Parallel N64Parallel RSP ha sido completamente reescrito para usar GNU Lighting en lugar de LLVM.
Ventajas:
LLVM creaba una gran dependencia, al ser añadida al core le añadía un tamaño de 90 Mb, en su lugar al añadir GNU Lighting el tamaño del core no pasa de las 4 Mb, el LLVM no era tan fácil de portar a otros sistemas, gracias a este cambio se podrá ver dentro de poco un core para Android o Switch.
La implementación de LLVM creaba pequeños parones en la imagen rompiendo la fluidez, esto era muy notorio al consultar el mapa en DooM 64 o al disparar el arma en F-Zero X, por citar algunos ejemplos, con la implementación de GNU Lighting se consigue una fluidez igual al sistema nativo.
El inconveniente de implementar esto, es que el core sufrirá de una ligera caida de rendimiento, sobre unos 5-8 fps respecto a su versión LLVM.
Parallel RSP has been completely rewritten to use GNU Lighting instead of LLVM.
Advantages:
LLVM was a big dependency. When statically linking this in, the core could become as big as 80MB non-stripped and 60MB stripped. Contrast this to GNU Lightning where we are sitting at 3.6MB non-stripped. LLVM also was not trivial to port to other platforms as easily as GNU Lightning. This means that Parallel RSP will make its way to Android and Switch (there is already an Aarch64 backend being written by m4xw)
* There are no more micro stutters and stalls that plagued the LLVM implementation. For instance – bringing up the auto-map in Doom 64, or the first menu screen transitions in F-Zero X, or firing your gun for the first time in Quake 64 – all of these would add temporary 1 second or more stalls the first time a code block was being compiled. With GNU Lightning, there are no such issues.
Disadvantages:
* Code generation is quite naive compared to LLVM’s, so there is somewhat of a performance tradeoff compared to the LLVM implementation. We estimate we lose about 5 to 8fps compared to the LLVM implementation. However, no microstutters/stalls and no more LLVM dependency makes it worth it, and there are ways to win this performance back and go further beyond in departments other than parallel RSP anyway.
Remove old parallel RSP implementation based on LLVM, replaced with Lightning-based parallel RSP. Takes care of microstutters/stalls
Angrylion: Option to select number of threads
Parallel RSP now available on Mac
FlycastMejor saturación de color al convertir texturas más precisasArreglando el desencuadre de texturas al reescalarMejorando la compatilidad con los títulos de Naomi.
Se encuentran trabajando en el soporte de "NetLink" para el juego Gun Survivor 2 Biohazard Code: Veronica
Se está dando soporte a un juego llamado Mazan – Flash of The Blade el cual usa de controlador una espada samurai, un juego el cual hasta ahora no era jugable.
Mejoras en el postprocesado del PowerVR 2 :
Leilei and Flyinghead got together to add something that accuracy purists might love. This is an upcoming feature that will be available soon –
We’ve added a couple of video output postprocessing options. To be exact, it’s an internal 24->16-bit buffer post-dithering pipeline stage. Lei-lei did this reversal of the PowerVR effects with his PowerVR PCX2 card (which has the same exact post-dithering as the newer PVR GPUs) and observing lossless official press release screenshots and xjas’s VGA capture dump.
If you recall, during the PS2’s early launch, people would often remark that the Dreamcast’s video output appeared crisper and had anti-aliasing applied whereas PS2 launch games appeared heavily aliased. In truth, what was going on was not really full-scene anti-aliasing or anything to that effect. Instead, it was a simple vertical blur the PowerVR2 GPU in the Dreamcast did to combat interlace flicker on composite video output.
The GameCube did something similar with the copy filters on a few games. Some of Sonic Team’s games on GameCube for instance did a similar vertical blur for the same deflicker purpose.
There was also noticeable VGA signal loss included in the VGA output when connecting your Dreamcast to a monitor with a VGA cable. It gives the screen a green hue and adds a ton of feedback instead of it being a clean dithered 16bpp image. This is also an option in the frontend shader, and we hope to add this too to Flycast as an optional feature.
You can now enable this with the GL renderer. If you’d like to use this shader in other cores and apply it as a frontend shader, you can do that too – we added the shader to the GLSL and Slang shader packs (see gpu/powervr2).
