Kega Fusion 3.3
SG1000, SC3000, Master System, Game Gear, Genesis, 32X, Sega CD emu, heres whats new:
- Removed the BETA status. It was only really there because I never like to say something is finished until I'm done with it. But, yet again, some people won't bother to try 'Beta' software...
- Fixed problem relating to GameGear/Master System and saving GameGenie codes.
- Re-added code to look for MP3 ID3 tags. There should be no problem with MP3s now. However - if your MP3s are playing at the wrong speed, or not at all, then make sure they are 44100Hz Stereo MP3s! These are supposed to be CD Audio tracks, you know ;)
- Fixed silly problem where I forgot to alter the size of a YM2612 buffer. All YM2612 related sound problems should be gone, and the core should now be pretty much 100% accurate to real hardware.
- 32X PWM sound is now hardware accurate.
- Improved SMD/BIN detection, should have less problems loading odd sized BIN files.
- • Added an option to set Fusion to run at High Priority. This option does a couple of other things too, such as change the way that Fusion gives up time to other apps (making it give up very little.) Probably makes sense to turn off 'Sleep while Waiting' while using this option, too.
- Rewrite of a fair bit of the Genesis VDP functions.
- Added another TV Mode, slightly less blurry (but not much)
- Added an option to disable all keyboard shortcuts (except the ESC key) for those people who had problems with accidentally triggering a menu while playing.
- Alt-Enter now switches between full screen / windowed as well as the ESC key. I never really liked this behaviour, but it was requested.
- Added another 'Fixed Aspect' option. Whereas the first will try to best fit the image within your display, this one basically does the opposite. Example: if you have a widescreen TFT monitor, this option will try to best fill the width of your monitor. Clipping may occur at the top and bottom instead of getting big black bars at the left and right. This also works the other way if your monitor is taller than it is wide. I know some people will prefer this.
- Fixed problems related to the Genesis OS ROM and resetting / saving / loading states.
- Added seperate folders for SMS and GG Patch (i.e. GameGenie) Files.
- Fixed bug where SMS Save States ended up in the Genesis Save State folder.
- Added Screenshot function. By default Fusion will save compressed TGAs, but since some art packages have problems with these, you can instead select uncompressed TGAs, or BMPs. Be aware though that these files can get quite big ;)
- Tidied up all use of Load/Save dialogs to prevent loading of non existant files, creating save states with invalid names, and other things that could be done accidentally.
- Fixed timing issue when sound is disabled.
- Added dialogs when the user attempts to use the SegaCD RAM cart options when the SegaCD is not running, hopefully this should help prevent all the confusion surrounding RAM carts.
- SegaCD RAM carts are now created as CRM files to distinguish them from internal BRM files. You can still load BRM files in the same way as before.
- When Fusion detects a Gens format BRM file, it will create a backup, and then create seperate BRM and CRM files out of it. It will also alert the user to the fact that it has done this. This should prevent people from managing to corrupt their save files among other things. Now all we need is to get Gens itself to do this and the nightmare will be over.
- • Made a few changes to the way SegaCD BRM/CRM is loaded/saved in order to prevent any possibility of data loss (all related to the above).
- Fusion is now compatible with Windows XP Visual Styles.
- 32X emulation is now far more accurate. Primal Rage, Shadow Squadron, Toughman Contest, Pitfall, Virtua Racing and Mortal Kombat now perform exactly as on real hardware. Some of these problems took a HUGE amount of time to track down, and understand, but I think it's worth it. I don't believe any other emulator can run all of these games accurately.
- 32X BIOS is no longer required. This hasn't received any serious testing but seems to work fine. If Fusion cannot load one or more of the 32X BIOS files it will default to not using them. If you find any problems you should probably test with a real BIOS to make sure that isn't the cause.
- A MASSIVE amount of behind the scenes stuff and other stuff that I've forgotten. You may notice this version is faster/slower than previously, I'm really not sure about that yet ;)
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Does exactly what it says on the tin, heres whats new:
- The interrupt registers have been split so a seperate register is kept for the ARM7 and ARM9. Even though they have the same register address, each CPU actually has a different register. This affects IME, IE and IF. Interrupts were pretty much broken in the previous version of DSEmu without this fix.
- Added the 'ARM7 specific IWRAM' memory area from 0x03800000 with a size of 64K. Thanks to DSTek for providing this information. Previously only the 32K Shared IWRAM area at 0x03000000 was implemented and ARM7 binaries greater than 32K were crashing the emulator as well as trashing the shared IWRAM.
- A few signed/unsigned comparision issues was causing the emulator to enter infinite loops.
- The VCOUNT register is now a single register rather than having one per lcd screen. Demo's that checked for the VCOUNT being in the VBlank area would hang due to this never being updated. Unfortunately these demo's still run very very slowly due to the 'busy loop' polling this register. I hope to have this fixed in the next release.
- The SWI values were wrong in the switch statement that handled these calls. This resulted in the wrong SWI call being made. The main result of this was the ARM7 code would do a 'halt' instead of an SWI Delay which meant any ndslib based code would have no ARM7 support.
- Fixed a problem with ARM7 interrupts meaning most IRQ code should work fine now.
- ndslib Console output would display incorrect characters. This has been fixed.
- With the exception of Space Invaders, all my demo programs run under this version of the emulator in some form or another. Sound doesn't play but the touch screen values are updated and directional keys are processed, etc.
- Using 'animated step' in the debugger now updates the display. Previously no graphics would be displayed while stepping.
- Using 'debug run', followed by pausing, then stepping, would not work. The stepper would be broken from then on. Fixed.
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VBA for PSP v003
Port of VBA, the rom must be renamed 'rom.gba' & put in the same folder as eboot.pbp & must be under 16MB
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HuE for PSP 0008
PC Engine emu for the PSP, not sure whats new so grab it & see
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The wise man knows when he does not know enough