› Foros › Retro y descatalogado › Arcade y emulación
weirdzod escribió:Permitidme una pregunta, ¿Sabéis si se pueden añadir códigos Gecko a los juegos de Gamecube?
Otra pregunta: ¿Los videos en Resident Evil 2 y 3 se os ven fluidos? a mí me van dando microtironcillos...
Znation escribió:Nueva version 1.8.6 de Retroarch:
https://www.libretro.com/index.php/retr ... -released/
Adel escribió:Muy buenas a todos.
Estoy volviéndome loco con los shaders. Tengo un generador de scanlines y solo necesito un shader que lo único que haga sea curvar la pantalla como el de crt-geom.
Obviamente he probado desactivando todo lo posible de dicho shader pero sigue generando artefactos
¿Alguien sabe de alguno?
Mil gracias de antemano.
Scissorman escribió:Tengo una duda, estoy usando la opcion de integer scale en las opciones de video, como puedo guardar esa opcion para ciertos juegos individualmente sin que quede asignada al core principal?
DJ Deu escribió:Cargas juego, modificas los parámetros que quieras, vuelves a quick menu y en la sección overrides, pon save game overrides.
gynion escribió:Pasa si tienes marcada la opción "Guardar configuración al salir".
michaelpegaso escribió:@DJ Deu
Crees que estos emuladores mejoran en algo sobre los específicos para cada sistema o su punto fuerte es como retroarch que los tiene todos centralizados?.
Lo digo porque por ejemplo el retroarch lo uso para dos o tres sistemas específicos, pero para todo lo demás los emuladores por individual.
DJ Deu escribió:michaelpegaso escribió:@DJ Deu
Crees que estos emuladores mejoran en algo sobre los específicos para cada sistema o su punto fuerte es como retroarch que los tiene todos centralizados?.
Lo digo porque por ejemplo el retroarch lo uso para dos o tres sistemas específicos, pero para todo lo demás los emuladores por individual.
De momento no mejoran nada de lo que hay, en un futuro quizá, aunque una sola persona picando código para tanta maquina distinta es dificil que supere lo existente, aunque es el creador del mejor emulador de SNES, a lo mejor nos sorprende.
DJ Deu escribió:Por cierto, este día 26 el proyecto RetroArch hizo 10 años.
https://twitter.com/libretro/status/1265374250325721093
Hodor escribió:DJ Deu escribió:michaelpegaso escribió:@DJ Deu
Crees que estos emuladores mejoran en algo sobre los específicos para cada sistema o su punto fuerte es como retroarch que los tiene todos centralizados?.
Lo digo porque por ejemplo el retroarch lo uso para dos o tres sistemas específicos, pero para todo lo demás los emuladores por individual.
De momento no mejoran nada de lo que hay, en un futuro quizá, aunque una sola persona picando código para tanta maquina distinta es dificil que supere lo existente, aunque es el creador del mejor emulador de SNES, a lo mejor nos sorprende.
A mí me da la sensación de que trata de abarcar demasiado. Su capacidad como programador se encuentra fuera de toda duda, pero últimamente lo veo muy disperso entre sistemas bastante heterogéneos.
Un saludo.
Add Neo Geo Pocket Color support
Latest updates from upstream
Naomi/AW widescreen integrated cheats (KNIGHTS OF VALOUR THE 7 SPIRITS, Metal Slug 6, Toy Fighter, Dolphin Blue)
DSP: Proper MIXS input shift. Fixes Grandia 2 missing sound effects
DSP: fix output shift. Fix wrungp ear rape (NAOMI game)
Fix for: [Bug]Super Street Fighter II X for Matching Service (Japan) – Disable BIOS region patching
Fix for: Samurai Spirits – Frame-skipping issues before reset or changing the option – don’t reset frameskip to 0 at init
Haiku: Fix build
Rewrite nvidia jetson nano build
Make threaded rendering the default on all platforms. Synchronous mode enabled unless LOW_END is defined
Info and warning for xBRZ upscaling core option
ARM64: check CpuRunning at end of each timeslice. fix hang when exiting service menu in kofnw (NAOMI game)
NAOMI: wrungp inputs. support inverted axis for NAOMI
Libretro: Improve context request
Libretro: fix input descriptor L2/R2 mixup
NAOMI: Add Tokyo Bus Guide support
Log VMU files loading
CUSTOM TEXTURES: support JPEG format. Get rid of libpng and use stb_image log error if naomi eeprom save fails
Fix mouse state not being updated
PVR/NAOMI: update palette when PAL_RAM_CTRL is updated – fixes wrong palette in Gun Survivor 2 score screen
REND: Use original palette data to compute palette hash
PVR: textured background plane – fixes Who Wants To Be a Millionaire
Latest updates from upstream
Add option for using 2axis joystick even when only one port is connected – this fixes input problems in “Super Off Road”, but other games might also need this.
Add option for controlling log verbosity level – Since we can log to stdout now, it makes sense. Also, some frontends might not have configurable log verbosity levels.
Add option for printing log output to stdout/stderr –
Useful if the frontend’s logging output is unreliable or too noisy (or
both) and we only want to see log output from the core. RetroArch does
have a configuration option for controlling frontend and core log output
seperately, but it’s bugged.
Enable Voodoo on all platforms and regardless of fakesdl – Software-based Voodoo emulation doesn’t require SDL anymore so it should build fine everywhere.
Don’t claim there’s Voodoo2 emulation – Oops. 12MB doesn’t actually mean Voodoo2. The current code only emulates the original Voodoo. The 12MB setting is just a non-standard memory configuration for the Voodoo 1.
