Mednafen 0.9.36 [message #3539] |
Thu, 19 June 2014 01:14 |
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0.9.36 contains a major PS1 SPU emulation regression that may break sound effects(and less likely music) on some games. The regression is fixed in 0.9.36.1
Highlights of this release include:
- PS1: Experimental save state support(refer to the PSX module documentation for details on how to enable the support which is disabled by default).
- PS1: Improved MDEC emulation. Fixes lockup problem in a certain corrupt copy of "Dragon Knight 4".
- PS1: Improved SPU emulation. Fixes sound problems in "WipEout 3" and "Thousand Arms".
- WonderSwan: Improved RTC emulation.
Changes since 0.9.35.1
-- 0.9.36: --
June 17, 2014:
PSX: Rewrote SPU ADPCM decoding code per tests on a PS1; fixes the early voice cutoff problem in "Thousand Arms", and possibly some other
games as well. Seems to fix the post-battle quasi-random lockup problem in the Japanese version of Tales of Destiny.
June 15, 2014:
WonderSwan: Added experimental, undocumented support for interfacing with trap15's WonderFence program, which provides MobileWonderGate emulation;
controlled via settings "wswan.excomm" and "wswan.excomm.path". This support is currently only available on UN*X-like platforms.
WonderSwan: Added SRAM size calculation for the raw header value of 0x05(used by MobileWonderGate).
WonderSwan: Corrected the SRAM size calculation for the raw header value of 0x04(used by Dicing Knight and Judgement Silversword).
WonderSwan: Rewrote RTC emulation code to avoid runtime use of C library time functions(fixing potential desync issues when using netplay and input-recording
movies), and fixed the time initialization code to reflect the current local time instead of UTC.
June 14, 2014:
PSX: Implemented experimental support for save states.
PSX: Rewrote MDEC execution loop; the MDEC emulation model still is far from perfect, though. Fixes the lockup during the intro FMV of
a corrupt copy of "Dragon Knight 4" that's floating around the Internet.
June 10, 2014:
Ripped out incomplete "snes_perf" emulation module, and ripped out the unimplemented PC emulation stub module.
June 9, 2014:
PSX: Improvements to SPU volume sweep emulation accuracy per tests on a PS1. Fixes sound/music wonkiness in "WipEout 3".
June 6, 2014:
PSX: Minor improvements to MDEC YCbCr to RGB color conversion accuracy, per tests on a PS1.
mednafen-0.9.36.tar.bz2
SHA1: 06a245632f4ddaa7c9ea83fc2b41f4fc0913351c
mednafen-0.9.36-win32.zip
SHA1: b7f28f812057cf1f85fb48b3e93576da03373df9
mednafen-0.9.36-win64.zip
SHA1: d1dfc85db7dbd847ca30fd73d28346d999dacb82
[Updated on: Fri, 14 November 2014 20:18]
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Re: Mednafen 0.9.36 [message #3544 is a reply to message #3539 ] |
Fri, 20 June 2014 15:01 |
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There seems to be something wrong with the win64 build, the emu runs slower and the sound crackles, at least on psx games. The win32 build appears to be unaffected and works fine.
If it helps, I'm playing on a Windows 7 x64, and the previous version worked perfectly.
Anyway, thanks for the great emu.
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Re: Mednafen 0.9.36 [message #3545 is a reply to message #3539 ] |
Fri, 20 June 2014 17:58 |
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What CPU do you use?
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Re: Mednafen 0.9.36 [message #3547 is a reply to message #3539 ] |
Fri, 20 June 2014 20:14 |
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cpu: Intel i5-750
gpu: ATI 5850
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Re: Mednafen 0.9.36 [message #3549 is a reply to message #3539 ] |
Fri, 20 June 2014 21:20 |
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Are you using any sort of power management/CPU frequency scaling software, or running a ton of programs?
That CPU should be fast enough, and the 64-bit version should be faster than the 32-bit version. I do compile the 64-bit version with "-mtune=amdfam10", and tuning can sometimes turn minor changes in code to major performance changes when running on a non-targeted architecture...
[Updated on: Fri, 20 June 2014 21:46]
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Re: Mednafen 0.9.36 [message #3557 is a reply to message #3539 ] |
Sat, 21 June 2014 20:38 |
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I redownloaded the 64bits version and now it seems to be working as expected. I probably modified something I shouldn't have while configuring it before.
sorry for the inconvenience and thanks again
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Re: Mednafen 0.9.36 [message #3564 is a reply to message #3539 ] |
Mon, 23 June 2014 09:36 |
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I'm wondering: apart from the memory card problems mentioned in the documentation, is there any other reason why save states are currently experimental? Are there other potential problems that could arise from using them in the current version?
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Re: Mednafen 0.9.36 [message #3568 is a reply to message #3564 ] |
Mon, 23 June 2014 21:34 |
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PS1 save state support is considered experimental because it's new and could have unforeseen bugs, and currently doesn't work properly when used in the debugger's step mode.
They're not disabled by default because they're considered experimental per-se, but to make sure the userbase understands the potential consequences of reckless save state usage.
[Updated on: Mon, 23 June 2014 21:37]
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