Les changements: – Create a favorite list games!
– New cool animations!
– You can configure systems from launcher.
– Change the background’s color.
– Select a random game.
– The launcher now load more faster!
– A volume control for sound effects and music in the interface
– The media (covers and backgrounds) now will be in separate folder
– The configuration data now is located in the same folder of launcher executable (that’s mean FES Launcher now is portable!)
v0.94:
– Implemented ‘Dark Mode’ support for Windows users.
– Implemented screenshot/cover-art image selection for the ‘Add Game Wizard’ (only when enabled in Preferences), selectable in the last step.
– Implemented eXoDOS games importer, and made some improvements to the GamePackArchive converter.
– Automatically restart DBGL when changing certain preferences.
– Fixed ‘conflicting values’-detection when multi-editing.
– Fixed fetching images from pouet.net.
– Prevented a few possible nullpointerexceptions when using dosbox.conf with unexpected configuration values (Peter).
v0.93
– Implemented Native Custom Command multi-editing (overload86).
– Implemented Template loading as opposed to reloading (overload86).
– Added support for DOSBox version-specific dynamic options (psoma).
– Implemented basic ‘overlay’ mount support.
– Implemented Gallery ‘jump-to’, fixed last launched game image being blank (Doom).
– Major speedup when importing (multiple, very large) gamepackarchives.
– Fixed fetching MobyGames screenshots and obtaining Pouet images from https://content.pouet.net (psoma).
– Fixed a problem opening links to files with spaces in its path; Also fixed a few ‘Browse..’ buttons, paths were incorrectly trimmed (Tomatko).
– Prevent possible « null is an invalid node value » when exporting, and failure to export mapper files (overload86)
– Fixed thumbnail height on MacOS (rfc).
– No longer crash DBGL on DOSBox configuration mismatch, just log the problem and disable the controls (billy043).
– Follow the XDG specification, using ~/.local/share/dbgl for data files on Linux systems, and ~/Library/dbgl on MacOS (_Rob, arobbo).
– Added Slovakian translation by Tomas K., Polish and Spanish translation updates from ZeroX4 and Neville.
– Updated included Mac DOSBox build to Dominus’ latest (0.74-3-3).
– Updated launch4j to 3.14 for improved JRE installation detection in launch.exe (Johnnydement and others).
– Updated all libraries, most importantly HSQLDB (from 2.5.0 to 2.6.0). Please note that this new library does no longer support the old 1.8.x database format. If you’re currently using DBGL version 0.90 or 0.91, first update to 0.92, and only then update to 0.93.
Configuration requise: – A CPU faster than a potato. But it needs to be x86_64, AArch32/armv7, or AArch64/ARMv8, otherwise you won’t get a recompiler and it’ll be slow.
– For the hardware renderers, a GPU capable of OpenGL 3.1/OpenGL ES 3.0/Direct3D 11 Feature Level 10.0 (or Vulkan 1.0) and above. So, basically anything made in the last 10 years or so.
– SDL, XInput or DInput compatible game controller (e.g. XB360/XBOne). DualShock 3 users on Windows will need to install the official DualShock 3 drivers included as part of PlayStation Now.
– Enhancement for the « Keyboard (multi) » tab – You can now trigger the
assignments on different buttons.
For example, let’s assume that Button31 and Button32 are configured to
switch to different profiles. Then, you can assign Button1 to
Input1=Button31
Input2=Button32
and switch them based on the button hold duration or based on how many
times it’s pressed.
NOTE: You can assign a different button function, by opening the right-click
context menu on the key assignment box, and select « Buttons » -> « Button 1~128 ».
– Enhanced the switch rotation in « Keyboard(Multi) » tab – Added an ability to
reset the counter when a button isn’t pressed for a certain duration.
That means, when the button is pressed next time, it will go back to Input1.
– Enhanced the assignment based on the press duration in « Keyboard(Multi) » tab –
It is now possible to assign an additional key « Input3 » when the long-press is released.
– Updated the application icon – special thanks to Peter (Silent_ip)!
– When profiles (*.cfg files) exist in the same folder as « JoyToKey.exe », they’ll
take precedence over « JoyToKey » folder in user’s Documents folder
(except when JoyToKey is launched from « Programs Files (x86) » folder).
– Further improvement for « Experimental » mode (support triggers on certain case)
– Changed the spec for associating profiles with applications as follows:
– if both path and title are specified, profile will switch only when both are matched
– if only path is specified, profile will switch if path is matched
– if only title is specified, profile will switch if title is matched
– When « internal Processing Speed » is changed from the preference, various timings
(such as auto-repeat frequency, button hold duration) should no longer be affected.
– Bug fix: make the mouse movement consistent between Mouse tab and Keyboard tab.
– Bug fix: avoid the crash when changing the number of joysticks
CPU: Added option to control the speed of the emulated CPU timer, similar to the functionality offered by Cemuhook’s custom timers
Vulkan: Reworked internal synchronization
This fixes some pixel flickering artefacts. Known occurrences:
Some waterfalls had tiling artefacts in Breath of the Wild
Shadows would flicker in Pac-man and the Ghostly Adventures
AX: Implemented audio AUX bus mixing correctly
Some games use this feature for reverb or similar audio post-processing effects
The changes below are mainly of interest to graphic pack developers:
gfxPacks: Fixed various issues related to assembly patches
Alignment behavior is now consistent across all gfx pack versions
Automatic alignment. Cemu will automatically insert padding to keep the alignment intact (.align directive no longer required in most situations)
Fixed wrong encoding of CR operand in cmpw/cmplw instruction
debugger: Double clicking an entry in the debugger module window will jump to its base address
debugger: The debugger register view window will now correctly show the state of the CR register fields
Note:
(#xx) refers to resolved bug tracker issues. See http://bugs.cemu.info/projects/cemu/