Emuladores

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 #681
O Duckstation morreu, mas isso porque basicamente só tinha 1 developer dedicado, o Stenzek, que não tá aguentando mais.
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 #682
(08/08/2015, 22:50)rapier Escreveu: Vários jogos eu zerei no console e depois zerei novamente no emulador com cheats. Não tenho paciência pra rejogar com todos os poréns de um jogo antigo.

Jogar no emulador é melhor porque...
  • Save states
  • Acelerar o jogo, ideal pra RPGs e jogos onde não pode pular falas
  • Não é aplicativo de tela cheia, você pode pausar e ir fazer outras coisas... HAHA!
  • Obviamente os cheats, especialmente pra passar partes de grinding e/ou chatas dos jogos. Por exemplo, eu gosto de jogar RPGs com $ infinito. $ infinito obviamente te livra de muito grinding pra ganhar $.

Eu comecei a usar cheat em Pokémon por causa disso também. Não faz sentido, depois de ter zerado 100x, ter que ficar dependendo dos poucos Pokémons disponíveis e ter que ficar gridando item e dinheiro. Quero só me divertir de boas.
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 #683
Mesmo com ausência de desenvolvimento, o DuckStation deve continuar como melhor emulador de PS1 por muito tempo.
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 #684
Ontem foi lançado a versão 2.8 do emulador multi-system BizHawk.

