Nouvelle version de cet emulateur Nes encore en developpement :

* PPU: fixed quite a large error where it (or I ;p) caused wrong pixels to be rendered when the PPU address was changed mid-scanline (fixes Rad Racer gfx)
* fixed a DirectInput crash when the window was inactive at startup
* PPU: it wasn’t running the correct number of cycles each frame (caused rare crashes, though especially in PAL mode)
* palette: support for external palette files
* support for realtime IPS patching
* mappers: fixed Irem G-101 bankswitching (fixes Ai Sensei no Oshiete)
* APU: emulation of the frame sequencer, including frame irqs (fixes Qix, Door Door, Shin 4 Nin Uchi Mahjong lockups)
* improved logging: verbosity is optional, exit on error isn’t silent anymore, timestamp in welcome message, nomore infinite illegal opcode logging
* source: improved the makefile
* added an icon that looks like an ugly blocky blob to people unfamiliar with the NES, and Super Mario Bros in particular
* interrupts: removed B flag, support for multiple interrupts (this wasn’t needed until frame IRQs), edge-triggered timing (fixes Spelunker, Lolo 2, Hanjuku Eiyuu lockups)
* PPU: much more accurate rendering (and slower too, yay 🙁 ). this fixes sprite overflow timing (but at the same time removing the optional unlimited sprites hack), timing of scrollcounter updates, and most importantly, the MMC3 scanline counter: nomore evil screenshaking problems
* PPU: returning open-bus values when reading an invalid location, or when the PPU is busy (Micro Machines needed this)
* PPU (again): shows correct background colour when rendering is disabled and the addressbus is in palette area (fixes Bee 52 and Micro Machines colour bars)
* fixed CPUPPU synchronisation (Battletoads, and its brother, don’t crash anymore)
* mappers: fixed MMC5 splitscreen operation (hardly noticeable, but Uchuu Keibitai SDF looks better now), fixed MMC5 IRQs: ignore when PPU rendering is disabled (fixes Gun Sight)
* palette: more accurate and flexible NTSC-U/NTSC-J/PAL palette calculation
* CPU: source: switched from functions to switch/case, hoping for a speedup to compensate for the PPU overhaul, but hardly got any :/
* I misunderstood the 4-screen-VRAM flag in the iNES header (Gauntlet, Gauntlet 2, and Rad Racer 2 work)
* PPU: sprite address changes during rendering (fixes Akira)
* added a lot more broken-iNES-header-fixes, based on CRC32 (actually, the GoodNES maintainer should be the one fixing that, it’s ugly in an emulator)
* mappers: fixed MMC3 IRQs, again
* mappers: GNROM: allow IO at WRAM area (fixes Youkai Kurabu)
* mappers: added emulation of iNES mappers 93, 94, 97, and 232 (Camerica Quattro games). improved #71 (Fire Hawk mirroring)
* APU: added emulation of the DMC channel (without output), including IRQs (fixes Romancia, Guardian Legend, Silent Service, Castelian, Fire Hawk, etc.)
* mappers: MMC3 should also bankswitch after writing to 0x8000 (fixes crashing in TMNT3, Days of Thunder, Star Wars, Krusty’s Fun House)
* PPU: fixed palette mirroring on 0, 4, 8, c (fixes Micro Machines, yeah this game needed many bugfixes, but it’s working alright now)
* CPU: fixed AAX illegal opcode (nestest is happy)
* PPU: added behaviour that every odd frame is 1 cycle less
* mappers: moved Death Race to iNES mapper 144 (was 11). rewrote MMC1 and MMC3, to make adding MMC1/3-lookalikes easier, MMC3: added iNES mapper 118 (there, one lookalike already)
* mappers: seperate source files instead of one huge file
* CPU: don’t push data onto the stack with the reset interrupt
* mappers: forgot to check for MMC5 VROM page overflow (fixes Uchuu Keibitai SDF from crashing the emulator)
* updated zlib
* mappers: fixed MMC1, MMC5, and MMC6 WRAM handling (strangely, 3 unique bugs)
* mappers: added emulation of iNES mappers 42 (Mario Baby), 65 (Irem H-3001), 70, 95, 152, 155, and MMC1 SOROM. improved #66 and #87 (forgot to synchronise the PPU)
* mappers: fixed MMC5 from saving garbage SRAM and/or old SRAM data
* source: added (more) flexible changing of functionpointers, again reducing code size… a little bit
* PPU: improved power-on operation (fixes Cobra Triangle, Ironsword)
* improved handling of external VRAM
* CPU: RAM is initialised with 0xff (fixes Final Fantasy 1 and Minna no Taabou no Nakayoshi Daisakusen, but it also breaks some stuff, even though this has been confirmed to be accurate behaviour) (see source->cpu_memorymap.h)
* mappers: added iNES mapper 234 (Maxi-15), improved #32 (2 types: Major League uses different mirroring), #33 (added IRQ generation)
* auto detection of PAL mode and palettes with GoodNES filenames (eg.  » (J) »)
* mappers: corrected startup mirroring
* added a silly splash screen (ugh, main.c is really messy now, but I’ll get to that later)
* source: added DirectDraw skeleton (um… no, not really, ‘bone’ would be a better description)
* kinda broke/downgraded screen drawing. as you can read above, it’ll be changed to DirectDraw soon
* rewrote this document a bit (well duh, hap, isn’t that obvious ? I mean, even by writing this line, you’re changing it)
* blah blah blah (I like parentheses)
* milk
* bread
* eggs
* cheese
* and they lived happily ever after.

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