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hellboy_666
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Post subject: Diverse: higan v094
Posted: Jan 20, 2014 - 05:25 PM
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AEP Team Member
Joined: Dec 25, 2008
Posts: 2.630
Location: Vorhof zur Hölle
Status: Offline
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byuu hat eine neue Version seines Multi System (NES, SNES, Game Boy, Game Boy Color, Game Boy Advance) und Subsystem (Super Game Boy, BS-X Satellaview, Sufami Turbo) Emulators higan (ehemals bsnes) veröffentlicht.
byuu has released his new version of his multi-system (NES, SNES, Game Boy, Game Boy Color, Game Boy Advance) and subsystems (Super Game Boy, BS-X Satellaview, Sufami Turbo) emulator higan (formally bsnes).
Quote:
This release adds support for game libraries, and substantially improves Game Boy and Game Boy Color emulation with cycle-based renderers. Many other changes are also present.
It´s very important to note that this release now defaults to optimal drivers rather than safe drivers. This is particularly important if you do not have strong OpenGL 3.2 drivers. If performance is bad, go to Settings -> Configuration -> Advanced, change the video driver, and restart higan. In the rare case that you have trouble opening higan, you can edit settings.bml directly and change the setting there. The Windows safe driver is Direct3D, and the Linux safe driver is XShm.
Also note that although display emulation shaders are now supported, they have not been included in this release as they are not ready yet. The support has been built-in anyway, so that they can be tested by everyone. Once refined, future releases of higan will come with built-in shaders for each emulated system that simulates the unique display characteristics of each.
Changelog:
- sfc: added SA-1 MDR support (fixes SD Gundam G-Next bug)
- sfc: remove random/ and config/, merge to system/ with better randomization
- gb: improved color emulation palette contrast
- gbc: do not sort sprites by X-priority
- gbc: allow transparency on BG priority pixels
- gbc: VRAM DMA timing and register fixes
- gbc: block invalid VRAM DMA transfer source and target addresses
- gba: added LCD color emulation (without it, colors are grossly over-saturated)
- gba: removed internal frame blending (use shaders to simulate motion blur if desired)
- gba: added Game Boy Player support (adds joypad rumble support to supported games)
- gba: SOUND_CTL_H is readable
- gb/gbc: PPU renderer is now cycle-based (major accuracy improvement)
- gb/gbc: OAM DMA runs in parallel with the CPU
- gb/gbc: only HRAM can be accessed during OAM DMA
- gb/gbc: fixed serialization of games with SRAM
- gb/gbc: disallow up+down or left+right at the same time
- gb/gbc: added weak hipass filter to remove DC bias
- gb/gbc: STAT OAM+Hblank IRQs only trigger during active display
- gb/gbc: fixed underflow in window clamping
- gb/gbc/gba: audio mixes internally at 2MHz now instead of 4MHz (does not affect accuracy)
- gb/gbc/gba: audio volume reduced for consistency with other systems
- fc/sfc/gb/gbc/gba: cheat codes are now stored in universal, decrypted format
- ethos: replaced file loader with a proper game library
- ethos: added display emulation shader support
- ethos: added color emulation option to video settings
- ethos: program icon upgraded from 48x48 to 512x512
- ethos: settings and tools windows now use tab frames (less wasted screen space)
- ethos: default to optimal (video, audio, input) drivers instead of safest drivers
- ethos: input mapping system completely rewritten to support hotplugging and unique device mappings
- ruby: added fixes for OpenGL Homepage" target="_blank">OpenGL 3.2 on AMD graphics cards
- ruby: quark shaders now support user settings inside of manifest
- ruby: quark shaders can use integral textures (allows display emulation shaders to work with raw colors)
- ruby: add joypad rumble support
- ruby: XInput (Xbox 360) controllers now support hotplugging
- ruby: added Linux udev joypad driver with hotplug support
- phoenix: fixed a rare null pointer dereference issue on Windows
- port: target -std=c++11 instead of -std=gnu++11 (do not rely on GNU C++ extensions)
- port: added out-of-the-box compilation support for BSD/Clang 3.3+
- port: applied a few Debian downstream patches
- cheats: updated to mightymo´s 2014-01-02 release; decrypted all Game Genie codes
Related links:
[ Diverse / Misc Emus ]
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AnnaW
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Post subject:
Posted: Jan 21, 2014 - 06:15 AM
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Retrokenner
Joined: Nov 12, 2006
Posts: 388
Status: Offline
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Unglücklicherweise habe ich immer noch einen Crash wenn ich versuche, Famicom/NES ROMs zu laden.
Ich habe das Problem seit higan v093r10 (Testversion). Alle vorherigen Versionen von higan funktionieren problemlos.
Bei der SNES/GB/GBA Emulation und deren Ladefunktion gab und gibt es keine Probleme.
Leider bekam ich auf meine Problemschilderung (byuu message board) keinerlei Antwort.
http://board.byuu.org/viewtopic.php?f=3&t=4468 |
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Predator82
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Post subject:
Posted: Jan 21, 2014 - 07:48 AM
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Retromeister
Joined: Apr 14, 2007
Posts: 1.764
Location: Aephausen
Status: Offline
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Schreibs doch nochmal in den aktuellen Release-Thread |
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hellboy_666
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Post subject:
Posted: Jan 21, 2014 - 01:02 PM
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AEP Team Member
Joined: Dec 25, 2008
Posts: 2.630
Location: Vorhof zur Hölle
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Quote: Unglücklicherweise habe ich immer noch einen Crash wenn ich versuche, Famicom/NES ROMs zu laden.