Spoiler: Changelog  
Misc. changes to EmuHawk:
fixed various bugs with the Paths config dialog
fixed "Close and reload ROM" in Firmware Manager crashing if it was opened from missing FW dialog (#3054)
fixed hotkeys triggering accidentally when typing in Virtual Pad fields (#3087)
fixed typos which broke INTV, NES, and PSX gamedb lookups
fixed known good Saturn BIOS choices marked as unknown (#3095)
updated list of Sega CD / Mega CD BIOSes in firmware database
many gamedb additions and updates
fixed RAM Search difference fields can't fit all possible values (#3117)
fixed `File` > `Load State` > `Auto-load Last Slot` breaking movie recording/playback (#2384)
fixed .dsm importer
fixed .smv importer nagging about core choice thousands of times (#3022)
fixed .vbm importer
made OSD message duration (time to fade) configurable in UI, and allow API calls to override it
added option to split RAM Watch entries (#1024)
fixed drag+drop bug (#1483)
made `Config` > `Customize...` > `Pause when menu activated` behave consistently
fixed overlapping UI elements in Debugger (#3026)
tidied up numbering of save slots and TAStudio branches (#3112)
fixed `ObjectDisposedException` when triggering single-instance passthrough
fixed throttle edge cases
fixed edge cases where post-frame tool updates would run twice after a frame advance
added more logging and warning dialogs for edge cases
many smaller fixes and even some frontend speed optimisations (not sarcasm, this is a first)
Linux port:
added support for PSX (see Nymashock below) and technically N64 and TI-83 (see Ares64 and Emu83 below)
fixed various problems w/ alignment and size under Mono
added Nix expression for reproducible EmuHawk (and DiscoHawk) builds without dependency issues
TAStudio:
re-enabled editing of movie comments (#3063)
added an edit dialog for TAStudio palette (#2119)
fixed branch screenshots (#1513)
fixed weird edge case putting TAStudio in an unaccounted-for state (#3066)
fixed error when autoloading a rom and TAStudio AND a .tasproj for a different rom
fixed incorrect behaviour when jumping to frame 0
Lua/ApiHawk:
added support for `"#RRGGBB"` format when parsing colours ("luacolor" in docs) in Lua API
fixed `joypad.setfrommnemonicstr` not working without reinitialising MovieSession (#2525)
DiscoHawk:
fixed deadlocks (#3128)
New and graduating cores:
Nymashock:
new PSX core ported from Mednafen (like Octoshock, though this is newer and more easily updated, which also means it has more peripherals)
SameBoy:
new ported GB/C core with comparable accuracy to Gambatte and GBHawk (not to be confused with the SameBoy SGB core in older releases)
Emu83:
new TI-83 core
BSNESv115+:
BSNESv115+ (the "new BSNES port") is no longer experimental
fixed Hex Editor and others using read instead of peek (#3060)
implemented memory callbacks
fixed ram and rom memory domains
increased MmapHeapSize to prevent crashes, affected Star Ocean
refactored latching to improve dumping/verification
reduced savestate size (increased frequency for TAStudio/rewind)
improved speed of fast ppu check
MSXHawk:
MSXHawk is no longer experimental
implemented more hardware/mappers
added Linux port
Ares64:
2 new experimental cores ported from Ares: one for casual play which is slow and desync-prone ("Performance"), and one for TASing which is even slower but will sync ("Accuracy")
Other cores:
A7800Hawk:
fixed nondeterminism caused by incorrect savestate code
fixed Basketbrawl and summer games
fixed off pixel detection in write mode, affected baby pac man
Atari2600Hawk:
fixed audio issues, affected ms pac man
Gambatte:
updated core
fixed error when attempting to write to some registers e.g. with the Debugger (#3028)
fixed crash on Linux
refactored GambatteLink to be more modular and add support for 3x/4x
added proper memory callback scopes for link play
enabled disassembly in link play
allowed linking w/ GBC cart IR
stopped using fine-grained timing for link play when the link is disconnected
added more scopes for memory callbacks
GBHawk:
updated GBA startup state, affected Konami collection vol. 4
fixed link play, affected perfect dark
Genplus-gx:
added support for SRAM larger than 8MB (#3073)
prevented crash when loading Debugger (#2769, #2958)
Handy:
fixed crash on Linux (#2425)
IntelliHawk:
adjusted sme timings and fixed accesses to registers, affected motocross
cleaned up CPU, fix trace logger and throw less exceptions
fixed intellicart, affected various homebrew roms
fixed MOBs with x-coord 0 being visible, affected bowling
fixed overflow flag calculation, affected checkers and reversi
more compatibility work
MAME:
stopped treating warnings as errors
set System Bus correctly
melonDS:
updated core, adding experimental DSiWare support
enabled memory callbacks
fixed empty strings in firmware settings preventing roms from loading (#3030)
Mupen64Plus:
fixed haptic feedback causing movie playback to crash
enabled GLideN64's texture wildcard support (#3104)
NesHawk:
added mapper for Pokemon bootlegs
fixed not parsing iNES v2 headers (#3082)
other small accuracy improvements and bugfixes
O2Hawk:
fixed blobbers and Popeye
PCEHawk:
fixed crash related to framebuffer resizing (#3018)
SMSHawk:
fixed sprite collision inaccuracy (#1611), affected Ecco the Dolphin
fixed Fray (vert lock update)
fixed SMS backdrop colors
fixed ys (JPN) by emulating VRAM masking bit
improved SG-1000 8kb ram adapter emulation
VectrexHawk:
implemented 64K bank switching
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 #685
Hoje saiu v127 do emulador multi-system ares.

Resumo: ares v127 brings significant improvements to Mega Drive and Nintendo 64
emulation, as well as improvements to NES / Famicom and SNES / Super Famicom.

Other than the usual emulation improvements, there have been the following notable
changes:

Spoiler: Changelog completo com comentários adicionais  
Apple Silicon Support

ares v127 fixes the recompiler for aarch64 architecture, meaning that it is now
possible to create Apple Silicon/M1 native builds, without relying on Rosetta
and without losing support for the high performance JIT recompilers.

In order to be Apple Silicon Native, it is currently required to compile ares
from source code as automated builds have not yet been configured, but users
who wish to do so will no longer lose functionality or suffer poor performance
as a result.

