds after the start (François Care).
Saturn Emulation : Fighting Vipers : Fixed a black screen with the real bios (François Care).
Saturn Emulation : Gakko No Kaidan : The game is now bootable and playable (François Care).
Saturn Emulation : Game-Ware Vol. 1 : The game is now bootable, digital pinball demo has control problem (François Care).
Saturn Emulation : Game-Ware Vol. 2 : The game is now bootable and playable (François Care).
Saturn Emulation : Game-Ware Vol. 3 : The game is now bootable and playable (François Care).
Saturn Emulation : Gotha - Ismailia Seneki : The game is now bootable and playable. Some GFX problem in game (François Care).
Saturn Emulation : Gunbird : Fixed flickering in game (François Care).
Saturn Emulation : Hatsukoi Monogatari : The game is now playable. Fixed freeze on the dialog screen (François Care).
Saturn Emulation : Heiwa Pachinko Soushingeki : The game is now bootable and playable. Fixed crash on the menu (François Care).
Saturn Emulation : Honkaku Hanafuda : The game is now bootable and playable. Fixed crash after Altron logo (François Care).
Saturn Emulation : Jissen Pachinko Hisshou-Hou ! Twin : The game is now bootable and playable. Fixed black screen after Sammy logo (François Care).
Saturn Emulation : Jissen! Pachi-Slot Hisshou-Hou ! Iron Hook - The Great Marine Adventures : The game is now playable. Fixed Missing GFX in game (François Care).
Saturn Emulation : Keriotosse ! : Fixed a freeze on the character selection. The game is now playable (François Care).
Saturn Emulation : Krazy Ivan : Fixed double cross on the radar (François Care).
Saturn Emulation : Kyuukyoku Tiger II Plus : The game is now playable. Fixed a restart loop (François Care).
Saturn Emulation : Kuuso Kagaku Sekai Gulliver Boy : Fixed black veil on the intro video (François Care).
Saturn Emulation : Last Bronx : Fixed boot problem with the built in bios (Devmiyax).
Saturn Emulation : Lode Runner Extra : The game is now bootable. Black screen after the logo (François Care).
Saturn Emulation : Lunar 2 - Eternal Blue Complete : The game is playable. No more slowdown on the FMV (François Care).
Saturn Emulation : Maboroshi No Black Bass : Fixed missing background in the shop and on the spot (François Care).
Saturn Emulation : Madden NFL 97 : The game is now playable. Fixed Kronos freezes (François Care).
Saturn Emulation : Madden NFL 98 : The game is now playable (François Care).
Saturn Emulation : Mass Destruction : Fixed map in game (François Care).
Saturn Emulation : MechWarrior 2 - 31st Century Combat - Arcade Combat Edition : Fixed missing FMV (François Care).
Saturn Emulation : Megaman 8 : Fixed black square in game (François Care).
Saturn Emulation : Metal Fighter Miku : The game is now playable. Fixed black screen before entering in game (François Care).
Saturn Emulation : Mogitate SegaSaturn - Special Movie : The game is now bootable and playable (François Care).
Saturn Emulation : Mogitate SegaSaturn Vol. 1 : The game is now bootable and playable (François Care).
Saturn Emulation : Mogitate SegaSaturn Vol. 2 : The game is now bootable and playable (François Care).
Saturn Emulation : Mogitate SegaSaturn Vol. 3 : The game is now bootable and playable (François Care).
Saturn Emulation : Mogitate SegaSaturn Vol. 4 : The game is now bootable and playable (François Care).
Saturn Emulation : Mogitate SegaSaturn Vol. 5 : The game is now bootable and playable (François Care).
Saturn Emulation : Mogitate SegaSaturn Vol. 6 : The game is now bootable and playable (François Care).
Saturn Emulation : NBA Jam Tournament Edition : Improvements on the text, but not completely fixed (François Care).
Saturn Emulation : Nissan Presents - Over Drivin' GT-R : The game is now playable. Fixed a freeze after the first FMV (François Care).
Saturn Emulation : Ochigee Designer Tsukutte Pon ! : The game is now playable. Fixed freeze (François Care).
Saturn Emulation : Off-World Interceptor Extreme : The game is now playable. Fixed black screen in game (François Care).
Saturn Emulation : Off World Interceptor : Fixed particles (François Care).
Saturn Emulation : Ou-Chan No Oekaki Logic : The game is now playable. Fixed crash (François Care).
Saturn Emulation : Pandemonium : Fixed a GFX problem on the day/night time (François Care).
Saturn Emulation : Panzer Dragoon Zwei : Fixed boot problem with the built in bios ((Devmiyax).
Saturn Emulation : Pappara Paoon : The game is now playable. Fixed crashes after the menu (François Care).
Saturn Emulation : Pastel Muses : The game is now playable. Fixed sound loops (François Care).
Saturn Emulation : PD Ultraman Link : The game is now playable with windows (François Care).
Saturn Emulation : Refrain Love - Anata Ni Aitai : Fixed intro FMV (François Care).
Saturn Emulation : Revolution X - Music Is The Weapon : Fixed FMV intro (François Care).
Saturn Emulation : Riglordsaga 2 : The game is now bootable and playable (François Care).
Saturn Emulation : Road & Track Presents - The Need for Speed : The game is now playable. Fixed crashes (François Care).
Saturn Emulation : Quake : Fixed some GFX artefacts on the wall (François Care).
Saturn Emulation : Samurai Spirits - Amakusa Kourin / Samurai Shodown IV - Amakusa's Revenge : Fixed vertical lines on the portraits and in game on the character (François Care).
Saturn Emulation : Sega Ages - Memorial Selection Vol. 1 : The game is now bootable and playable (François Care).
