Mercurial > repos > blastem
view CHANGELOG @ 2491:6c834c281fa2
Some VGM player changes I forgot to commit
author | Michael Pavone <pavone@retrodev.com> |
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date | Wed, 17 Apr 2024 21:55:30 -0700 |
parents | 8aeac7bd9fa7 |
children |
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0.6.2 ----- *New Features* - Zipped and gzipped SMD ROMs are now supported - Gain control for overall volume and FM/PSG invidually *Accuracy/Completeness Improvements* - Fixed timing of a few instructions in Z80 core - Added optional emulation of YM2612 imperfections (aka "ladder effect") - Fixed some unintentional extra precision in some FM LFO calculations - Added a 1 sample delay in some FM operator results when used as modulators to match hardware *Bugfixes* - Fixed regression in NBA JAM TE and possibly other 32MBit Acclaim mapper titles - Added code to handle controllers that have their d-pads mapped as buttons or axes - Removed some problematic SDL2 game controller mappings - Fixed crash that occurred when releasing mouse too clickly when loading a ROM - Fixed SMD ROM support - Fixed handling of audio contexts with more or less than 2 channels - Fixed off-by-one error in IO device selection UI - Fixed regression in GDB remote debugging support on Linux and OS X *Other Changes* - MegaWiFi hardware can now be enabled by a header string (still gated by config) - Tweaked the style of checkboxes in the Nuklear UI to hopefully make the on/off state more clear 0.6.1 ----- *Bugfixes* - Fixed build script so controller images are actually included so UI doesn't crash - Disabled most bindings when UI active (fixes crashes/wonkiness when pressing certain keys) - Fixed Windows implementation of get_config_dir() so config file ends up in %localappdata%\blastem like it should - Fixed the location of sticky_path on all platforms - Added virtual root directory used by ROM UI to new Nuklear UI 0.6.0 ----- *New Features* - New Nuklear UI with almost complete access to configuration options - Added support for creating SDL2 mappings from inside the emulator - Loading ROMs from ZIP archives is now supported - Loading gzip compressed ROMs is now supported - Internal screenshots can now be in PNG format - New VDP plane debug view - VDP debug views are now in separate windows - Experimental support for sync to video (not enabled by default) - Preliminary support for MegaWifi cart emulation *Bugfixes* - Fixed a number of 68K decoder bugs (mostly illegal instruction decoding) - Fixed implementation of the UNLK instruction when register is a7 - Fixed a number of memory leaks *Accuracy/Completeness Improvements* - Added support for J-Cart emulation - Implemented Z80 interrupt mode 2 - Fixed the timing of a number of 68K instructions - Fixed the timing of the Z80 JP cc, nn instruction - Fixed the order bytes of a word are written to VRAM from the FIFO (fixes minor corruption in Road Rash 3 bike menu) *Other Changes* - Added support for Open GL ES in addition to the existing desktop GL support - Some small optimizations - Added ROM DB entry for Squirrel King to support it's copy protection - Added support for float32 audio output (fixes an issue with default SDL2 driver in Windows when using more recent SDL2 versions) 0.5.1 ----- *New Features* - Drag and Drop is now supported for loading ROMs - Save states are now supported for SMS games - Texture scaling method (linear or nearest neighbor) can now be selected in both renderers - Menu now filters files based on a configurable extension list - Lock on carts (Sonic & Knuckles and XBAND) can now be loaded via the menu - ROMs can be reloaded via a hotkey (defaults to F5) - Last path visited in the menu is now saved between runs (can be turned off via config) - Window height can now be specified in the config file *Bugfixes* - Default shader doesn't look like garbage in interlaced mode anymore - Framebuffer pointers are properly released and reacquired on context switch (no more LOCKRECT errors) - ROMs specifying SRAM at the normal RAM address no longer cause a crash - Fixed an edge case in the s(tep) debugger command - Entering the option menu in Dragon's Fury no longer results in a fatal error in 32-bit builds - Screen is properly cleared so garbage will not appear when the window does not match the emulated display size - Fixed a regression in XBAND keyboard support *Accuracy/Completeness Improvements* - Locking on Sonic 3 to S&K will now use Sonic 3's save RAM - Locking on a 4MB cart to S&K