Frame comparison at native resolutionFrame comparison at 5120×3840
Changelog
Init AICA int mask/level at HLE boot – fixes missing audio in KOS homebrews
Disable DIV matching for Aqua GT
Disable DIV matching for Rayman 2 (NTSC)
Disable DIV matching for Rayman 2 (PAL)
Disable DIV matching for Elysion
Disable DIV matching for Silent Scope (NTSC)
Disable DIV matching for Silent Scope (PAL)
Disable DIV matching for Power Stone (US)
Disable DIV matching for Power Stone (JP)
Disable DIV matching for Power Stone (PAL)
Disable DIV matching for Metropolis Street Racer (NTSC)
Disable DIV matching for Metropolis Street Racer (PAL)
Disable RGB Component for Vigilante 8: 2nd Offense, Gauntlet Legends, Street Fighter Alpha 3
Stop CDDA when reading sector. Fixes Hydro Thunder – Time records music bug
(GL/Vulkan) Ignore trilinear filtering if texture isn’t mipmapped. Fixes Shenmue snowflakes color
(GL/GL4) PowerVR2 post-processing filter from leilei
(GL4) Fix blending issue when autosort=0. Fixes Sturmwind menu
(GL4) Don’t use extra depth scale in fog calculation. Fixes fog density in Sega Rally 2
New widescreen cheats: Suzuki Racing, Nightmare Creatures, Rent a Hero
(Maple) Safely reconnect VMUs when changing per-game VMUs option, may lead to VMU corruption otherwise. Don’t create VMU files when running Naomi or AtomisWave games
(Naomi) Emulate World Kicks and World Kicks PCB inputs
(Naomi) Fix reboot (and exiting service menu) by disabling legacy DIMM board emulation
(Naomi) Add input config for Mazan, emulate inputs for Mazan
(Reios) Support disk eject/change. Tested with Skies of Arcadia and D2
(PVR) Better saturate colors when converting tex to higher precision. Fixes transparency Issues in RE: Code Veronica and Dead or Alive 2
(PVR) Fix simple texture bleeding case when upscaling
Add disk control interface v1 support [jdgleaver]
Beetle PSX Don’t call PGXP functions in gpu when PGXP is disabled
Add PGXP support in dynarec. Not much faster than interpreter, due to calling PGXP functions on every load/store opcode. Might become faster later
Add more DMA/GPU Event Cycles options. All multiples of 128 (default) should be fine. 1024 should be significantly faster but also the least compatible
Increase CPU overclock limit to 750%
Fix loading save states from pre-dynarec, need to use SFARRAYN with old name
Update Lightning
Add disk control interface v1 support [jdgleaver]
4DOEl core de 3DO va a sufrir grandes cambios, se le añadirá HLE, le van a cambiar el driver gráfico mejorando el input lag y la sincronía, obviamente la optimización provocará un aumento de rendimiento y varias mejoras más que os paso a listar ahora.
New HLE functions as described above
VDLP interpolation (dev docs, patent)
Increased emulated system DRAM and VRAM. The OS can support up to 14MB of DRAM & 2MB of VRAM or 15MB DRAM & 1MB VRAM. The emulator needs to be rewritten to enable it. This could help with homebrew.
Rewrite of the ARM and DSP cores
Rewrite of the CEL renderer
Removal of the “hacks” / improve accuracy
Improve accuracy by adding MADAM memory fence support and proper CPU exceptions such as those related to data alignment
Automatic detection of NTSC/PAL modes
Configurable hardware revisions of MADAM and CLIO chips
Add features to help with homebrew development and debugging
Other misc things
Tales son los cambios que se va a cambiar el nombre del core a Opera ya que el proyecto 4DO y FreeDO llevan parados años, sin duda una buena noticia que 3DO reciba un poco más de amor.
Podeis leer una explicación mucho más detallada
aquí.