Add support for changing current core option values programmatically.
This is a hack. The libretro API does not actually support this. We
achieve this by replacing all current values with a bogus one to force
the frontend to forget the currently selected value, since it doesn’t
match the bogus one. We then submit the correct values again, but with
the default value set to the value we want to switch to. This forces
the frontend to switch to that value because the bogus value is now
gone and thus not a valid value anymore. Finally, we submit the values
again but with the initial default value (we only want to change the
current value, not set a new default.) The frontend will not switch the
current value, as the values themselves have not changed, just the
default has.
RetroArch seems to be well-behaved here and does the correct thing.
Other frontends might not play ball though.
Hook up 3dfx core options
Vita: Fix dynarec, fix build
Add build options to make bassmidi and fluidsynth optional
Fix ARM dynarec
Correct cdrom sector size field length according to docs.
Refactor input mapper –
Code should be simpler to understand now. This also fixes a bug where
inputs on the second port weren’t working before. Mouse emulation is now
possible on both ports and the default emulated mouse buttons have been
swapped with the speed modifier buttons (L/R are now mouse buttons,
L2/R2 the speed modifiers.) This is a saner default since not all
controllers have L2/R2 buttons.
GHA: Support macOS 10.13 by building with GCC instead of XCode Clang
Fix floppy image file size detection oopsie
Improve disk control related code and move it to its own source file
Make image file extension comparisons case-insensitive –
This fixes the issue where loading an image that has an upper-case
extension (like “.CUE” instead of “.cue”) results in dosbox mounting the
image itself without going through the libretro disk control interface.
We add new case conversion funtions for this (in the new util.h/util.cpp
files) because the existing conversion functions provided either by
dosbox or libretro-common are crap and we’re smarter than everybody
else.
Add libretro disk control interface disk labels support –
Only retro_get_image_label_t for now. Leave retro_set_initial_image_t
and retro_get_image_path_t undefined as it’s not clear what the use
would be in case of DOS games, especially since we don’t handle m3u
files yet.
Fix disk_replace_image_index always reporting failure –
This silly mistake caused the “Failed to append disc” error message in
RetroArch.
Add core option for setting the free space when auto-mounting drive C
Ensure overlay mount path ends with a dir separator –
Otherwise dosbox will write data in bogus directories in the overlay.
Add option for mounting the executable’s parent dir as drive C –
Some pre-installed games expect to be installed in C:\GAMEDIR rather
than directly in C:\. This option allows these games to run without
having to modify their configuration files first.
Enable PC speaker by default
Fix direct content loading of DOS executables
Fix BASSMIDI crashing during startup on 32-bit Windows
Add BASS/BASSMIDI libs to core info file
Add BASSMIDI MIDI driver –
The bass and bassmidi libraries are looked for in the frontend’s system
directory and loaded at runtime. This allows the core to work and be
distributed in a GPL-compliant way without those libraries.
Add SALC and XLAT to the dyn_x86 core. Improve LOCK handling a bit.
change new to new(std::nothrow) (vogons 73603) and some formatting
QNX: Adjust flags to msync based on libretro-common –
I didn’t notice any bug before but this stuff is very difficult to trigger
QNX: Add support
Allow unaligned memory only on x86
Determine CPU based on actual running platform rather than build one –
This allows to closs-compile on x86 linux into arm linux
Endianness is determined in retro_endianness.h and dynarec is determined
in dynarec.h
Correct cdrom sector size field length according to docs
memory: Add missing std::nothrow –
Given subsequent check for NUL it was obviously intended for use with
std::nothrow
Catch exceptions in dosbox –
Right now an exceptions ends up killing cothread which is against libco
recommendations and is more difficult to debug. Instead log and exit normally
Fix button mappings and wrong port assignment when using both ports –
This maps B/A/Y/X to DOS buttons 1/2/3/4 by default. Also corrects the
issue of input not working correctly when using two controllers.
Fix Windows x64 hang/crash by updating libretro-common
Don’t submit mouse emulation descriptors when no ports are connected
Fix new gamepad emulated mouse defaults being swapped
Map mouse buttons to L/R, modifiers to L2/R2, not vice-versa –
Many gamepads don’t have L2/R2, which were needed to press mouse
buttons with the gamepad using the default mapping. This change
maps mouse buttons to L/R by default. The modifiers to speed up
or slow down mouse motion are moved from L/R to L2/R2, since they
are less essential. All of this can be remapped via quick menu
using the input mapper.
Fix gamepad emulated mouse inputs not showing in mapper sometimes
Vita: Fix dynarec
Vita: Build fix
Switch to libco provided by libretro-common –
libco embedded here crashes on vita. So let’s use the common one
Use RETRO_CALLCONV for disk control callbacks –
It’s surprising that there were no crashes so far on x86 32-bit…
Fix disk_replace_image_index always reporting failure –
This silly mistake caused the “Failed to append disc” error message in
RetroArch.
Correct an oversight of r4186 when floppy disks are mounted.
