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mednafen Saturn updates 1.22.2 to 1.29.0

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May 28th, 2022
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  1. https://mednafen.github.io/documentation/ChangeLog.txt
  2.  
  3. SS: All Saturn related updates since version 1.22.2.
  4.  
  5. -- 1.22.2 to 1.29.0: --
  6.  
  7. * Don't send CD data sectors to partition buffers when the disc hasn't gone through the authentication process.
  8. * Moved some CDB CD reading variable initialization into StartSeek() to reduce the amount of redundant error-prone code.
  9. * Don't erroneously signal CDB EHST HIRQ when ending a TOC or file info data transfer.
  10. * Implemented more aspects of the CD block disc authentication process. Fixes abort to CD player screen when trying to start a game demo in
  11. * fixed a few issues with CD block directory reading and handling of directories with more than 256 entries.
  12. * Added commented-out partial fix for end-of-level hang in "Loaded".
  13. * Changed midsync event time initializing to use SS_SetEventNT() instead of doing it directly(and breaking when the midsync event isn't the last enumerated
  14. * Added a dev build event order sanity check to ForceEventUpdates().
  15. * Implemented a delay when the SMPC joystick read process is aborted due to time over or due to the Break bit being 1, per tests on a SS, and fixed
  16. * Added "Senkutsu Katsuryu Taisen: Chaos Seed" to the internal database of games to enable full cache emulation with, to fix the inability to skip
  17. * Fixed a mistake in an invocation of the SH-2 emulation Branch() macro that caused an expensive debugger function to be called even when the debugger was
  18. * Removed MDFN_COLD from SH7095::SetDebugMode(), as it causes newer gcc's optimizer to make bad assumptions and place the main CPU execution loop in the
  19. * Implemented a simple optimization in the VDP1 drawing code, reducing executable size by about 900KB on x86_64 Linux.
  20. * Fixed an off-by-150 bug in the CDB code, present since the first release with Saturn emulation, that caused the read hinting at the start of emulated
  21. * Implemented emulation of the CDB Scan command.
  22. * Optimized the SCSP sound CPU interrupt level calculation code.
  23. * Fixed a few inaccuracies in the relative timing of SCSP timer increments across different prescaler rates, per tests on a SS.
  24. * Added emulation of the SCSP MIDI interface output logic and approximate timing.
  25. * Fixed a few inaccuracies in the relative timing of SCSP EG level updates across different rates, per tests on a SS.
  26. * When a CDB seek is started very shortly after another seek, don't elide the previous seek's startup side effects; fixes the CD audio player in
  27. * Added "Saturn Super Vol. 2" to the internal database of games to use the data cache read bypass kludge with, to fix the flickering title
  28. * The VA0/VA1 motherboard's memory mapping behavior for Low-RAM is now emulated instead of VA2's, to fix a crash in "Myst" in the generator room.
  29. * The emulated reset button mapped to Mednafen's reset command key(F10 default) will now respect the "ckdelay" setting.
  30. * Added "Herc's Adventures" to the internal database of games to enable SH-2 read/write VDP1 draw slowdown with, to fix a few graphical glitches.
  31. * Corrected a few inaccuracies in the handling of SCSP EG phase transitions, per tests on a SS.
  32. * Corrected threshold and semantics of envelope level-based blocking of slots' access to SCSP RAM, per tests on a SS.
  33. * Fixed a big-endian target incompatibility in the SCSP emulation code.
  34. * Implemented incomplete(regarding stack frame data) M68K address error handling, and implemented M68K halting when accessing addresses where any of
  35. * Fixed compilation errors after configuring with --disable-debugger.
  36. * Fixed compilation errors with clang.
  37. * Added "The Lost World: Jurassic Park" to the internal database of games to enable full cache emulation with, to fix most rock face graphical glitches.
  38. * Added "Corpse Killer" to the internal database of games to enable full cache emulation with, to fix the glitchy rotation-zoom effect.
  39. * Fixed major bug, existing since Saturn save state support was added, in the SCU save state code that caused wrong state to be saved(and later restored)
  40. * Added "Kaitei Daisensou"/"In the Hunt" to the internal database of games to enable SH-2 read/write VDP1 draw slowdown with, to fix FMV tearing.