will now behave like on hardware - Support for several X-in-1 bootleg carts has been added - DMA from byte-wide SRAM now yields correct results - VScroll is now latched earlier in the line (fixes minor glithces in Top Gear 2 and Skitchin) - Sega/SSF2 mapper support now handles homebrew that uses SRAM - ODD flag timing now matches hardware - V counter as read from HV port is now correct in single-resolution interlace mode *Other Changes* - Added a "subtle" CRT shader contributed by Anaël Seghezzi - Mouse is now only captured if an emulated mouse is plugged in to the emulated system - Missing mapping warnings will only be displayed for the first mapping of a controller - Save states now default to a format native to BlastEm - Remaining I2C EEPROM games have been added to the ROM DB - When not specified, height now respects the aspect setting rather than assuming 4:3 - Pre-combined S&K ROMs and large (>2MB) S&K hacks should now work - Using ui.exit (default Escape) can now be used to cleanly cancel a load ROM or savestate action - Save states are now allowed in a more extensive range of Z80 states, fixing save state saving in some games 0.5.0 ----- *New Features* - SMS emulation in the form of the Gensis/MD's backwards compatibility mode - Added support for SMS controllers - Support for the mapper used by Realtec games - Support for carts with fixed value registers - Support for enough of the XBAND cartridge hardware to allow the menu to boot - Basic XBAND keyboard emulation - Configurable display overscan - Fullscreen mode can now be toggled at runtime - Window can now be resized at runtime - Support for "semantic" controller button names in the gamepad mapping using SDL2's game controller API - Analog axes can now be mapped to emulated gamepad buttons or UI actions - System soft reset - Keyboard can now be captured when a Saturn or XBAND keyboard is connected to the emulated system - Internal screenshots that bypass all output filtering/overscan - Homebrew using the "SSF2 Mapper" is now supported via header detection like on the Mega Everdrive - Directory used for SRAM, EEPROM and savestates is now configurable - Path configuration values can now contain both BlastEm-specific and environment variable references - Open GL based rendering can be disabled in favor of the SDL2 render API fallback *Bugfixes* - Fixed a bug that would cause a crash in certain games that have SRAM and ROM at the same address - Fixed some issues with Z80 interrupts that caused issues with sound/music in Sonic 2 and Puyo Puyo 2 - Z80 debugger no longer crashes when resuming execution - Undocumented Z80 instruction "out (c), 0" now decodes properly - GDB remote debugging should now work with more recent versions of GDB - GDB remote debugging should now work on more recent versions of Windows - Overlapping instructions in self-modifying code no longer causes incorrect behavior - Z80 instructions "in c" and "out c" now work correclty on 32-bit builds - Specifying an output audio frequency higher than the FM frequency no longer deadlocks the emulator - Fixed memory map generation for games with 3MB ROM and SRAM at the 3MB mark *Accuracy/Completeness Improvements* - YM2612 SSG-EG and CSM modes are now implemented - VDP Mode 4 is now implemented in both Genesis and SMS mode - Basic emulation of refresh delays has been added - 68K interrupt latency has been made more accurate - CRAM contention artifacts (aka CRAM dots) are now emulated - DIVU/DIVS and MULU/MULS are now cycle accurate - MOVEM now performs the extra ignored read and has correct timing - The timing of serveral other 68K instructions has been fixed - Implemented 68K trace mode - SBCD flag calculation now matches hardware in 100% of cases - 68K -> VDP DMA now properly has a delay at DMA start rather than at the end of the transfer - A number of illegal effective address mode/operation combinations now properly decode as illegal instructions - Added emulation of the slow rise time of an IO pin that was changed to an input when it was previously outputting 0 - Partial support for the VDP test register - Partial support for the 128KB VRAM mode bit - Improved accuracy of low level sprite rendering details - Fixed handling of active/passive display transitions so that border extension tricks work - Fixed handling of horizontal interrupts in extended display areas - More accurate correspondance between horizontal counter and raster beam - Partial emulation of serial IO registers *Other Changes* - Added Japanese version of