Load bios from path that was checked
sanitize gl context requests
Add more detailed error messages for mmap, unlink sooner
Allow Solaris 11 build
Cleanup warnings: snprintf truncation, strncpy->memcpy, memset
Lightrec: Cleanup/deduplicate mmap code
Lightrec: Improve homebrew support
Fix inverted check for dma-only invalidation
Fix OS X compile
Lightrec: fix more games –
These games now work:
– Need For Speed: V-Rally
– Alone In The Dark – One-Eyed Jack’s Revenge
Lightrec: Fix SWL/LWL using wrong mask
When HAVE_SHM always use global memfd so it can be closed properly on exit –
LGTM found this once the default was to compile in lightrec
Keep track of mmap failing –
If mmap failed it should prevent crashing when closing and disables
lightrec memory mirrors so as to not use an incorrect code path
Update to latest lightrec and extract PGXP from lightrec –
PGXP functions are now called from within beetle
Compile in Lightrec support by default –
Specify HAVE_LIGHTREC=0 if you don’t want it compiled
Improve DualShock calibration reference
Fix disk control interface when running single-disk PBP content
Only set WITH_DYNAREC based on ARCH if not set
Update GLiden64
Add support for loading GL symbols using dlsym() instead of libretro API –
* Required for platforms with EGL version < 1.5 * To enable, use new compile-time define: `-DGL_USE_DLSYM` Currently only enabled for Raspberry Pi platforms that use the legacy Broadcom driver.
Add nasm variable
Assign variable and reference nasm
Bump Version to 2.0.5
Update Mupen64Plus INI
Add fbInfoDisabled to Ini parsing
Update GLideN64 INI
Enable Solaris build
Activate openGL program precompilation
Precompile some shaders directly at boot time to have a smoother BIOS animation
Emit a callback at each frame for synchronizing need on ports
Swap the buffers at each frame
(libretro) framerate pacing + CDROM support + m3u extension
Implement a database & rework cart auto-detect
Add support for BIOS language
Fix Assault Leynos 2 black screen
Fix mesh improved image unit usage
Fix blinking in Sega Rally, CS Mode
Add support to remove banding when using gouraud shading
Modify the handling of improved mesh handling to prepare improved banding support
fix pause in Daytona USA
fix Sega Rally USA boot – might introduce other improvements or regressions
Prepare the SH2 threading
ST-V I/O is reading words
(libretro) fix resolution mode change
Rebase the openGL on Yabause since compute CS has a better rendering and openGL rework created new issues
(libretro) improve rendering loop
Better horizontal upscaling
Depending of vertical flip, sprite reading is not the same – Improving Sega Rally
(libretro) use cpu_tesselation as default for polygon mode
Use CPU tesselation by default
(libretro) make the frame rendering more libretro-friendly
Reintroduce some required variable for color calculation – fix Cotton Club
Software renderer supports 4 threads at maximum
Consider that only old card compatible only with OpenGL 3.3 are limited in variables and need to reduce VDP2 blitting program
Reintroduce software renderer
Reduce the VDP2 register texture width
Do not initialise unsupported openGL functions. Fixing some openGL Core 3.3 errors
For openGL do not call to much the rendering loop – Better to maximize cache texture impact
Add ignition line to VDP1 commands
Do not flush the cache texture at each HBlank – only flush when needed
In case of draw every 2 frames, do not consider CMD that has already been displayed
We have to update the texture before the evaluated startupline, not at the end of the first line… Fixing Skeleton tearing
allow STV rom loading to be CRC based
Trigger the VDP1 rendering as soon as we consider the draw command list has executed
Take care of effective starting line of VDP1 command to evaluate if the core has to regenerate the textures
Remove NVidia related pragma – Might impact other GC
Calculate VDP1 cycles requested by draw commands
Fix some STV loading –
Fix batmanfr, thuntk & thunt boot without breaking dnmtdeka gfx (and maybe other’s ?)
Also got sanjeon to boot.
Load the BIOS file of the right entry – Fixing Die Hard boot
Setup EEPROM directory at the same location than STV ROM
Fix “heap-use-after-free” on exit –
YglGenReset can’t be called after _Ygl is freed
fix some STV loading issues –
suikoenb, thunt, thuntk, batmanfr & znpwfvt now boot, however only thuntk seems playable at the moment
Support EEPROM save & load for STV
Update the rotation window before the rotated layer are using the values
Preliminary support for STV’s Kick Harness
Fix horizontal RBG offset in Final Fight Revenge
Allow openGL 3.3 since openGL without tesselation should work on most of the games
Fix the RBG vertical misalignment when upscale is on – Still horizontal tearing
Some minor fixes for RBG CS
Fix VDP1 mapping on highest upscale ratio
Fixing coin setup on ST-V
Backup RAM can be accessed in word and Long – STV is doing this
Better handling of the upscale
PTRM = 0x3 corresponds to PTMR 0x2 – Fixing Skeleton Warriors startup
Fix the special color condition in case sprite is cc enabled, not active as first screen, but activable as second
For color mode other than 2, read coefficient table on the upper part of the color RAM
Do not handle prohibited setting on PTMR – Fix Skeleton
Writing lower part of Color RAM in mode 0 is overwriting upper part
When VDPRAM mode is 0, color from RBG is read on the upper part since lower part is for color offset
If the code is checking EDSR, just wait for VDP1 processing to finish – avoid changing VDP1 texture while it is changing
Do not try agressive optimization yet – Fixing Disc menu performance
Fix Quad upscale in Compute shader
Fix the regeneration of the VDP1 surfaces – Fix Guardian Heroes
Add a compilation flag to enable/disable VDP1RAM update – enabled by default
