implement getSizeKB functions
cellSysmodule: Register 0x005C module (cellCrossController)
Fix mounting bdvd when elf in subdirectory
cellSysmodule: Register 0xF044 module (cellSysutilNpEula)
rsx: Do not create new surfaces if address has not changed!
rsx: recover from FIFO parse errors
gl: Optimization; skip setting textures without dirty flag
rsx: recover from FIFO parse errors
mesen the NES emulator for windows and linux, has updated to 8.0, which is feature packed, including partial support for hdnes graphic packs.
The changes in this release are:
Emulation: Added several new options to enable/disable model-specific quirks.
Command line: Added command line options for most video/audio/emulation settings.
Debugger: Added several new features (Hex editor, TBL file support, code editor, graphic editor, and a lot more), improved performance and fixed some bugs.
Games: Headerless roms can now be loaded (if they are found in the built-in game database).
Emulation: Improved accuracy of $2006 write behavior (solves minor issues in 2 games).
Emulation: Improved accuracy of $2004 read behavior.
Emulation: Improved accuracy of sprite overflow bug emulation.
Misc: Several small bug fixes.
Compat.ini: Add Daxter to the list of games that require buffered rendering
Fix old bug breaking "non-fast" memory on ARM64. May help #9477, also see #9488
Run git-version-gen.cmd for pure UWP builds as well.
Merge: a787010 4a2677e Merge pull request #9489 from LunaMoo/IntellisenseFix Revert unintentional change from #9424 to fix intellisense.
Revert unintentional change from: 429bf5d8b31092fb7211b94517e590cbd51e1cdb Create a way to externally set versioncode and versionname. Will be useful for Google Play beta builds.
UWP: Remove tests configuration. Start experimenting with CI.
Merge: 5e2d5fd 656645f Merge pull request #9479 from hrydgard/uwp-initial-support UWP initial support
As you may have seen previously, I've been working on a Gaming & Emulation Frontend called "GameEnd". GameEnd is a Gaming & Emulation front-end that works with any Emulator and also supports your Windows & Steam Games.
I've been churning away at it since then (programming), along with getting extremely valuable Graphical & Video work done from the amazing NyNy77. We've been making substantial progress lately and decided it was time to share an update. We are constantly nearing closer and closer to that elusive public beta that I previously spoke of.
Update on features that were not implemented at the time of my first post:
- Couch interface: Platform Wheels. Status: done.
- Metadata scraper: Automatically retrieve images, game details etc. Status: done. I want to add more scraping sources before the public beta, to offer wider coverage.
- Asynchronous Metadata retrieval: Download metadata whilst continuing to use GameEnd at the same time. You're not blocked until the metadata is downloaded. Status: Done.
- Game Editor: Edit your games details and settings. Status: done.
- Fast performance. Status: Has seen several optimizations done since the initial post. It is currently performing well, even on the most modest of hardware, based on the limited testing pool we have tested on so far. Several sections of code have also been re-written to offer better performance.
- Couch Mode Startup Videos: A video that plays upon starting Couch Mode. Status: Done.
- Folder restructuring: A unified folder structure is now used across the program. Makes finding and keeping your data organized a breeze.
- Theme support: Images and positional theming. Status: Partial. Support has been added for basic theming, we just are working on finalising the theme structure before finishing off the data hookup. The idea is that theming should be accessible to everyone. You dont't have to learn a language (XAML, XML, CSS, etc) to be able to create a theme. Themes will be written in JSON, which is accessible to everyone, regardless of experience.
- Improvements to the Standard View: I decided to remove the ugly box that shows behind a game when the mouse is over it, as it's clear what game you are on due to the mouse cursor anyway. I added a nice fade in/out animation instead, and I think it adds to the clean presentation of the UI. You can see this in the preview video linked at the top of this post.
- Tons of other bug fixes, improvements and error handling/warnings. The idea is that GameEnd doesn't leave you in the dark. If you're trying to do something and something is preventing it from working, GameEnd will let you know, in laymans terms, what is wrong.
As before, here are some new Q/A's.
So, when can I test this elusive beta?
Soon! I've had some problems with my chronic pain condition that have made progress sporadic. Hard to give estimates due to the nature of my illness. I'm hoping I can get this into the masses hands in a few weeks.
However, I am going to run a limited testing group for the pre-public beta, for any members registered on the Forums*or*Slack channel.
This isn't a ploy to get you to sign-up, it will just be easier on me (support and stress wise) to fix bugs and help people initially when there is a smaller pool of people to work with. It also allows me to catch any major bugs before the masses start using it.
If you don't want to sign up, that's fine. You'll still get the beta, just when it's ready for wider public consumption.
