byuu says:
Changelog:
- port: various compilation fixes for OS X [kode54]
- nall: added programpath() function to return path to process binary
[todo: need to have ethos use this function]
- ruby: XAudio2 will select default game sound device instead of first
sound device
- ruby: DirectInput device IDs are no longer ambiguous when VID+PID are
identical
- ruby: OpenGL won't try and terminate if it hasn't been initialized
- gb: D-pad up+down/left+right not masked in SGB mode
- sfc: rewrote ICD2 video rendering to output in real-time, work with
cycle-based Game Boy renderer
- sfc: rewrote Bus::reduce(), reduces game loading time by about 500ms
- ethos: store save states in {game}/higan/* instead of {game}/bsnes/*
- loki: added target-loki/ (blank stub for now)
- Makefile: purge out/* on make clean
byuu says:
Changelog:
- Game Boy (Color): STAT OAM+HBlank IRQs only trigger during LY=0-143
with display enabled
- fixes backgrounds and text in Wacky Races
- Game Boy (Color): fixed underflow in window clamping
- fixes Wacky Races, Prehistorik Man, Alleyway, etc
- Game Boy (Color): LCD OAM DMA was running too slow
- fixes Shin Megami Tensei - Devichil - Kuro no Sho
- Game Boy Advance: removed built-in frame blending; display emulation
shaders will handle this going forward
- Game Boy Advance: added Game Boy Player emulation
- currently the screen is tinted red during rumble, no actual gamepad
rumble support yet
- this is going to be slow, as we have to hash the frame to detect the
GBP logo, it'll be optional later on
- Emulator::Interface::Palette can now output a raw palette (for Display
Emulation shaders only)
- color channels are not yet split up, it's just the raw packed value
byuu says:
Changelog:
- Game Boy and Game Boy Color now have a weak hipass filter to remove DC
bias (or whatever)
- Game Boy and Game Boy Color now have cycle-based PPU renderers instead
of scanline-based renderers
- improved Game Boy color emulation palette contrast
- fixed GTK+ ListView selection bug
- fixed a typo when saving states (should say "Saved to slot N", not
"Save to slot N")
byuu says:
Changelog:
- importing a game won't show message box on success
- importing a game will select the game that was imported in the list
- caveat: GTK+ port doesn't seem to be removing focus from item 0 even
though the selection is on item 2
- Game Boy audio reduced in volume by 50%
- Game Boy Advance audio reduced in volume by 50%
- Game Boy internally mixes audio at 2MHz now
- Game Boy Advance's Game Boy audio hardware internally mixes audio at
2MHz now
- Game Boy Color doesn't sort sprites by X-coordinate
- Game Boy Color allows transparency on BGpriority pixels
- caveat: this seems to allow sprites to appear on top of windows
- Game Boy Color VRAM DMA transfers 16 bytes in 8 clocks (or 16 clocks
in double speed mode)
- Game Boy Color VRAM DMA masks low 4-bits of source and destination
address
- Game Boy Color VRAM DMA only allows reads from ROM or RAM
- Game Boy Color VRAM DMA only allows writes to VRAM
- fixed a bug in dereferencing a nullptr from pObject::find(), should
fix crash when pressing enter key on blank windows
- fixed Windows RadioItem selection
- Game Boy Advance color emulation code added
byuu says:
Changelog:
- Windows port should compile out-of-the-box
- InputManager::scancode[] initialized at startup
- Library menu shows item for each bootable media type (notably Game Boy
Color)
- Display Emulation menu selection fix
- LibraryManager load button works now
- Added hotkey to show library manager (defaults to L)
- Added color emulation to video settings (missing on GBA for now)
- SFC loading SGB without GB cartridge no longer segfaults
- GB/GBC system.load() after cartridge.load()
- GB/GBC BG-over-OAM fix
- GB/GBC disallow up+down and left+right
byuu says:
Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
[Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
(requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
/ ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
refactoring to date)
One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.