LDCSR is changing the SR mask, so interrupt shall be handled as soon as it is changed – Fixing Princess Maker 2 boot
Fix the deinit of YGLTM
Fix libretro fullscreen switch – Implement a destroy of all openGL objects when openGL context is reset
(libretro) fix upscaling weirdness
(libretro) try at fixing scaling weirdness
On Libretro, do not execute the last resizing. It is required that the libretro framebuffer always provide a FB of size _Ygl->widthx_Ygl->height
(libretro) updates
Issue on IST cleaning. Princess Maker 2 is now crashing on master SH2 issue. Might be due to SH2 interrupt handling – Fixing Skeleton boot
SH2 interrupt mechanism is not accurate – Do not try to make it precise – Fix Capcom Generations 5
Compute the VDP1 buffer in threads
Double the VDP1 structure to avoid stall between frames
Big rework of SCU Interrupt handling – Fix Princess Maker 2 boot while fixing Nanatsue Kaze after the start screen – might introduce regressions
Reenable the support of asynchronous preparation of RBG layers
Do not enable RBG async preparation
Fix BIOS HLE interrupt usage
Fix sysclip size for rotation
Check if we need to send a SSH2 interrupt each time we are sending a MSH2 interrupt from SCU
Purge all the SCU interrupt and do not stack them
Changing SCU HIRQMASK can generate an interrupt
NMI interrupt has a specific handling and does not exit using a standard RTE command
Handle in priotity interrupts on SH2 core
Rework a bit the SCU interrupt handling
Reintroduce interrupt removal – Fix Princess Maker 2 – might impact Sakura Wars
Fix Sakura Taisen video
Fix line color offset on RBG compute
Fix Highway 2000
In case of rotated FB, increase the system clipping by twice the offset – It looks like a workaround – It is fixing Hang On ’95 blue line on the right
Better to use VDP2Ram access function
Fix VDP1 rotation for Hang on and Power drift. It looks like a scale might be still needed for Capcom Generations 4
Android: Support for new lightrec API
Update lightrec to latest upstream
Minimize logs when loading a cheevos-compatible content
Cleanup retro_run() –
– move input query into separate functions
– move internal fps display to separate function
Hide other inputs from core options –
– This adds a core option to hide some input options like multitaps, player ports 3-8 and analog-related fine-tuning options.
– also combine dynarec-only options in one #define directive
More core option fixes –
– This PR fixes core options and moves them to the related dynarec modes where they are implemented.
LIGHTREC = relates to platforms that supports the new Lightrec mode
NEW_DYNAREC = relates to previous dynarec implementation that is still used for some 32bit devices
– Dynarec Recompiler core option, both dynarec implementation can be enabled or disabled
Move guncon options to update_variables –
– This should stop unnecessary RETRO_ENVIRONMENT_GET_VARIABLE callback and log spamming
Fix some edge case where core can freeze upon loading content
Automatically disable Lightrec when no BIOS is present, take 2
cdriso: fix a disk switching deadlock when closing a CD image
ARM NEON: Fixed bug where MSB of a 15-bit BGR color could corrupt green value.
cdriso: fix a disk switching deadlock
unai: Add ARM-optimized lighting / blending functions
Addendum on UNAI ARM-optimized lighting/blending improvements –
“Looking at the generated ASM on 3DS, I thought I could squeeze out some extra performance by moving the inner lighting and blending functions to handwritten A32 assembly. This gives a medium improvement generally (3-5fps faster on the beach in Crash 1) and a large improvement when doing lots of blending (46-48fps before, 57-60fps after, behind the waterfall in Water Dragon Isle in Chrono Cross).
Some other notes:
I used the ARM11 MPCore (3DS CPU) timings for pipelining.
I had a few stall cycles during lighting, so I used them to preserve the MSB for lighting and blending, which saved a store, load, and orr later on. ~3-6 cycles saved overall by doing that.
I switched from u16 to uint_fast16_t, which is 32-bit on this platform. This saved a few useless uxth instructions for another few cycles. This shouldn’t affect other platforms, but I don’t know for sure. Could typedef if necessary.
A lot of the speed improvement in blending comes from not using two instructions per and. For example, & 0x8000 — the compiler preferred to mask out bytes using bic 0x7F00 and bic 0x00FF. Both slower and seemed less correct for what we’re trying to do.”
Fix cheat input dip switch option
New working game Gulun.Pa! CPS1 prototype
sample pause support for journey –
uses pause instead of the mute hack implemented.
TANK III Joystick bootleg
Update samples.c
fix big samples dynamic loading when not an OST item
Update mcr2.c –
Sepways.wav sample support for journey
Update inptport.c
Update foodf.c –
Allows the player to face in the direction last applied.
A fix for Midway MCR3 game saving
Fix Selecting “Inputs (this game)” crashes Retroarch on Android (should also affect other ARM builds)
backport 12-bit wrapping fix
Fix 12-bit wrapping behavior in YM2608/2610 ADPCM_A decoding, fixes some glitches in certain samples in the metal slug series, and likely other games. [Lord Nightmare, madbr]
Fix build for Windows x64
Request glcore context when video driver is gl
Sanitize GL context requests
Update ParaLLEl RDP – about a ~10fps speed increase on Nvidia over previous version
Should fix Mega Man 64 graphics glitch (electric fence not visible)
Add ParaLLEl RDP
Add SI DMA Duration hack for Tetris 64
Use separate cache for DRAM and hidden DRAM.
Add DRAM flush and fix VI_REGISTER_OUTPUT.
Dump the hidden RDRAM as well.
Fix Seg Fault on Game Unload –
When commit 11c1ae3 split r4300_execute into r4300_execute and r4300_init, it continued to check the “stop” variable, but this is undefined. Removing these checks resolves the seg fault and does not affect functionality.