Saturn Emulation : Sega Rally : Fixed holes on the road (François Care).
Saturn Emulation : Senryaku Shougi : The game is now playable. Fixed a freeze after pushing start on the press start screen (François Care).
Saturn Emulation : Sentimental Graffiti : Fixed transparencies problem with dialog in game (François Care).
Saturn Emulation : Shinsetsu Samurai Spirits - Bushidou Retsuden : Fixed kind of transparency on the press start screen (François Care).
Satunr Emulation : Shippuu Mahou Daisakusen - Kingdom-Grandprix : Fixed black bar on the left of the screen (François Care).
Saturn Emulation : Sky Target : Fixed missing background on the press start screen (François Care).
And more…...
Version 0.12.3
This version is backwards compatible with save states from SameBoy 0.11.x and newer.
New/Improved Features
Super Game Boy color correction is now available in the libretro port
It is now possible to hide the Super Game Boy border in the libretro port
The SDL port will now hide the mouse while a ROM is running
Accuracy Improvements/Fixes
Changing the frequency of channels 1 and 2 is now more accurate
Audio rendering should now be accurate when emulating Game Boy Advance
Bug Fixes
Fixed garbled graphics while emulting Super Game Boy in the SDL port when OpenGL 3.2 is not available
The Cocoa build is now linked against the correct SDK version, restoring compatbility with older macOS versions that was mistakenly dropped in the previous release
Fixed fullscreen related issues in the SDL port
Fixed a bug where the SDL port did not save the battery in some cases
Bug fixes to libretro achievement support
Restored Game Boy Camera support on newer macOS versions
Fixed High-DPI support on Windows 10
Misc Internal Changes
Improvements to the audio and ICD2 APIs
Allow compiling SameBoy for platforms with a non-standard bool size
Improved build portability, will now use pkg-config if available
DJ Deu escribió:
@VEGASFII Te van a diapositivas? Que usas una raspberri? Si usas un dispositivo lento es posible que el cache que requieren esas imágenes ralentizen su funcionamiento en dispositivos que van justos de CPU.
VEGASFII escribió:¿Sabéis como puedo usar trucos en el core de Mame 2010 o en Mame actual? He puesto el archivo cheats.zip en system/mame2010 pero nada...
1985a escribió:VEGASFII escribió:¿Sabéis como puedo usar trucos en el core de Mame 2010 o en Mame actual? He puesto el archivo cheats.zip en system/mame2010 pero nada...
Hola, esto deberia funcionar para el ultimo core, en teoria. Actualmente tengo la version .214
Tienes que crear una carpeta de nombre mame, dentro de la carpeta que es la del sistema o bios, o como lo tengas configurado si aun no la tienes creada.
fixed an issue with manually created save states that appeared in v113 (corrected as of v113.1)
added run-ahead support to the libretro target [realnc]
macOS: fixed an issue with OpenGL shaders [Sintendo]
added CPU joypad polling override for Taikyoku Igo - Goliath
added PPU overrides for Marvelous, Super SWIV, Winter Olympics, and World Cup Striker
added hotfix for Nichibutsu Arcade Classics (even on real hardware, the attract sequence would sometimes hang)
fixed region heuristics for the Scandanavian release of Tintin in Tibet
added a heuristic override for Yuyu no Quiz de Go! Go! (the game's title overwrites the mapping mode identifier)
properly clear overscan region when overscan is disabled (SNES Electronics Test with PAL video mode)
updated bsnes to use the latest SNES preservation project database (a few dozen more games added)
reverted gamepak (folder) firmware naming to use architecture name rather than identifier name
renamed lr35902.boot.rom to sm83.boot.rom for gamepaks
fixed typo in the GUI regarding the HD mode 7 +/- hotkeys
gynion escribió:Acabo de leer en este hilo sobre el overclock para Mega Drive: hilo_cual-fue-el-mejor-road-rash-para-megadrive_2362804
En Retroarch (con el core Genesis Plus GX) el OC se hace en Quick Menu > Options, y ahí poniendo la velocidad de la CPU entre 125% y 200%, ¿Verdad?
gordon81 escribió:gynion escribió:Acabo de leer en este hilo sobre el overclock para Mega Drive: hilo_cual-fue-el-mejor-road-rash-para-megadrive_2362804
En Retroarch (con el core Genesis Plus GX) el OC se hace en Quick Menu > Options, y ahí poniendo la velocidad de la CPU entre 125% y 200%, ¿Verdad?
Sí, desde hace un par de años tiene soporte de OC en genesis, pero tendrás que jugar entre el 125% y el 150% de OC ya que más allá de eso se pierde la sincronía con el chip de sonido.
gynion escribió:gordon81 escribió:gynion escribió:Acabo de leer en este hilo sobre el overclock para Mega Drive: hilo_cual-fue-el-mejor-road-rash-para-megadrive_2362804
En Retroarch (con el core Genesis Plus GX) el OC se hace en Quick Menu > Options, y ahí poniendo la velocidad de la CPU entre 125% y 200%, ¿Verdad?
Sí, desde hace un par de años tiene soporte de OC en genesis, pero tendrás que jugar entre el 125% y el 150% de OC ya que más allá de eso se pierde la sincronía con el chip de sonido.
Vale, gracias.
Lo tenía a 200% en una prueba rápida, pero por si acaso lo he bajado a 150% para los Road Rash 2 y 3, e igualmente mejora la fluidez así. Tendría que fijarme más a fondo en la sincronia del sonido, pero de momento bien. Mola, porque funciona haciendo el cambio en caliente, sin necesidad de reiniciar el juego, y se pueden ver en el acto las diferencias.