  41. * Added "Zero Divide" to the internal database of games to use the data cache read bypass kludge with, to fix a graphical glitch with character portraits.
  42. * Made changes to prevent the CDB emulation from reporting PLAY status until the second sector is read after a seek completes; fixes game-breaking
  43. * Fixed inaccuracies with how CDB playback buffer full auto-pause and resume works; fixes occasional hangs of finite duration in "Dragon Force II" and
  44. * Added "Mujintou Monogatari R: Futari no Love Love Island" to the internal database of games to use the data cache read bypass kludge with,
  45. * Added "Doraemon: Nobita to Fukkatsu no Hoshi" to the internal database of games to use the data cache read bypass kludge with,
  46. * When a CDB 'Get CD Device Connection' command is issued very shortly after a 'Reset Selector' command, the 'Get CD Device Connection' command
  47. * Slowed down emulated VDP1 pixel plotting performance by a bit less than 20%(10% in 8bpp mode); fixes prematurely cut-off voices in "Paneltia Story",
  48. * Added "3D Baseball", "The Crow", "NBA Action", "NFL Quarterback Club 96", "Solar Eclipse", and "Titan Wars" to the internal database of games to
  49. * Added "Thunder Force Gold Pack 1" to the internal database of games to enable full cache emulation with, to fix the glitchy ship sprite in the ending
  50. * Added the Europe releases of "Virtua Cop" and "Virtua Cop 2" to the internal database of games to enable full cache emulation with, to fix
  51. * Added "Yu-No" to the internal database of games to enable full cache emulation with, to fix the problem of the intro FMV ending too soon.
  52. * Added "Horror Tour" to the internal database of games to enable full cache emulation with, to fix graphical glitches on the save and load screens.
  53. * Added "Falcom Classics II" to the internal database of games to enable SH-2 read/write VDP1 draw slowdown with, to fix tearing in the intro FMV of "Ys II".
  54. * Added "Tokimeki Memorial: Forever With You" to the internal database of games to enable SH-2 read/write VDP1 draw slowdown with, to fix the glitchy
  55. * Added "Virtua Fighter Kids" to the internal database of games to use the data cache read bypass kludge with, to fix a major FMV glitch.
  56. * Made a very small SSE2-based optimization to the cache tag evaluation code.
  57. * Removed incorrect write mirrors for the SH-2 CCR register; fixes FMV glitches in "NFL Quarterback Club 97".
  58. * When full cache emulation is enabled(e.g. via database), alternate slave CPU and bus sharing emulation code will be used, to reduce
  59. * SH-2 PC-relative MOV.W and MOV.L loads are now correctly treated as instruction fetches instead of data fetches with respect to the
  60. * The SH-2 WB/EX pipeline stall emulation logic is now always enabled, instead of only being enabled in full cache emulation mode as it was previously.
  61. * Moved SH-2 cache entry invalid bit from bit31 of the internal combined tag variable to bit0, for slightly better code generation.
  62. * Slave SH-2 on/off is now handled outside of the regular event handling system to prevent a crash under certain conditions.
  63. * Extended the handling of VDP1 command execution slowdown on SH-2 CPU reads/writes to also include SH-2 DMA accesses.
  64. * Bumped up minimum seek timing delay, to compensate for upcoming general CPU timing improvements in the games sensitive to seek timing.
  65. * The SR value loaded with RTE is now properly masked.
  66. * Allow the SMPC joystick reading process to be aborted earlier on, while still waiting for vblank to end; fixes another hang in "QuoVadis".
  67. * Added "Wolf Fang SS: Kuuga 2001" to the internal database of games to enable SH-2 CPU read/write VDP1 draw slowdown with, to
  68. * Added "Mahjong Doukyuusei Special" to the internal database of games to use the data cache read bypass kludge with, to fix the missing
  69. * Added "Kidou Senkan Nadesico: Yappari Saigo wa Ai ga Katsu" to the internal database of games to use full cache emulation with, to fix a hang.
  70. * Implemented emulation of the timing effects of the B-bus write buffer on SH-2 CPU writes; fixes hang in "QuoVadis".
  71. * Delay CDB status position info update by about 44us after a seek request(via Play command, or otherwise); fixes missing graphics in
  72. * Implemented more accurate emulation of VDP1 drawing of excessively-large primitives.