Beetle SaturnAdd disk control interface v1 support [jdgleaver]
Beetle Wswan Backport 1.24.0 fixes
Backport variable color depth
Beetle SupergrafxMove 2/6 button mode toggle to frontend
NeoCDInitial implementation of memory maps (untested) [fabrice-martinez]
Mupen64plus Next Hotfix for Legend of Zelda: Majora’s Mask freeze due to special interrupt
Hotfix for Legend of Zelda: Ocarina of Time (+randomizer), this also fixes Rat Attack (only for dynarec, not interpreter) due to wrong handling of TLB exceptions for titles that don’t use TLB
Both hotfixes don’t fix the root cause and will be revised later on
Updated mupen64plus-rsp-hle, thanks to Gillou68310 the HVQM µcode is now implemented for HLE, fixing Pokemon Puzzle League and Yakouchuu II.
Note: Stay tuned for a lot of great updates coming out over the coming months, featuring threaded rendering as well as multi plugin support!
bsnes hd betaUpdate to latest version [DerKoun]
Boom3Changed name from dhewm3 to boom3 at request of author
P-UAE Libco removed. 8-9% performance improvement
Enabled SERIAL_PORT, which fixes:
All versions of Super Skidmarks, except that WHDLoad slave 1.1 with the ludicrous memory requirement
Grand Prix Circuit
Ensure reset_drawing() is called whenever geometry changes (prevents out of bounds video buffer access)
D-Pad mouse acceleration + font fix
More statusbar options
VKBD glyph tuning
Add support for disk control interface v1 (disk display labels)
Remove savestate_initsave + better VKBD mouse control
Fix from WinUAE 4.1.0 for Chaos Engine 2 AGA crash
VKBD tuning
Audio via retro_audio_batch_cb + MDS fix + pregap fix
New default controls
Graph font & VKBD tweaks
HD LED writing color to red
Final Burn NeoLatest updates
LRmameUpdated to latest version (0.218) – will be available later today [tcamargo]
NP2kaiUpdated to latest version [AZO234]
FrodoNow available on Android
Kronos OpenGLES preparation work
Fix window resize for VDP1 layer – Fix Winter Heat in resize
When OREG is read while status flag is clear, force command processing – avoid race – fix Rayman controls
Be more generic for the SMPC race issue
On intback continue write, status flag shall be 1 – Fix batman boot
Fix Batman window
Set the vdp1On when updating using write – Fix Sega Ages loading screen
If the VDP1 is cleared with a non transparent color, assume it shall
Introduce the development RAM Card used by Heart of Darkness
Display VDP1 layer cleared with non transparent color
(libretro) hook the dev cartridge
Fix two consecutive end code on core OpenGL – Fix Code R
fh is related to kx – shall fix some bad behavior on RBG CS
FCEUmmNOTE: All changes courtesy of negativeexponent
Update mapper 213
Update mapper 319 (BMC-HP898F)
Update vrc2and4.c – support for big bank CHR (Contra 3) matched by hash
Added iNES 1.0/2.0 mappers
134 – replaced Mapper134_init with Bs5652_Init
391 – NC7000MM
402 – 831019C J-2282
Added UNIF boards:
AB-G1L
BS-110
WELL-NO-DG450
KG256
Fix savestates – prevent possible issue on big-endian by adding mask
Fix savestates – specify correct variable size to state struct
Backport new FDS [Famicom Disk System] disk handling – fixes saving issue with some games (Bubble Bobble, Super Lode Runner II, …)
Add mapper 357
Add mapper 372
Add mapper 541
Add mapper 538
Add mapper 381
Add mapper 288
Update BMC-RESET-TXROM (m313)
Add mapper 374
Add mapper 390
Add mapper 267
m313: Fix incorrect bank sizes
Add mapper 294 (m134)
Add mapper 297
Genesis Plus GX Updated to latest version
Fixed runahead issues
SMS-Plus GXAdd support for 2nd player port
PicodriveAllow access to Sega CD’s extra memory using retro_memory_map [negativeExponent]
mgba Updated to latest version
Add Italian core options translation
Fixed runahead issues [endrift]
Add optional interframe blending
Mesen Updated to latest version [Sour]
Fixed runahead issues [Sour]
PCSX ReARMed Add input analog axis range modifier [stouken]
Add disk control interface v1 support [jdgleaver]
Snes9x 2005Should finally compile now for Raspberry Pi 4
TIC-80Updated to latest version
PX68K Libretro Fix for M3U not registering Eject state
Implementation of new Disk Control interface (including custom labels)
px68k switch menu now accessable as core options
Más info
aquí.
Saludos.