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Jnes v0.40 Beta 1 | Home |
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- Implemented audio updates 4 times per frame via queue, might slow down performance so I waited this long to do something drastic like this, sounds great tho
- 16-bit audio and mixing
- Raw PCM emulated nicer now..
- Noise and Pulse volume enveloping corrected I hope
- Tri counters fixed? (Thanks to Matt Conte for the doc on nesdev a while back)
- Pulse freq sweeps rewritten finally, put this off a long time
- DPCM rewritten from scratch, big difference in beat style
- Vertical scroll problem fixed in TMNT
- Changed the scanlines back to 262, this makes a game I know not work right but I feel having correct timing is the right way to go
- Another NSF loading problem fixed
- Sunsoft Mapper fixes and speedups
- Implemented an accurate real-time zapper read handler, didnt realize necessary..
- Small transparency fix for some games (Windowed only)
- Added ability to load external palettes or keep default, 3-byte RGB triplets
- Integrated NSF support into the j6502 main cpu core, via small hack
- Rewrote sign flag, and IP handling in j6502, speedup
- Window 3X mode added
- Added an option for NES 8-pixel clipping emulation
- Sprite0 hits tweaked a little
- Rewritten Game Genie from scratch, max codes is 64 per game
- Rewritten PPU Rendering, which removed MMX/ASM speedups, still fast tho
- Rewrote direct draw frame locking technique, dangerous when jnes crashes..
- Removed 24bpp rendering support, useless, slow etc, use 16/32
- Rewritten entire banking system for cpu and ppu, speed boost
- Added a recent menu into the interface, quite nice
- Rewrote every mapper, less memory used, faster speed, save state friendly
- Rewrote sound graph, more friendly to direct draw these days
- Rewrote bitmap capture code from scratch, faster and nicer.
- Finally released the partial MMC5 support, not the most accurate emulation, but it is good enough to play Castlevania III US well, which is good enough..
- Tweaked save states to save the new structures as well
- Rewrote ppu mapper tile handling, works right now, no hack
- Started allocating and releasing large chunks of memory nicely
- Direct Input 2-Player code rewritten, smaller, easier to maintain, as well as the option to completely? tweak the devices
- Changed quick-save to F7 key, F6 was too close to F5 really, you could hit it accidently
- Added save slots selection to the Cpu menu, it might of been confusing because it was previously only accessible on the keyboard
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