Fightcade v2.1.31
Frontend
- Display range for estimated ping in the lobby
- Add "upcoming events" section on the search page
FcadeFBNeo v0.2.97.44-50
- Fix for SOCD cleaner (was being applied in all games)
- New detectors: bangbead cookbib cookbib2 cookbib3 doubledrsp kf2k2ps2b pbobble2
- New savestates: doubledrsp
- Updated savestates: kf2k2ps2b kof97t kof98pfe
- Training mode: sf3 series support, fixes for ssf2xjr1 and improved sfa3 (wip!)
Flycast Dojo 0.4.55
- Linux: Revert to Ubuntu 20.04 environment (fixes Flatpak and 20.04 compatibility)
- New Dreamcast lobbies: flycast_dc_snowsurfers
Fightcade v2.1.30
FcadeFBNeo v0.2.97.44-49
- SOCD cleaner is now applied to certain games only: cps3 jojo games, umk3 series, dbz2
- When SOCD cleaner is active you can choose the old method or the new Hitbox style SOCD cleaner (toggle in Misc -> Options -> HitBox style SOCD)
- Games updated: sfz3mix(0.13)
- Games added: doubledrsp
- Games fixed: dinore
- New detectors: kof2k1rp lastbladsp samsho2sp samsho4sp
- Updated detectors: kof97cbt
- New savestates: cybotsam kof2k1rp kof97cbt lastbladsp nes_skartfighter samsho2sp samsho4sp ssf2xjr1trn
- Updated savestates: pbobblen samsho2 sfz3mix
Flycast Dojo 0.4.55
- Chat: Disable Window timeout after you respond to message
- vf4tuned EEPROM changes: Disabled Network Check, added Stage Select, 3 matches @ 45 seconds
- Update CI Build Environment to Ubuntu 22.04 (should fix dependencies in current package manager, no backports needed)
- Expose EEPROM/NVMEM Restoration Toggle in Settings
- Fix chat application using proper op codes
- Merged Upstream Flycast Changes:
Fix for controller lockup outside of Flycast
Fix for water glitching online
Mac OS: Statically link OpenMP (fixes external Mac OS dep requirement)
Fix DOA2 Limited Edition widescreen cheat
Snes9x (v1.60-1)
- New savestates: pikiinya stetris3 wariowodu wrecking
– The development environment of Ootake has been changed from « Visual Studio
2019 » to « Visual Studio 2022 ». Along with this, even if you build(compile)
with « Optimization ON », it will no longer be falsely detected by some
antivirus software, so build with « Optimization ON » for public files (
Ootake.exe) is now done from this version. I think that there are more PCs
that can operate comfortably without processing omissions even on older
PCs than the version released with « Optimization OFF ».
– The volume balance of the ADPCM sound source has been brought closer to
that of the actual device.
– When playing « TATSUJIN » in the overscan area display ([F12] key)
environment, the dust display at the top and bottom of the screen (it also
exists with the actual machine) has been suppressed. The PC Engine version
of « TATSUJIN » has a narrow screen, but the enemy bullets are fast, so I
feel that it is too difficult for people to enjoy it unless the overscan
area is displayed. In addition, if you select the difficulty level EASY
with the trick of « RUN while pressing SELECT on the title screen », I think
that those who like the great transplant « Kyukyoku Tiger » and « Super
Raiden » will probably enjoy it just right. If you check the « CPU-> Perform
Sprite Limit » menu, it will be reproduced in the same way as the actual
machine (garbage will be displayed when restarting after being killed).
– The processing related to raster interrupts has been brought closer to the
operation of the actual machine. The problem that the drawing on the
screen was disturbed in the demo scene of « Sol Moonarge » (occurred from
v2.81. It was not fixed in v3.03) has been solved.
– Fixed a bug (occurred from v2.96) that sometimes « a very old version state
save file » could not be read correctly.
– Fixed a bug that the game screen sometimes went black when the resume was
restored when the stretch screen mode was changed when using the
resume save (« File-> Set Resume » menu).
– Other small parts have been corrected and improved.
Cette archive inclut Mupen64Plus + ParaLLEl-RDP + une interface utilisateur.
Notez que la dernière archive incluant le plugin GlideN64 est disponible ici.
– Some fixes in Parallel RDP YUV emulation
– Mempak emulation improvements
– ARM: force CPSR/SPSR bit 4 to one (fixes Banjo-Kazooie: Grunty’s Revenge)
– Bus: Game Pak access sometimes incurs a one-cycle penalty when prefetch is active
– Bus: HALT incurs a two-cycle penalty
– DMA: make access pattern (more) accurate for ROM to ROM and other weird DMAs.
– DMA: move the second internal cycle at the end of the transfer
– DMA: handle more changes to the control register during a transfer
– IRQ: rework interrupt delay emulation (once again)
– Timer: writing to the control register takes one cycle to apply
– PPU: apply horizontal sprite mosaic as a post-process
– APU: model FIFO as a buffer of seven (not eight) 32-bit words (thanks Gericom) (fixes #101)
– APU: high bits of SOUND2CNT_L should return zero
– Input: make KEYINPUT updates atomic to avoid incorrect game resets (from the Key IRQ)
– UI: maintain a list of recently opened files for quick loading
– UI: allow loading ROMs via process arguments
– UI: add shortcuts for fullscreen and window scale
– UI: implement a workaround for the broken menu bar during fullscreen on Windows
– UI: hide the FPS counter by default and add an option to unhide it
– OpenGL: fix a black screen issue on some Intel integrated GPUs
– macOS: build NanoBoyAdvance as an App Bundle (thanks nadiaholmquist)