Das selbe hier. |
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AnnaW
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Post subject:
Posted: Jan 21, 2014 - 04:17 PM
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Retrokenner
Joined: Nov 12, 2006
Posts: 388
Status: Offline
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Danke Predator82 für den Vorschlag, aber das werde ich nicht mehr machen.
Es gibt genug andere Alternativen für die Famicom/NES Emulation.
PS: Gut zu hören, dass ich nicht die Einzige bin, hellboy_666. |
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Predator82
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Post subject:
Posted: Jan 21, 2014 - 04:31 PM
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Retromeister
Joined: Apr 14, 2007
Posts: 1.764
Location: Aephausen
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Mich wundert aber, dass das Problem nur bei euch besteht bzw. warum es sonst keiner im Board anspricht |
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AnnaW
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Post subject:
Posted: Jan 21, 2014 - 05:34 PM
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Retrokenner
Joined: Nov 12, 2006
Posts: 388
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Jezze
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Post subject:
Posted: Jan 21, 2014 - 05:39 PM
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Banned Team Member
Joined: Oct 30, 2004
Posts: 5.751
Status: Offline
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Ich kann das Problem auch bestätigen! Die 32-Bit Version - bei mir unter Windows 7 Professional 64-Bit - stürzt beim Laden eines NES Spiels aus der Library ab. In der 64-Bit Version besteht dieses Problem allerdings nicht. |
_________________ Test your limits and break through!
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AnnaW
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Post subject:
Posted: Jan 21, 2014 - 05:46 PM
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Retrokenner
Joined: Nov 12, 2006
Posts: 388
Status: Offline
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Danke für die Bestätigung, Jezze.
Wie Du wahrscheinlich gelesen hast, verwende ich WinXP SP3 32-bit.
Leider kam keine Reaktion von byuu. |
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Jezze
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Post subject:
Posted: Jan 21, 2014 - 05:58 PM
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Banned Team Member
Joined: Oct 30, 2004
Posts: 5.751
Status: Offline
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Das Problem scheint in der Phoenix.dll zu liegen. Ich habe testweise die Phoenix.dll der v094 durch die v093r09 ersetzt und Higan konnte das NES Image laden. Allerdings bekommt man dann Grafikfehler, was aber aufgrund von Änderungen in der Phoenix.dll durchaus zu erwarten war. |
_________________ Test your limits and break through!
Last edited by Jezze on Jan 21, 2014 - 05:58 PM; edited 1 time in total
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Retro-Nerd
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Post subject:
Posted: Jan 21, 2014 - 05:58 PM
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Retrokenner
Joined: Jul 02, 2006
Posts: 517
Status: Offline
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Sind wohl fehlerhaft compilierte 32bit Builds. Gibt bei mir auch nur Abstürze. |
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AnnaW
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Post subject:
Posted: Jan 21, 2014 - 06:03 PM
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Retrokenner
Joined: Nov 12, 2006
Posts: 388
Status: Offline
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[quote:b27ea2adbf="Retro-Nerd"]Sind wohl fehlerhaft compilierte 32bit Builds. Gibt bei mir auch nur Abstürze.
Ich denke, die letzte funktionierte Version von higan für die Famicom/NES Emulation und 32-bit OS war die WIP Version 093r09. |
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AnnaW
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Post subject:
Posted: Jan 21, 2014 - 06:15 PM
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Retrokenner
Joined: Nov 12, 2006
Posts: 388
Status: Offline
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[quote:6552b14d3e="Jezze"]Das Problem scheint in der Phoenix.dll zu liegen. Ich habe testweise die Phoenix.dll der v094 durch die v093r09 ersetzt und Higan konnte das NES Image laden. Allerdings bekommt man dann Grafikfehler, was aber aufgrund von Änderungen in der Phoenix.dll durchaus zu erwarten war.
Ich habe andere Ergebnisse.
Phoenix.dll von v093r09 für v094 produziert ebenfalls einen Crash bei mir.
Phoenix.dll von v094 für v093r09 funktioniert. |
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Retro-Nerd
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Post subject:
Posted: Jan 21, 2014 - 06:17 PM
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Retrokenner
Joined: Jul 02, 2006
Posts: 517
Status: Offline
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Nestopia reicht ja derzeit auch. Fand es eher schade, daß immer noch kein umfassender Shader Support drin ist. Wird wohl erst in späteren Versionen folgen. So bleibe ich bei v0.92. Davon ab funktioniert das starten aus Frontends auch nicht mehr, wird einfach kein Rom geladen. |
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AnnaW
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Post subject:
Posted: Jan 21, 2014 - 06:37 PM
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Retrokenner
Joined: Nov 12, 2006
Posts: 388
Status: Offline
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[quote:bd2024cf09="Retro-Nerd"]Nestopia reicht ja derzeit auch. Fand es eher schade, daß immer noch kein umfassender Shader Support drin ist. Wird wohl erst in späteren Versionen folgen. So bleibe ich bei v0.92. Davon ab funktioniert das starten aus Frontends auch nicht mehr, wird einfach kein Rom geladen.
Die Shaderfunktion kann ich mir eh abschminken, da meine fest eingebaute Grafikkarte (GeForce4 440 Go) in meinem Notebook nur den Pixel-Shader Level 1.1 unterstützt. |
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