Street Fighter 2: The New Challengers to ROM DB - Added the following EEPROM games to ROM DB: Ninja Burai Densetsu Rockman Mega World - Added ROM DB entries for the following games with incorrect region headers: Another World (E) Alien Soldier (J) Light Crusader (J) Castle of Illusion - Fushigi no Oshiro Daibouken (J) Atomic Robo-Kid (J) - Added ROM DB entries for the following games which are incompatible with 6-button controllers: King of Monsters Combat Cars Second Samurai Dungeons & Dragons - Warriors of the Eternal Sun - Added ROM DB entries for the following games with fixed value registers: Ya Se Chuan Sho 16 Zhang Ma Jiang Elf Wor Huan Le Tao Qi Shu: Smart Mouse Mighty Morphin' Power Rangers: The Fighting Edition Super Bubble Bobble MD Thunderbolt II - Added ROM DB entries for the following games that have bad/missing SRAM headers: Hardball III Might and Magic - Gates to Another World Might and Magic III - Isles of Terra 0.4.1 ----- *New Features* - Basic support for the Saturn Keyboard adapter peripheral - You can now navigate up to a drive selection on Windows - Added support for binding more "special" keys *Bugfixes* - It's now possible to navigate to the root directory on Unix-like systems - Fixed a bug in movep.l - Fixed a crash bug in the memory management code - Fixed a bug in the header parsing code, that caused a crash when the "International Name" field was empty - Fixed some minor graphical corruption in Sonic 2 split-screen caused by a bug in vflip combined with interlace mode - Corrected the PC value pushed onto the stack for line A emulator and line F emulator traps - Fixed a bug in ensure_dir_exists that would cause it to fail to create directories in some cases when mixed path separators were used - Fixed a bug that would result in a buffer overflow when starting a game with a long title from the menu *Accuracy/Completeness Improvements* - All Z80 instructions are now implemented - Z80 Half-carry flag is now fully implemented - Implemented undocumented Z80 flag bits - R register is now incremented appropriately - Redundant opcode prefixes are now handled properly - Z80 core now passes ZEXALL! *Other Changes* - Added Buck Rogers to the ROM DB - Added Wonder Boy in Monster World to the ROM DB (for real this time) - Added Evander 'Real Deal' Holyfield's Boxing to the ROM DB - Slightly better handling of directory read errors - Added "Special Thanks" to About menu - Use local app data folder for saves and config files on Windows rather than Unix-style locations 0.4.0 ----- *New Features* - Genesis ROM based Graphical User Interface - command line is no longer required for basic functionality - Added support for the Mega/Sega Mouse - Configurable low pass filter - 68000 overclock and underclock - Scanlines can now be controlled via the config file and defaults to off (previously was always on) - VSync can now be specified via the config file and defaults to off (previously just used the OS/driver default) - Fullscreen mode can now be specified via the config file in addition to the command line flag - New 68K debugger command 'co' allows a list of commands to be run each time a breakpoint is hit - 68K debugger now supports the 'di' command like the Z80 debugger - New debugger command 'yt' displays YM-2612 timer info - Added support for controller hotplug (game controllers don't need to be plugged in before starting BlastEm) - IO devices can now be automatically configured by ROM DB entries *Bugfixes* - Fixed calculation of window start column - removes graphical glitches in Afterburner 2, Fireshark, Dungeons and Dragons: Warriors of the Eternal Sun and probably others - Fixed the implementation of LDD and LDDR - Fixed ABCD/SBCD - eliminates the score counter problem in Bubsy - Fixed btst when used with immediate destination - Fixes a crash in NHL 95 - Fixed YM-2612 attack phase and sustain level - Fixed mapping of YM-2612 key on/off bits to operators - Fixed YM-2612 LFO AMS shift values - Fixed YM-2612 LFO phase modulation - Fixed mapping of registers to operators in Channel 3 special mode (for real this time) - Fixed a small bug in YM-2612 timer reloads - Fixed peripheral ID for 3-button pad - Accesses by the 68K to the low 4MB of the address space, but outside of the defined ROM will no longer cause a crash - Config files and shaders saved with Windows-style line endings will no longer fail to load - Fixed a crash bug on Windows by properly detecting invalid destination modes for immediate variant opcodes *Accuracy/Completeness