Nplayers : Exclusivement pour les frontends comme EmuLoader, MaLa etc.. ce fichier vous servira à classer les jeux par nombre de joueurs possibles : 1p, 2p, 1p+2p, 1p+2p alt, etc…
Multiplayer (ex Nplayers32) : Exclusivement pour MAME/MAMEUI ou clone de celui-ci… ce fichier vous servira à classer les jeux par nombre de joueurs possibles : 1p, 2p, 1p+2p, 1p+2p alt, etc…
– I performed a major refactoring of the EditSystem class to implement better validation in the input fields of the EditSystem window. This was necessary to prevent users from entering incorrect values.
– I improved the system validation mechanism of the system.xml file when ‘Simple Launcher’ loads. Instead of warning the user about a corrupted file and shutting down the application, it will now remove any corrupted systems, alert the user, and preserve the well-formatted systems. This is useful in case of a corrupted system.xml file.
– I implemented in-memory download and extraction of files as a backup method in case the regular extraction method fails. This was done because some users were encountering extraction errors of newly downloaded files, due to file locks.
– Added different versions of the 7z executable for x86 and x64. The extraction method will automatically detect the user environment and use the appropriate executable.
– Added code to automatically convert [url formatted text] into real links in the RomHistory window.
– Improved the log class to send more debug information to the developer.
– Added functionality to delete a game file from within the UI, available in the right-click context menu.
– Added functionality to auto-generate image previews for the loaded games. The image file is saved inside the corresponding System Image folder with the correct name, available in the right-click context menu.
– Added an image pack for Atari 8-Bit.
– Update the emulator links to the latest version.
– Bug fixes.
– nv2a: Check supported line width
– Added logic to check for the supported line width range before setting the line width to avoid errors.
– I also moved the glLineWidth call so that it could be after the call to get the supported line width range for the desired line type.
– Moved the glLineWidth call outside the if/else
– Moved the code to query line GL_SMOOTH_LINE_WIDTH_RANGE and GL_ALIASED_LINE_WIDTH_RANGE to nv2a_gl_context_init(void) so that it’s just called while OpenGL is being initialized.
– Removed the lineWidth local variable. It’s simpler to just call glLineWidth in the if and else blocks
– Misc fixes
– New -joy-db-file option specifies SDL-compatible gamepad DB file
– New Linux evdev joystick module
– Large changes to underlying UI mechanisms
– New features backported to GTK+ 2 UI
– Fix: Reduce memory use when reading gamepad mappings file
– Fix: Include missing files in tarball distribution [Rui Chen]
– add splashscreen (Arisotura)
– add About dialog (Nadia)
– emulation fixes for calico (fincs)
– make the frontend mostly thread-safe
– refactor core to support multiple instances in one process
– OpenGL renderer: avoid undefined Z when using W-buffering (Generic)
– improve microphone input (Arisotura)
– add support for multiple windows (Arisotura)
– new configuration system (Arisotura)
– add OpenGL compute shader renderer (Generic)
– implement framerate target presets (Jakly)
– fix microphone blow noise input (Generic)
– add LAN support (Arisotura)
– add Nix flake (Nadia)
– attempts at improving local multiplayer connections (Arisotura)
– many accuracy improvements to the software 3D renderer (Jakly)
– fix inaccuracy with NO$GBA debug registers (pants64DS)
– OpenGL renderer: add support for changing BG0HOFS midframe (Arisotura)
– fix zstd ROM loading issues (Nadia)
– audio: add Gaussian (SNES) interpolation (Nadia)
– fix DSiWare detection (JesseTG)
– add support for R4 Revolution/M3 Simply carts (asiekierka)
– fix DS/GBA comm not working when using FreeBIOS (Nadia)
– probably more
– The iOS port is done, get it on the App Store here: https://apps.apple.com/us/app/bigpemu/id6737359949 Special thanks to neurocrash for putting so much time into testing the iOS build for me.
– Lots of new interface functionality (including a touch-based interface option), courtesy of the mobile port work. All of this functionality can be accessed through the menu on non-mobile platforms.
– Multi-touch device support has been added for the Windows (x64 and ARM64) platforms, in order to take advantage of the touch interface work done for the mobile ports.
– Added a « Pad Wheel » feature, which can be activated through the input binding system.
– Support for a new BigPImage disc format. BigPImage files can be created from existing images or physical discs through the developer menu. Before anyone asks, CHD support looked problematic for quite a few reasons (mostly pertaining to the likelihood of image-based performance problems and implementation bloat inherent to the format), making this new format a much more optimal choice for the particular needs of this emulator.
– Added stereoscopic rendering support to the AvP script.
– Added a new DOOM script with throttling and music options.
– Added a new turbo/rapid fire script.
– Added a « Factory Reset » option, as a convenient means of resetting the configuration across all categories.
– Added an option to auto-assign new input devices. Devices will not be auto-assigned if they have any existing associations with any Jaguar inputs.
– Fixed an incredible number of bugs, pertaining to both interface and emulation. Because so many fixes have been made to the emulator core in this release, I’m especially interested in finding regression bugs. Please let me know if you experience any issues which don’t occur in 1.15.