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Post subject: Megadrive: Kega Fusion v3.4  PostPosted: Jul 14, 2005 - 11:26 AM
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Joined: Jul 04, 2004
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Es ist eine neue Version von Kega Fusion erschienen. Kega Fusion ist einer der besten Sega Emulatoren für Windows und emuliert u.a. das Sega Mega Drive und Master System. Die Liste der Änderungen ist erfreulich lang und im erw. Text zu finden.
Danke an EmuFanatics für die News.

A new version of Kega Fusion has been released by Steve Snake. The list of changes is very long, thanks to EmuFanatics for the news.

Whats New ?

July 2nd, 2005:
* Split this file into README.TXT and HISTORY.TXT and basically redid README.TXT. Some of the info in there was very out of date, and there is some very important info I needed to add for this version.
* Fixed a minor sound issue I forgot to take care of last time.
* Rewrote High Priority stuff, now sets the priority differently.
* Added Keyboard Shortcut for CVBS TV Mode that I forgot to add before.
* Fixed GameGear Zoom with Render Plugins.
* Added option (set via ini file only) to disable the TV static effect. There isn´t really any need to do this because it takes close to zero CPU time anyway. Still - StaticDisabled=1 turns it off.
* Fusion now remembers it´s window coordinates between sessions.
* Added selectable (via ini file only) refresh rates for PAL and NTSC. See the section in README.TXT on EXPERT OPTIONS for more info.
* Added the ability to specify what video modes etc. are used, and to have the mode switched automatically. See the section in README.TXT on EXPERT OPTIONS for more info.
* Improved Command Line support. You can still specify which console to start up, as before, but now it should not be neccessary, as Fusion will try to detect this automatically. You can now specify options and filename in any order. You can now start Fusion without a file if you really want to.
* Changed all references to the SegaCD "Internal RAM" to "Built-In RAM" to match what the BIOS calls it. This will probably be less confusing to people trying to understand the following feature... I did not alter the filename used for "Per BIOS" saves, for compatibility reasons.
* Added new functionality to the Load RAM Cart option - now it is valid to load a Gens-style file here. You will be given the option to load the Built-In RAM or the Cartridge RAM part of this file. The part you select will be converted into Cartridge RAM and loaded, the original file will not be altered. Now it is much easier for you to copy data from either or both parts of a Gens save into your normal Built-In RAM file.
* Added File History. CTRL-ALT-L will load the most recently used file. (be sure to disable key shortcuts if you´re likely to use these three keys while playing Wink) There is another (ini file only) option related to the File History - ShortenHistoryNames=1 will show just the file name rather than the full path name in the History.
* Fusion now supports the ´Illegal´ 32X video mode correctly.
* Fixed crash bug that could occur if you tried to load some invalid file as a SegaCD image.
* Fixed occasional crash bug with The Incredible Hulk.
* Fixed a couple of problems I found with SMS/GG emulation - Terminator 2 The Arcade Game (GameGear) no longer has palette problems as a result, this probably fixed other games too.
* Fixed Counter problem with Samurai Showdown.
* Fixed strange problem that could occur when loading certain games after Sonic 3.
* Fixed problem I seem to have introduced last year sometime with Sonic CD.
* Fixed excessive music slowdown issue with the Thunderforce games. Fusion now behaves exactly like the real hardware - meaning it still slows down sometimes, but only very slightly.
* Fixed problem that occurs when you die on the second level of SoulStar (SegaCD). The music and the game will now continue as normal.

I also made a lot of other changes to try to resolve certain other issues, but the details of all that is unimportant.

July 13th, 2005:
Spent the last 11 days writing and rewriting and rewriting the following until I was happy enough with it to release it:

* New Event System that allows me to trigger certain events on a cycle accurate basis, WITHOUT making any noticable performance hit. This code is still very experimental, and so far is enabled for Genesis/MegaDrive games only (its disabled when the 32X is in use.) I still need to refine this and make sure it doesn´t break anything before I consider it done. The upshot of all this is basically that Sesame Street Counting Cafe now runs exactly as on a real console, for the first time. A lot of work for one (not very good) game? Hell yes Wink I don´t think it will affect any other game but I guess we´ll see.
* Altered some other video related timings in order to make the above stuff work. This affects all consoles, hopefully in a positive way Wink

That´s all for now,


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