Fix YES/NO keys and set 0 as default key
Change Action button to B to be more consistent with other cores, and remove the shortcuts to 1/2/3/4 keys (useless with the new virtual keyboard)
Add option for virtual keyboard transparency
Add graphical virtual keyboard
Fix Haiku build
Remove NVRAM file and try rename again on initial failure –
Windows doesn’t like renaming over files? This logic accomidates for both
without needing platform specific behavior.
Add Haiku build
Add Haiku build
Add GLES Support and initial Rockchip platform
Fix intermission screen being unskippable.
Put on par with Vita build (Bump to v.2.3).
WiiU: Add build
PSL1GHT: Add build
Add Haiku build
Libretro: Add cheevos support for GB/GBC
PS2: Update to newest toolchain
PS2: Update to newest toolchain
Fix potential free(NULL); problems
PS2: Update to newest toolchain
user-adjustable Zapper tolerance
reduce max Zapper tolerance to 20
MMC1 overrides are treated as ines 2.0, so its needs at least default values for prgRam and chrRam columns.
Fixes FF1 pink screen due to unmapped CHRRAM.
Use proper geometry when switching NTSC filter on or off –
– Width changes previously was not respected when using NTSC filter. With full use of overscan, NES width
is 602 px when NTSC filter is used and 256 px on normal
Fix build when compiling without NTSC filter support
fixed 3DS build
Adjust Zapper tolerance; make Zapper input tolerance circular rather than rectangular by default
Fix timing when changing from PAL/Dendy to NTSC –
– Happens when starting with PAL/Dendy region and changing to NTSC can cause frame to get stuck in 50 Hz
– using RETRO_ENVIRONMENT_SET_SYSTEM_AV_INFO should remedy this.
NTSC: Remove height doubling/scanline effect –
– We just use shaders for scanline if needed. NTSC + height doubling causes performance hit
for some slow devices. Any decent platform should be able to handle scanline effect shaders at least.
ines.c: Simplify rom info logs and cleanup
Fk23c: Fix chr issues for some games –
– Affects mostly waixing using mixed chr rom/ram modes (bit 2 of ram config register $A001)
Update ines-correct.h –
– Add overrides for FK23C
– Move MMC1 overrides
– Move MMC5 overrides
Move overrides out of some mappers –
Move mapper-based overrides out and use ines-correct.h if possible. Affects the following mappers below:
– Move Cnrom database to ines-correct.h
– Mapper 201 update
– Mapper 91: Add Street Fighter III (Submapper 1) to ines-correct.h
– Add dipswitch notes to m237
– Update mapper9 (PC10 version of Mike Tyson’s Punch-out)
Move battery-backed prg ram override to ines-correct.h
Start expanding internal override database (ines-correct.h)
PS2: Update to newest toolchain
PS2: Apply color correction
DOS: Add platform support
PS2: Update to newest toolchain
libretro: added granularity in SuperFX overclock –
There doesn’t seem to be any benefit of overclocking above 15 MHz
(150%). The user should be allowed to be more precise with their
overclock setting now.
Fix MMC reg for 64bit builds –
Fixes a segmentation fault when playing large ROM games.
Fix MMC bank register bit 7 (FuSoYa) –
Fixes the 64Mbit ExLoRom map.
ROM: fail if ROM is invalid –
Fixes an issue whereby a non-SNES file would cause a segmentation fault.
This may occur if the selected ROM is corrupt, or a file has an
incorrect extension.
APU: remove unused SoundSync –
Additionally modified the resampler to use buffer size as a parameter
instead of the number of samples within the buffer. Previously, the
buffer size was being changed to the number of samples, and then changed
back within the resampler.
snes9x: add defines for unused multi-cart support –
The compiler was already optimising these unused functions out. The
libretro core can define SNES_SUPPORT_MULTI_CART 1 to re-enable support
for multi-cart in the future.
snes9x: refactor defines and remove overscan –
Out of bounds memory fix from
snes9x: APU: Fix buffer overrun –
Additionally:
This fixes linking with LTO.
Disable audio if an error occurs in init instead of continuing and
segfaulting.
snes9x: reduce APU buffer to 64ms –
I believe this to be a more sane setting than a 1000ms buffer.
snes9x: backport config from upstream –
Most options were not available in English, despite it being the default
language. All the options that were available in Turkish are now
available in English.
snes9x: fix headercount increment
libretro: fix pitch measurement
Switch from ad-hoc endianness handling to retro_endianness.h
Fixed colour conversion (7 bit mono to RGB1555).
support analog controllers
Make line drawing code more efficient by doing RGB conversion once per line only
Nicer point shape
Allow scaling of vector display
more flexibility in adjusting display – allow for scaling and shifting to fit overlays
CD-ROM controller logic split into a separate file
Y Zooming don’t need a ROM file anymore
New system to identify and patch BIOS, should allow unknown BIOS to run.
BIOS files don’t need to have a specific name anymore they are identified by contents
Support for Universe BIOS 3.3
BIOS name in the menu now includes filename
Add synchronous CD operation mode
Vita: Use synchronous CD operation mode
Vita: Add build
3DS: Add build
WiiU: Add build
PSL1GHT: Add build
Emscripten: Add build
Implemented horizontal interrupt masking (not verified on real hardware)
Fix CDROM music endianness
Fix big-endian support
Properly send logging to proper place –
use logging interface as much as possible with stderr as fallback
rather than being inconsistent
Swap frame before passing it to audio_batch_cb on bigendian –
audio_batch_cb expects native-endian frames and libmad gives little-endian
frames. Hence on big-endian we need to swap
libmad: Fix big-endian support
Switch from ad-hoc endianness to retro_endianness.h
separated CHANNELF HLE code
Latest updates from upstream
iOS/TVOS: Add build
WiiU: Add build
Libretro improvements
Two joystick support with automatic switching
Define controls close to PUAE default. Use right analog stick as mouse and L2-R2 as mouse button.