I also don't want to release this too early (to the masses). First impressions are important, and I want it to at least have moderate feature parity with existing Frontends before unleashing it into the world.
What's with the poor quality visuals in the video?
Currently I'm stuck with terrible DSL with 0.4mbps upload speeds. So I had to record the video at a lower quality than I would have liked.
I am supposed to be getting fiber broadband (100mb apparently) soon, so hopefully I can crank up the quality settings for future videos.
Who made those cool platform videos and where can I get them?
The theme and platform videos were created by the talented nyny77. He is currently the official graphics and video artist on the team.
They are not available for download yet (seems pointless). The videos will be able to be downloaded directly from within GameEnd itself, via the click of a button. I decided to use this method to keep the GameEnd download size small, for people who don't want to use platform videos.
Who's currently part of the team?
Currently just me (programming) and NyNy77 (graphics, videos). I'm sure that once we release the beta and release the source code, the team will grow substantially. Naturally depending on the popularity of the program.
Anything I can do to help?
Signing up on our*Forums*and the*Slack channel*is very beneficial to the project. It allows me to get feedback on WIP items as I develop them, and also will give you access to the first pre-public beta. Feedback is valuable and I value any time you spend with me on either the forums or slack discussing GameEnd.
I can't promise that i'll implement every suggestion, but I will consider any and all ideas.
I would also love some help with getting a consolidated list of command line arguments for various Emulators. Especially for the less commonly used ones. If you want to help with this, please do so via the forums or slack channel that I linked above.
Do you accept code contributions?
Not at the moment. But the code will be released when the program launches. When that day comes, I will gladly accept code contributions.
Why do you want me to join Slack or your Forums to become a pre-public beta tester?
Slack is an IM (instant messaging) application that allows realtime chat between members. Having the ability to discuss any issues you have when testing in real time is a huge timesaver and a much better form of communication than email say, for this specific use case.
If you do not wish to join Slack, then our Forums is the other option. The forums, whilst not being realtime like Slack, is powered by Invision Power Board, which is a powerful Forum software. It allows feedback and issues to be consolidated in one place, and for me to reply to specific users. Our Forums also support TapaTalk, which allows easy Forum access via your phone/tablet.
Thank you for reading, and I am looking forward to hearing your feedback as always. Keep on truckin'!
cemu has finally released its highly anticipated 1.7.3 version of cemu, in this version we finally saw the newly launched latest zelda breath of the wild work.
# New in public release:
general: New game profiles
# New in 1.7.3d:
GX2: 1.7.3 accidentally broke compatibility with pre-1.7.3 cached shaders. This hotfix restores backward compatibility.
Also made some adjustments to guarantee this doesn't happen again in the future.
# New in 1.7.3b/c:
JIT: Fixed potential softlock for busy-wait loops which use the LWARX/STWCX instructions
GX2: Fixed incorrect shader source generated for streamout write exports when the shader is optimized for float-only
# New in 1.7.3:
JIT: LWARX instruction now consumes multiple virtual cycles. This speeds up busy wait loops.
general: Screensaver/Standby should no longer come up while a game is playing in Cemu
coreinit: Added API LCDisableDMA(), LCGetAllocatableSize(), MPResetTaskQ(), OSPeekMessage(), OSEnableHomeButtonMenu()
coreinit: Fixed bug in LCEnableDMA()
coreinit/FS: FSOpenFile() is no longer blocking CPU execution
coreinit/FS: Added internal support for priority-based path overloading
coreinit/FS: Cemu will load patched game files automatically from mlc01/usr/title/../../
ACP: Added ACP library. New API: ACPCheckApplicationDeviceEmulation()
AOC: Added proper support for AOC library. Addon content (DLC) is automatically loaded from mlc01/usr/title/../../aoc/ or mlc01/usr/title/../..//
Input: Fixed bug that caused non-keyboard buttons to be detected as keyboard input
GX2: Improved implementation for GX2CalcTVSize() and GX2CalcDRCSize()
GX2: Shader code optimizations. Up to 40% faster compile time for float-only shaders (measured on NVIDIA)
GX2: Added support for shader OP3 CNDGT_INT instruction
GX2: Added support for vertex format FMT_16_16_16_16, nfa=0, signed=0
GX2: Fixed software streamout reading format 32_32_32_FLOAT incorrectly
GX2: Added support for vertex shader gl_PointSize export
GX2: Fixed a race condition in which the GPU7 command processor could run ahead of the current write pointer before GX2Init() was called
GX2: Fixed sampler min and mag filter value being read from wrong register bits
GX2: Added support for streamout binding the same buffer as input and output
Mednafen the multi system emulator has been updated, now to 0.9.43
Notable changes since 0.9.42:
PSX: Reduced DualShock rumble latency by 1 frame.