Improvements* - All 68000 instructions are now implemented - Implemented 68000 privilege, address error and illegal instruction exceptions - Z80 half carry flag is now implemented for the trivial cases - Fixed timing of the Z80 IM and certain LD variants - Implemented interrupt latency - Fixes Sesame Street: Counting Cafe - Interrupts are know acknowleged based on what the VDP thinks its asserting rather than what the 68K actually is acking - Fixes Fatal Rewind - Improved timing of 68000 interrupt processing - Improved timing of Z80 busack response - Fixes a crash in Barkley: Shut Up and Jam - Adjusted the amount of time the 68000 is blocked during DMA - gets rid of remaining part of "YOUR EMULATOR SUX" text in overdrive - Corrected order individual words of a longword are written when the predecrement addressing mode is used as the destination of a move instruction - Adjusted relationship between Horizontal counter and render events to better match tests/measurements - Adjusted vertical interrupt timing to better match measurements - Improved timing of 68K/Z80 interactions based on tests *Other Changes* - Z80 disassembler now supports a start offset parameter: -s - Windows build now uses link time optimization like the others - Optimized the VDP code - Improved audio resampling - Added Mega Man - The Wily Wars to ROM database - Added Wonder Boy in Monster World to ROM database 0.3.1 ----- *New Features* - BlastEm will now open a new terminal window when starting the debugger if it's not attached to one - Errors are displayed in a message box if no terminal is attached - Pure SDL render path for when OpenGL 2 is unavailable (thanks Higor Eurípedes) *Bugfixes* - GDB remote debugging works again - Fixed a name conflict that prevented vgmplay from being built on OS X *Other Changes* - Windows build now includes the disassemblers, VGM player and save state viewer 0.3.0 ----- *New Features* - 32-bit x86 CPUs are now supported - BlastEm is now available for OS X and Windows - Finished support for the Sega mapper used by Super Street Fighter 2 - Added support for EEPROM saves - Added support for large flat-mapped ROMs (used by some homebrew ROMS) - New 68K debugger command bt (backtrace) - I/O devices (gamepads and other peripherals) can now be configured in blastem.cfg - VDP Debugger views from before 0.1.0 have been restored *Bugfixes* - Partial emulation of floating bus bits for certain I/O regs (fixes Super Offroad 2) - Fixed shadow/highlight mode - Implemented AM and fixed LFO update speed - Fixed negative detune values - Corrected register to operator mapping for channel 3 special mode - Initial stab at emulating cycles being stolen from the 68K when the Z80 accesses its bus - Better handling of creating a savestate in "uncooperative" games/demos - Implemented VSCROLL latching - Fixed a bug that would corrupt the Z80's SP register in some situations - Fixed PAL flag in VDP status register - Fixed HV counter - Fixed flag calculation for RRA, RRCA, RLA and RLCA - Fixed instruction timing for RR, RRC, RL and RLC when using the IX or IY registers - Fixed access to the I and R registers *Other Changes* - Upgraded to SDL2 - Dropped suport for the non-OpenGL render path - Linux builds should now work on something other than the specific version of Ubuntu I happen to be using at build time - BlastEm now syncs at least once per line by default. You can change this behavior with the max_clocks config value 0.2.0 ----- *New Features* - Added Turbo and Slow modes that overclock and underclock the system respectively - Added FPS counter - New OpenGL render backend that allows filters to be written in GLSL - Support 'UI' bindings on gamepad buttons and dpads - GDB remote debugging support - New debugger 68K debugger commands o, s and zp (see README for details) *Bugfixes* - Fixed argument handling so that the ROM filename does not need to be specified first - Don't allow register writes to Mode 5 only regs when in Mode 4 - Fixed a bunch of VDP edge case behavior checked by Nemesis's test ROM - Fixed operator 1 self-feedback - Fixed handling of envelope overflow in attack phase - Fixed handling of channel output overflow - Adjusted FM and PSG volume to better match real hardware - Improved YM-2612 busy flag emulation - Properly sync hardware at end of frame when the 68K is blocked by DMA - Approximate wait state behavior when the Z80 accesses the 68K's bus - Implemented HV counter latch - Implemented sprite overflow and collision flags 0.1.0 ----- Initial Release