Add working virtual keyboard support
Emulation resolution handing is better (especially change). 2nd mouse button working.
Solve right mouse button non working
Solve different video resolution
Solve audio glitches
Disable waiting blits by default
Remapping fixes + clarifications
Zoom mode horizontal croppings + cleanups
Prefixes for hidden core options
Better sorting in M3U generation
Geometry fixes, Keymap update, Cleanups
WHDLoad fixes –
– Custom parameter not working on many cases
– Error messages and copy skips if Kickstart filesizes are not correct
Model preset overrides, Optional region search
Core option for D-Pad joystick/mouse switching
Model config overhaul
NTSC fixes
Optional region forcing with No-Intro tag support
WHDLoad update
Sort generated M3Us, Statusbar + glue updates
Fix android build
New defaults for CPU and Drive Sound Emulation, Sound cleanups
User-friendly warning messages for Kickstarts and CAPSImg
Attempt to fix crash when reloading core on static builds
Fix ZIP Browse Archive
M3U ZIP fix
Hor+Ver positioning fixes
Add “Remove Interlace Artifacts” core option
Backport interlaced double line field mode to replace old frame mode
Fix sound filter from effectively being always Automatic at startup
Fix filter type update, Improve zoom
Add core option for CD startup delayed insert, Remove previous disc change detect trickery
Change model force hierarchy, Option label updates
Android unzippings yet again
Core option for muting floppy sound when drive is empty
Automatic horizontal centering improvement
ANDROID X86: Fix build
Fix amd64 compilation –
m68kops for amd64 is empty, use generic exactly how it was before the rewrite
Rewrite libretro m68k.h and m68kops.h to use non-libretro variants –
They encapsulate per-cpu optimizations. There is no reason to
have a version for libretro
Rewrite maccess.h using new retro_endianness
Automatic zoom improvements
Control improvements:
– Enabled D-Pad as mouse in analog joystick mode to help out menu traversing, otherwise D-Pad does nothing unless toggled to mouse mode
– Added core option for inserting RetroPads to joystick ports in different order (for Arcadia, Dyna Blaster etc.)
Fix vertical touch alignment on keyboard while zoomed
Global conf file, MultiDrive via Disk Insert
CDTV core option
Statusbar finetuning
Disk Control additions:
– Transparent ZIP support in M3U parsing
– Insert Disk support for M3U/ZIP/etc
Keymap core option + rework
Autoloadwarp enhancement, Core option label tweaking
Remapping fixes + clarifications
Fix Plus4 cartridge launching, Statusbar fixes
Autoloadwarp fix for D81s, Statusbar cleanups
Freeze cartridge to reset types
More robust floppy autoloadwarping
VIC-20 updates:
– RAM block set tidying
– Fixed starting carts in M3Us
Achievements environment
Core option for 2nd SID, Warp mode rework
Automatic Load Warp core option
NBZ support
Dump available and not yet core optionized resources for easier ‘vicerc’ usage
Disk Control finetuning –
– Fallback to drive 8
– Remove “.” from image type detection extensions to also match cases like “.hidden-d64”
Fixed and enabled printer
Better sorting in M3U generation
Disk Control updates –
– Allow CRTs & PRGs in M3Us
– Removed redundant short pathname label fallback in widget
Automatic region fixes
Zoom mode honing –
– Changed manual mode operation from automatic to optional
– Corrected non-wide calculations
– Added VIC-II/VIC/TED border info to sublabels
Core option reorganizing –
– Separated VICE option variables from core option variables
– Prevented updating VICE variables to the same variable
– Simplified palette options
– Fixed CBM2 embedded palettes & added missing PLUS4 embedded files
– Removed & disabled non-working CBM2 models (510 not selectable in standalone, therefore no point fixing embedded files)
– Fixed Super VIC memory expansion
– Fixed CBM2 crash on higher resolution models
Work disk improvements –
– No need to reset
– Fixed start content
Automatic model core options for x64 & x64sc –
– Scans for “NTSC|(USA)” and “PAL|(Europe)” tags
– Both PAL/NTSC and C64/C64C can be preferred
– Default is “C64 PAL Automatic”
Sync finetunings –
– GetTicks returns a ticker from get_time_usec instead of fake microSecCounter
– Bypassed internal frameskips and delays
– Warp mode speed improved
– Statusbar updates FPS in 1 second intervals instead of 2 & shows real FPS from both warp and fastforward
Work disk core option with device selection
Fix for autostart detection of D71
Work disk core option with device selection
Fix QNX build
Zoom improvements –
– Presets for usual suspects (16:9, 16:10, 4:3, 5:4)
– Hardcode exceptions minimized, math maximized with science
Fix Emscripten build
Switch from adhoc endianness handling to retro_endianness.h
Sort generated M3Us
Better retro_get_region, Embedded additions
Include NIBTOOLS for automatic NIB->G64 conversion
Manual cropping core options
Remove border stuff
Zoom overhaul, Reorganizing, Cleanups