MAME RDP

ares's Nintendo 64 core uses paraLLEl-RDP by default; this brings fast and
accurate RDP emulation as long as Vulkan is present on the users machine; this
meant that Nintendo 64 emulation was completely broken for all configurations
without Vulkan support, including macOS.

ares v127 adds support for MAME's RDP implementation as a fallback, allowing
Nintendo 64 emulation to be used when Vulkan is not present. This is handled
automatically, however, a new option has been added to video settings to allow
Vulkan support to be toggled, giving all users the ability to test the MAME
RDP, if they wish to do so.

Although MAME RDP is now an option, paraLLEl-RDP is still the recommended
choice, for both performance and accuracy.

Pixel Accuracy Mode

ares has contains two implementations of some of our emulated hardware; one
optimised for performance, and another optimised for accuracy.
Historically, the choice of which path to use has never been exposed to the
user; higan always used the 'accurate' profiles, with ares always opting for
the 'performance' profiles; any user wishing to change this would be required
to compile ares themselves from source.

As of ares v127, we now provide a new option in the emulator settings: "Pixel
Accuracy"; when this is enabled, any emulator core that supports a pixel
accurate mode will use it.

For 99% of games, the default fast profiles will be sufficient, but enabling
"Pixel Accuracy" allows games that require mid-scanline effects, such as the
infamous "Air Strike Patrol" to function properly.

The following systems are currently support the Pixel Accuracy setting:

NEC - PC-Engine / TurboGrafx
Nintendo - Super Famicom / SNES
Changelog:

desktop-ui: hook up pc-engine 6-button pads to virtual pads [Luke Usher]
desktop-ui: implement frame advance [Luke Usher]
fc: add bus conflicts to cnrom [encoded-byte]
fc: check for ram on mmc1 [encoded-byte]
fc: check if ram exists on mmc3 [encoded-byte]
fc: clear oam address on each scanline [encoded-byte]
fc: improve mmc3 irq behavior [encoded-byte]
fc: improve ppu skipped clock timing [encoded-byte]
fc: use hkrom for mmc6 [encoded-byte]
m68000: allow recovery from zero divide [TascoDLX]
m68000: reimplement DBcc instruction with correct timing[TascoDLX]
md: A few fixes to SRAM save game [rasky]
md: correct overscan / output when display is off [TascoDLX]
md: correct reads of CRAM and VSRAM [rasky]
md: detect region 'K' as NTSC-J [invertego]
md: fix APU port in [rasky]
md: fix debug register sprite masking [rasky]
md: fix high bits in control port read [rasky]
md: fix misaligned reads from VRAM [rasky]
md: fix register masked write in mode5 [rasky]
md: fix vblank bit toggling horizontal timing [rasky]
md: fix VSRAM out of bound accesses [rasky]
md: ignore erroneous device string used by Codemasters [invertego]
md: implement undocumented VDP VRAM 8-bit reading mode [rasky]
md: persist VDP state on reset [invertego]
md: restore vdp free slot lost to refresh [TascoDLX]
mia: Correct save type for Premier Manager 64 (N64) [sp1187]
mia: Correct save type for Transformers: Beast Wars Transmetals (N64) [sp1187]
mia: correct type for pak attribute [encoded-byte]
mia: fix 32x sram [Luke Usher]
mia: properly pass MD eeprom details to ares [Luke Usher]
mia: updated famicom database [encoded-byte]
mos6502: add illegal nops [encoded-byte]
ms: correct overscan inc. dynamic screen resizing [TascoDLX]
n64: add MAME RDP as a fallback for parallel-RDP [invertego]
n64: allow vulkan to be disabled [Luke Usher]
n64: change PI DMA to use 16 bit fetches [CasualPokePlayer]
n64: fix mult/div opcode timings [rasky]
n64: fix RSP halt condition to be more accurate [rasky]
n64: fix several RDP regressions [invertego]
n64: fix small bug in VMACQ [rasky]
n64: fix SRA/SRAV opcodes [rasky]
n64: fix vulkan detection [Luke Usher]
n64: improve rsp recompiler pool allocation [invertego]
n64: swap RSP/RDP order [CasualPokePlayer]
n64: templatize rsp vpu [invertego]
n64: vulkan tweaks [Luke Usher]
nall: fix many compilation warnings on macOS [Luke Usher]
nall: fix page protection on Apple silicon [invertego]
nall: rewrite recompiler for machine-independence using sljit [invertego]
pce: runtime pixel accurate VDP setting [invertego]
sfc: fix horizontal off-screen test for sprites [jbo-85]
sfc: fix missing sprite tile on Super Conflict title screen [jbo-85]
sfc: fix missing sprites in Jurassic Park that are partly offscreen [jbo-85]
sfc: runtime pixel accurate PPU setting [invertego]
sh2: move registers into POD struct [invertego]
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 #686
Saiu versão 0.9.4 do emulador melonDS.