  73. * Fixed an off-by-1 inaccuracy in the edge stepping code for sprites and polygons, with minor visible effects in
  74. * Added wait states to M68K writes; fixes hang in "Lunar" after the Meribia pub singer's singing, that was caused by a timer being
  75. * Allow VDP1 primitive drawing code to be suspended(and later resumed) mid-drawing when it's consumed too much emulated time; fixes excessive CPU usage during
  76. * Added "Senken Kigyouden", "Xian Jian Qi Xia Zhuan", "Virtua Fighter", and "Virtua Fighter Remix" to the internal database of games to
  77. * Implemented more complete emulation of SCSP's buggy(inter-slot contamination) linear interpolation on FM carrier slots.
  78. * Implemented more complete emulation of the SCSP short waveform mode, after running further tests; fixes excessive distortion in a
  79. * Fixed a few inaccuracies with the SCSP waveform loop handling.
  80. * Added emulation of SCSP slot short waveform mode bit.
  81. * Implemented the buggy linear interpolation that occurs on the SCSP when FM is used.
  82. * Added emulation of SCSP slot EG bypass bit.
  83. * Implemented SCSP register mirroring.
  84. * Added kludges to fix NBG2/NBG3 background layer offset problems in "Fighters Megamix".
  85. * Removed "ss.midsync" setting; the functionality it controlled is now always enabled.
  86. * Added "Shunsai" to the internal database of games to use the data cache read bypass kludge with, to fix various graphical glitches.
  87. * Added "Ronde" to the internal database of games to use the data cache read bypass kludge with, to fix missing graphics
  88. * Added "Thunder Force Gold Pack 1" to the internal database of games to use the data cache read bypass kludge with,
  89. * Fixed a bug that could cause erroneous VDP1 framebuffer erasure when the lower Y coordinate for the erase window was too large.
  90. * Added "Thunder Force Gold Pack 2" to the internal database of games to use the data cache read bypass kludge with,
  91. * Corrected the value the SCU DMA mode registers are initialized to on reset.
  92. * Added "Formula Grand Prix - Team Unei Simulation" to the internal database of games to use the data cache read bypass kludge with,
  93. * Added "Virtual Mahjong" to the internal database of games to use the data cache read bypass kludge with, to fix graphical glitches on the character
  94. * Slowed down SCU DMA from SDRAM/SH-2 bus slightly, though I'm not sure what is the origin of the measured overhead/slowdown on a Saturn.
  95. * Added partial emulation(CS0 and CS1, SH-2 non-DMA accesses and SCU DMA accesses) of the timing effects of the SCU A-bus configuration registers.
  96. * Added "Tech Saturn 1997.6" to the internal database of games for which 1MiB RAM cart emulation is enabled, for its "Groove on Fight" demo.
  97. * Implemented a crude simulation of the VDP1 command execution slowdown that occurs when an SH-2 CPU writes to VDP1 RAM or registers, activated
  98. * Added a horrible hack to fix the hang in "Fighters Megamix" that occurred after the intro FMV played(or was interrupted).
  99. * Added a horrible hack to fix the hang at the end of disc 1 of "Grandia".
  100. * Added a per-game horrible hacks mechanism.
  101. * Added "Albert Odyssey" to the internal database of games to use full cache emulation with, to fix battle text truncation.
  102. * Added "Die Hard Trilogy", "GeGeGe no Kitarou", "Nobunaga no Yabou Shouseiroku", "Space Jam" to the internal database of games to use full
  103. * Added "Gex" and "Slam 'n Jam 96" to the internal database of games to use full cache emulation with, to fix minor FMV glitches.
  104. * Added "Policenauts" to the internal database of games to use full cache emulation with, to fix screen flickering on disc 2.
  105. * Full cache emulation(enabled via database) now also enables emulation of SH-2 WB/EX pipeline stalls.
  106. * Tweaked the kludgey CPU instruction read/write penalty during SH-2 DMA to be higher in some circumstances; fixes major graphical glitches in the
  107. * Added "Dragon Force II" to the internal database of games to use the data cache read bypass kludge with, to fix major game logic errors
  108. * Added the European release of "Theme Park" to the internal database of games to use the data cache read bypass kludge with,
  109.  
  110. -- 1.22.1: --
  111. ...
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