JiffyDOS & GO64 for C128
Direct hotkey for joyport switching, TDE + DSE enabled by default
Disable JiffyDOS with tapes also on static platforms
Rename mouse_x to retro_mouse_x in retrostubs.c to avoid confusion with mousedrv.c
Fix compilation on Vita
PET fixes (embedded data, keyboard layout) + Cleanups
Extended ZIP+M3U Disk Control
Fix model change not triggering geometry change with borders disabled
PSL1GHT: Add build
Disable compilation of CmdPipe.cpp on libretro
Add safeguard in case of thead allocation failure
Resync libco
Add logging
3DS: Add build
PSP: Add build
Vita: Add build
QNX: Add build
QNX: Fix cmdpipe
Exclude cmdpipe on PSP1 and Vita
Don’t use sigaction on PSP1 and Vita
Don’t use chdir and getcwd on PSP1 and Vita
Change pulsehandler not to use signals on libretro
Fix declaration of INLINE on Android
Support for big-endian Linux
Switch from ad-hoc endianness to retro_endianness
Fix scratchy audio in Super Mario Bros. 3 and others
3DS: Render at half-width
PSP: Render at half-width
Android: Fix build
Gamecube: Add build
PSL1GHT: Add build
WiiU: Add build
Big-endian support
avr8: Fix initial memory cleaning –
Current code zeores-out only part of intended array
Disable av8::idle on libretro –
It’s not used by libretro
Disable recording code on libretro –
It’s not used by retroarch but it links with popen that is not
available on many of retroarch platforms
Support compilation with g++ 4.6
Gamecube: Add build
Wii: Add build
WiiU: Add build
PSP1: Add build
Vita: Add build
Use retro_endianness.h instead of ad-hoc endianness defines
Fix video glitch on big-endian
Replace ad-hoc MSB_FIRST with retro_endianness.h
QNX: Fix build
PSL1GHT: Add build
PSL1GHT: Add build
WiiU: Add build
Wii: Add build
Gamecube: Add build
Filter-out identical calls to SET_GEOMETRY
Fix disk-reading routines on big-endian –
Current approach of swapping after reading/before writing is sound
in theory but in current codebase it’s difficult to track and leads easily
to double-swaps. Just swap the values right before use and at assignment
Optimize byteswap
Fix big-endian video rendering
Disk endianness fix
Fix arguments to ReadPort/WritePort –
Passing 32-bit value instead of 16-bit has undefined results. It works
on some platforms and fails on other. Fix it properly
Support big-endian systems
Use retro_endianness instead of SDL_BYTEORDER
PSP: Add build
Vita: Add build
Remove leftover endiannness defines
Fix arguments for coinDeviceCreate –
Argument mismatch is fatal on emscripten
PSL1GHT: Add build
Fix non-smooth scrolling in PAL 50Hz
Move from adhoc endianness to retro_endianness
PSP and Vita fixes
QNX: Add build
PSL1GHT: Add build
Latest updates from upstream
Wii: Add build
Gamecube: Add build
Use unsigned int instead of uint –
For mingw compatibility
PSL1GHT: Add build
Emscripten fixes
Vita: Fix build
QNX: Add build
Vita: Add build
QNX: Add build
Emscripten: Fix build
Fix path to auth database.
Current path ends up in current working dir which might be anywhere,
unwritable or not even exist as a concept.
Don’t attempt to run main loop after failure.
It only clouds what errors have occurred
Android: Now goes ingame and no longer crashes at startup, doesn’t render blocks yet though
QNX: Add build
Emscripten: Fix build
support big-endian linux
PSL1GHT: Add build
Android: Fix compilation
Wii: Add build
Gamecube: Add build
Add big-endian support
PSL1GHT: Add build
Add iOS arm64 build support
PSP1 scaling messes when source is larger than psp horizontal resolution,
hence render at quarter resolution
PSP: Add build
Fix QVGA support: Code for rendering at quarter of resolution is broken for libretro files
altogether as it was never really implemented.
Highres QVGA rendering forgot horizontal offset resulting in single-color lines,
fix it as well
Vita: Add build
QNX: Add build
Support big-endian linux
PSP: Fixes
config: don’t use unaligned access on RISC –
configure.ac enables it only on x86 and m68k. Mirror it in our manual config
Use frame counter instead of real clock
Allow enabling or disabling FM sound (YM2413)
Prevent potential crash and cleanup –
– set max geometry height to 240
– remove some unnecessary functions and variables
– move some callbacks from retro_init to retro_load_game
Add core option (Remove Border) –
– removes left border (overscan). Works on SMS only.
– General video renderer cleanups
Add core options for region and hardware type overrides
Add proper support for PAL content –
– timing/region is detected using internal database
– fix to rom names on rom info log
Improve performance when using NTSC filters –
– Removes Sony decoder core options
– Removes doubling of height when using NTSC filters
– Use standard integers where applicable
Allow core to safely close when a required bios is not found –
– For coleco rom content, it requires the colero bios to exists. So if none is found,
just allow core to safely exit. SMS roms does not require bios to be playable, so no check is necessary for it.
