– Music.xml: Added Daytona 2 and Sega Rally 2 tracks
– Rules.inc: Restored ‘release’ target for Supermodel3.com-hosted builds and added some comments
– Update copyright date
– Improved Makefiles (from h0tw1r3’s PR): macOS Makefile will download SDL2 Framework, hopefully fixed Musashi dependency issues that occasionally affect parallel builds
– Update README.md: Copyright updated to 2024
– MpegAudio.cpp: Comment out debug logging of music start offsets
– Added support for custom MPEG music in a new Music.xml config file
– Misc fixes
A noter qu’un nouveau fork ajoutant le support du Sinden est dispo ici.
ZXTune est un lecteur de chiptunes multiplateforme open source.
Il gère, entre autres, des formats de sons comme: AY/YM, ZX Spectrum, PC, Amiga, Atari, Acorn, YM2203/TurboFM, Philips SAA1099, Commodore MOS6581, NES/SNES, GameBoy, Atari, TurboGrafX, etc.
– Bugs fixes
– Important note for users of the ubuntu binaries: Starting with this release, this build is now using system paths instead of portable mode. If you upgrade from a previous ubuntu build you will have to redo your settings or move the files manually to the right locations. The locations are listed in #316
Note:
(#xx) refers to resolved bug tracker issues. See http://bugs.cemu.info/projects/cemu/
Vous aurez besoin de ces bibliothèques pour activer certaines fonctions graphiques.
A noter que des patchs pour certains jeux sont disponibles ici.
Les changements:
Frontend
– DD/D3D/8/9 objects consumes less memory and system resources
– Adding bounds checking into generated VS cpu code
– Improving API locking mechanism to avoid ‘window message deadlock’
– dgVoodoo won’t get into deadlock anymore with its own code in multithreaded window-message situations.
– However there are games (like TR4) that wait for DD/D3D without pumping the message queue, still causing
– deadlock/livelock. It cannot be resolved at wrapper side.
– Minor refactorings here and there
– Shared surface memory (Lock/GetDC) in DDraw and D3D9 where possible (better performance)
– Workarounding an invalid shader in D3D9 (Wall-E)
– Some changes in the capability of the GF9800 virtual card
DDraw changes
– Refactoring a lot of code to implement resource sharing to be compatible with MS DDraw (e.g. – flashing screen in Colin McRae Rally 2)
– Implementing a shortcoming in DD compression Blt (Europe 1400)
– Implementing DD surface duplicating
– Adding some new dbg layer error messages into DD Blt’ing
– More compatibility with MS DDraw
– YUV format support
D3D
– Implementing some missing validation in D3D Draw methods
– Fixing minor debug layer bugs
– Fixing a D3D7 vertex clipping incompatibility (Torte Le Magic)
– Fixing a D3D8/9 resource binding bug
– Fixing a thing in D3D execute buffers (shadow in Final Racing)
D3D11/12 backend
– Adding a new option DirectXExt\D3D12BoundsChecking (try it if you run into a GPU crash with D3D8/9)
– Fixing a surface readback bug (Virtua Fighter with forced resolution)
– Fixing some problems related to PS2/3 input registers declared as centroid (Insane 2 with ingame MSAA)
– Fixing a PS3 code generation problem (Borderlands with depth of field enabled)
– Fixing a regression bug in the blitter (Ephinea PSOBB, my own tests)
– Fixing a potential D3D12 deadlock problem (604)
– Adding a new addon callback to the API for creating custom D3D12 swapchains
– Fixing a 3D rendering bug in the D3D11/12 backends (SC Chaos Theory Versus Mode)
– Enabling flag DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING for FLIP presentation type swapchains if supported (windowed mode, fake fullscreen)
– Improving the synchronization of GPU/CPU access of poorly used D3D8/9 static buffers