Spoiler: Changelog  
• Redesign of the Input dialog (Rayyan)
• Use DraStic open-source DS BIOS replacement (Swordfish90, asiekierka)
• Generate non-bootable firmware replacement (Swordfish90, asiekierka, others)
• Support for syncing DLDI/DSi SD image to a folder (Arisotura)
• ARM9 PU (code/data abort) support in interpreter mode (Arisotura)
• Fix ADPCM decoding bug resulting in potential crackling (Arisotura)
• Block sound DMA from reading the ARM7 BIOS (Arisotura)
• Smarter SDL initialization (andrigamerita, Nadia, Arisotura)
• Properly center the main window on macOS (Nadia)
• Don't try to render if the emulator is inactive (Nadia)
• Fix potential issues with DSi title importing (Nadia, Epicpkmn11)
• Custom path support (Arisotura)
• Fix nifi socket init on BSD and macOS (Nadia)
• Add support for zero addresses in AR codes 3xxxxxxx to Axxxxxxx (Arisotura)
• Lower window refresh rate if running too fast (RSDuck)
• Wifi power-saving support (RSDuck)
• Allow swap-screen hotkey to swap between displaying only top screen and only bottom screen (ZackWeinstein)
• Add RAM search dialog (2jun0)
• Add power management dialog for setting battery parameters (Rayyan)
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 #687
Esses dias tentei instalar o Yuzu para ver como andam os jogos do switch, mas como por algum motivo ele chashava ao tentar abrir algum game, resolvi testar o Ryujinx e não me decepcionei. Até o momento rodou tudo que testei, parece que a emulação do interruptor chegou ao ponto de rodar lançamentos, já dá pra brincar com isso. Fiquei feliz do note aguentar, achei que peidaria mas até que vai suave.
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 #688
[Imagem: YaRgEqJ.png]

O jogo que mais me interessa no momento do Switch é justamente o jogo mais pesado pro yuzu.
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 #689
Essa semana saiu Yaba Sanshiro 1.8.0 para Windows (para Android me parece usar outra numeração). Emulador de Saturn. O changelog simplesmente diz:
> SH2 Cache
> New Playable games
Baku Baku Animal
BUG!
Vandal Hearts
Groove on Fight
Kaitei Daisensou
Culdsept
Clockwork Knight


Também saiu nova versão de MEKA. Um emulador dos sistemas 8bits da Sega (Master System/Game Gear e derivados). Essa emulador deve existir a mais de 20 anos e a interface denuncia sua idade. Há opções melhores (ex: Gearsystem e BizHawk) e particularmente não vejo porque alguém iria preferir usar isso.
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 #690
Zerei o SRW no yuzu, foi quase sem problemas. O jogo da uma travada na primeira vez que vou mover algum personagem logo que abro o emulador mas depois disso roda 100% liso. Também crashou 3x, duas foram indo pra fullscream e uma foi meio do jogo quando tava transmitindo no discord, só n]ao sei se tem alguma relação ou foi coincidência mesmo.
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