Add support for colecovision roms (Experimental)
Fix input mapping typo
3DS: Update target
Fixes graphics issues – Intellivania not working on emulator
Correctly detect MTE Test Cart
Fixes #40 – Intellicart roms w/o A8 –
Detects Intellicart roms using a different method for files that don’t begin with 0xA8
Expose RAM for Retroachievements
OSD, Keyboard keypad controls –
keys 0-9 as expected. [ and ] replace C and E
OSD updated, real messages replace cryptic “colored pixel” loading error feedback
3DS: Fix build
PSL1GHT: Add build
Update to 0.220
add 4-way joystick simulation option
Correct 4way support
PS2: Add build
Auto load BASIC 1 cartridge instead of BASIC 128 cartridge on TO7/70
Add virtual keyboard transparency option
Add TO8/9 keyboard
Update TO8 keyboard image and add TO7&TO7/70 virtual keyboards
Add virtual keyboards for all models
First version of on-screen virtual keyboard
Fix cheevos support
AUDIO/JACK: Fix regression introduced after 1.8.4 – would hang at startup
CHEEVOS: Disable hardcore when cheats are enabled
CHD: Return false when special track cannot be found
DISCORD/MATCHMAKING: Fix Discord ‘Ask To Join’ functionality
FILE PATH: Various file path handling optimisations
FONT: Fix Arabic, Chinese and Korean font rendering
INPUT MAPPING/REMAPPING: Restore broken ‘reset to default’ functionality with RetroPad ‘start’ button
INPUT MAPPING/REMAPPING: Fix ‘reset to default’ action for analog sticks and undefined core inputs
LIBRETRO: Add new message extension allowing for richer messages
LOCALIZATION: Update Arabic translation
LOCALIZATION: Update Chinese (Simplified) translation
LOCALIZATION: Update Chinese (Traditional) translation
LOCALIZATION: Update German translation
LOCALIZATION: Update Greek translation
LOCALIZATION: Update Spanish translation
LOCALIZATION: Update French translation
LOCALIZATION: Update Italian translation
LOCALIZATION: Update Japanese translation
LOCALIZATION: Update Korean translation
LOCALIZATION: Update Dutch translation
LOCALIZATION: Update Polish translation
LOCALIZATION: Update Portuguese Brazilian translation
LOCALIZATION: Update Russian translation
LOCALIZATION: Update Turkish translation
LOCALIZATION: Update Vietnamese translation
LOCALIZATION: Add Slovak translation
MENU: Small buffer optimizations
MENU/THUMBNAILS/BUGFIX: Fix heap-use-after-free error
MENU/OZONE: Add option to sort playlists after name truncation
MENU/OZONE/ANDROIDTV: Default to Ozone menu driver
MENU/OZONE/ANDROID: Gamepad-like devices default to Ozone now (Shield Portable)
NETPLAY: Lower announcement rate
OVERLAYS: Fix memory leak when loading overlays
SHADER PRESETS: Improved shader preset dirs
TIME/DATE: Enable configuration of date seperator in clock and runtime ‘last played’ displays
VITA: Fix upside-down vertical games
UWP: Enable playlist and savefile compression by default (because of slow file I/O)
VIDEO/WIDGETS: Fix overlapping text when simultaneous pop-up notifications and core/shader messages are being displayed
WIIU: Gamepad hotplugging support
WIIU: Theoretical multi-gamepad support
X11: Fix crash in x11_display_server_get_screen_orientation
X11/XSHM: Allow X11/XHSM video driver to operate without SHM extension
X11/XSHM: Fix compatibility with X11 input driver
XVIDEO: Fix keyboard input initialization
XVIDEO/XWAYLAND: Fix XVideo support on xwayland (by supporting I420 and YZ12)
- Añadida unibios 3.3 para NeoCD
- Añadidas bios alternativas X68000
-Añadidas bios CDTV y Amiga 4000 para P-UAE
- Cambiada bios Dreamcast por versión jc-bootROM-devkit la cual tiene mejoras y añadidos respecto a la original.
- Añadidas algunas bios más para hacer el pack compatible con Bizhawk.
- Separadas las bios de mame 2003plus reduciendo el tamaño del pack un 75%
John3d escribió:Buenas
Perdonar que vuelva a preguntar pero vuelvo a tener problemas con los juegos de Amiga (P-UAE).
La ultima vez que toque retroarch me iba bien pero he actualizado los cores y ahora cuando ejecuto alguno me sale el explorador de amiga y no carga nada. Pasa lo mismo en windows y android.
DJ Deu escribió:John3d escribió:Buenas
Perdonar que vuelva a preguntar pero vuelvo a tener problemas con los juegos de Amiga (P-UAE).
La ultima vez que toque retroarch me iba bien pero he actualizado los cores y ahora cuando ejecuto alguno me sale el explorador de amiga y no carga nada. Pasa lo mismo en windows y android.
En que formato tienes los juegos?
EL core ha tenido muchos cambios.
DJ Deu escribió:John3d escribió:Buenas
Perdonar que vuelva a preguntar pero vuelvo a tener problemas con los juegos de Amiga (P-UAE).
La ultima vez que toque retroarch me iba bien pero he actualizado los cores y ahora cuando ejecuto alguno me sale el explorador de amiga y no carga nada. Pasa lo mismo en windows y android.
En que formato tienes los juegos?
EL core ha tenido muchos cambios.
John3d escribió:DJ Deu escribió:John3d escribió:Buenas
Perdonar que vuelva a preguntar pero vuelvo a tener problemas con los juegos de Amiga (P-UAE).
La ultima vez que toque retroarch me iba bien pero he actualizado los cores y ahora cuando ejecuto alguno me sale el explorador de amiga y no carga nada. Pasa lo mismo en windows y android.
En que formato tienes los juegos?
EL core ha tenido muchos cambios.
He trasteado un poco y he visto que no me carga los juegos cuando tengo los lha comprimidos en un archivo zip, si tengo los juegos como lha si que va bien. Pero yo diria que antes tambien me los cogia comprimidos.