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creaothceannOffline
Post subject: Gameboy: Gambatte v0.3.1  PostPosted: Oct 26, 2007 - 01:20 PM
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Joined: Jun 23, 2005
Posts: 199


Status: Offline
Eine neue Version des Game Boy und Game Boy Color Emulators Gambatte wurde veröffentlicht. Änderungen im erweiterten Text.

Link: Gambatte Release notes

Quote:

Notes:
This release has a significant sound emulation accuracy improvement, made
possible because of reverse engineering efforts by blargg. Blargg also made some
discoveries on the DAA opcode, as well as the flag calculation of some cpu
opcodes, and the cpu emulation code has been updated accordingly.

The SDL front-end has been overhauled, bringing it several features previously
exclusive to the Qt front-end. Basically meaning input configuration support,
joystick support and video (sw and overlay) scaling support.

The Qt front-end now supports the customization of DMG palettes, per ROM and
globally. It supports the saving of color schemes and drag and drop between
colors or palettes.

Basic sound settings have been added. Meaning you can choose sound engine,
sample rate and some engine specific settings.

The previous release announcement blissfully claimed the addition of joystick
support, but, as some disgruntled users pointed out, it didn´t support the
POV-hat used as a dpad on many gamepads. This release hopefully fixes that
omission.

An explicit reset short-cut has been added to the Qt front-end, as requested by
some users.

Changes:
libgambatte:
- Fix adc/sbc and add_hl_rr hfc calc, sp_plus_n cf/hcf calc and daa thanks
to blargg.
- document HF2 better
- Update sound core according to blargg´s findings.
- Improve resampling quality and performance.
- Fix overlooked "add hl,sp" flag calculation.
- fix initial endtime value
- check for resampling ratio < 1
- Add support for DMG palette customization.
gambatte_sdl:
- use std::map for parser
- Don´t bother hashing.
- Add input config support.
- Add joystick support.
- Fix horrid "turbo can affect emulation" bug.
- Add sw and yuv overlay scaling.
- Use cond/mutex for thread syncing, RAII, refactor.
- add option for sample rate choice
- Add option to list valid input keys
- don´t die if audio fails
gambatte_qt:
- no point in filter being non-static anymore
- use std::map for input vectors
- remove unused unusedBool
- Fix horrid "turbo can affect emulation" bug.
- remove some useless optimizations
- auto_ptr love.
- support joystick hat.
- nicer input handling.
- Add sound dialog.
- Add custom dev choice for oss, alsa engines.
- Use rgb if available for xv.
- Get rid of BAD_MATCH warnings for setting non-existent xv attributes.
- make subblitters private nested classes
- add reset action
- Add support for DMG palette customization.
- Add global buffer option for dsound engine


Related links:
[ Game Boy Emus ][ Game Boy Infos ]
 
 
 
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creaothceannOffline
Post subject:   PostPosted: Oct 26, 2007 - 05:50 PM
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Joined: Jun 23, 2005
Posts: 199


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... und Version 0.3.1 wurde auch noch schnell nachgeliefert. Very Happy
 
 
 
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NorQueOffline
Post subject:   PostPosted: Oct 27, 2007 - 02:19 PM
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Joined: Jul 18, 2004
Posts: 869


Status: Offline
Gnieh...
Releasenotes wrote:
This release has a significant sound emulation accuracy improvement, made
possible because of reverse engineering efforts by blargg. Blargg also made some
discoveries on the DAA opcode, as well as the flag calculation of some cpu
opcodes, and the cpu emulation code has been updated accordingly.
Ein-zwei Worte darüber, was genau er da beim reverse-engineering entdeckt hat wären echt interessant gewesen. Oder habe ich das nur übersehen?
 
 
 
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creaothceannOffline
Post subject:   PostPosted: Oct 27, 2007 - 04:35 PM
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Joined: Jun 23, 2005
Posts: 199


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Da muss man sich wohl den Source vornehmen - ggf. auch noch mit der Vorgängerversion vergleichen. Neutral
 
 
 
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NorQueOffline
Post subject:   PostPosted: Oct 28, 2007 - 09:47 AM
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Joined: Jul 18, 2004
Posts: 869


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Ja, das wird wohl die einzige Möglichkeit sein. Und ich fürchte, das zum Schluss dabei herauskommt, das damit nur ein Emulator-spezifischer Bug gemeint war.
 
 
 
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