SS: Added multitap emulation, enableable via settings "ss.input.sport1.multitap" and "ss.input.sport2.multitap".
SS: Added steering wheel emulation(for "Virtua Racing", and other racing games that lack 3D Pad analog support).
SS: Added Mission Stick and Dual Mission Stick emulation.
SS: Added 101-key US keyboard emulation.
SS: Fixed hang in "F1 Challenge".
SS: Fixed missing voice acting and related hangs in "Magic Knight Rayearth".
Reworked how input grabbing is handled. The new way uses only one key combo(CTRL+SHIFT+Menu), and will adapt its behavior based on any keyboards being selected on any virtual input ports or not(refer to the documentation for full details). A new setting is added, "command.toggle_grab", and two settings were removed, "command.toggle_grab_input" and "command.toggle_cidisable".
Emulated keyboard(FKB, Tsushin, Saturn) key state is now only updated when input grabbing is toggled on.
rpcs3 has posted its progress report for this month, and its been quite a big month for this emulator, here's a snipit:
February 2017 was one of the most eventful months in RPCS3 history. Earlier this month we reached the first Patreon goal of $500, thus ensuring that Nekotekina can continue to work on RPCS3 full time for the time being. A total of 17 authors have pushed 127 commits to the master branch, with 9882 lines of coded added and 6575 lines of code deleted. This represents several hundred, if not thousands hours of work on the project, and it really shows.
In this progress report we will take a look at what each person has been working on for the past month, and highlight some of the more noteworthy changes. This is however far from a complete list of contributions and improvements. Several people in the community have tested hundreds of games, reported several issues, made YouTube videos and supported people on Discord. Nekotekina, kd-11, and the rest of the RPCS3 team would like to thank everyone for their contributions to the project.
The talented graphics developer kd-11 made great changes this month fixing a lot of graphical issues in several games. With fixes to RTT shader access Catherine went from a half screen mess to looking perfect with Vulkan and DirectX 12. Several other games were also fixed with this commit such as Turbo Super Stunt Squad and Bakugan Battle Brawlers. Moreover Eternal Sonata’s main menu isn’t black anymore.
kd-11 also implemented the BRB opcode improving a lot of games such as Yakuza 1 & 2 HD, One Piece: Pirate Warriors, Hellboy: The Science of Evil, Saint Seiya Brave Soldiers and Sly Cooper: Thieves in Time. Specifically Yakuza 1 & 2 HD went from only a black screen to going ingame and running quite well:
A new version of cemu released today, now at 1.7.2
Heres whats changed:
# Cemu detailed changelog for 1.7.2c
# Patreon release date: 2017-02-16
# Public release date: 2017-02-23
# New in 1.7.2c:
GX2: Fixed a bug in GX2SwapScanBuffers() that could cause the GPU command stream to get corrupted
# New in 1.7.2b:
coreinit: Fixed a crash bug in coreinit initialization code
# New in 1.7.2:
general: Reorganized menu options for better clarity (Some debug option stuff wasn't really for debugging)
general: Added option to choose fullscreen scaling mode (stretch to screen or keep aspect ratio)
general: Default and recommended value for CPU timer option is now 'Host based'
PPC: Thread emulation is now using Fibers. Technically speaking, this change was made to simplify context switching within HLE functions. It allows certain API to behave more similar to the real Cafe OS.
coreinit: Fixed a bug that caused MEMGetAllocatableSizeForExpHeapEx() to return negative values under certain circumstances
coreinit: Fixed a crash bug in MPRunTasksFromTaskQ()
coreinit: Added API MPDequeTask(), MPWaitTaskQWithTimeout(), MPRunTask()
coreinit: Fixed rare deadlock in alarm handler
VPAD: Fixed fullscreen touch input for non-16:9 displays
GX2: Fixed that under certain circumstances GX2WaitTimeStamp() could return immediately due to the low accuracy of the internally used timer (affected only 'Host based timer')
GX2: Added support for texture format R16_G16_B16_A16_SNORM
GX2: Added support for sampler2DRect textures
GX2: Unsupported instructions in a GS Copyshader will no longer cause a crash
GX2: Fixed texelFetch() accessing textures upside-down if ARB_clip_control is used
GX2: Adjusted handling of vsync and flip event to decrease latency
GX2: Optimized texture encoding & decoding
GX2: Optimized frequently used GX2 API
GX2: Optimized various parts of the GPU command processor
GX2: Fixed incorrect mapping of GS->PS attributes if gl_FragCoord is used
GX2: Fixed handling of GS input primitive LINE_STRIP