1964 1.2 (r107) - 模擬器

Candice avatar
By Candice
at 2012-01-16T22:52

Table of Contents

http://code.google.com/p/emu-1964/

The Nintendo 64 Emulator 1964 has been updated.


r107
Update the ROM_Properties.ini file to reflect more recent changes

r106
1964Video: Remove OpenGL, it is my view that this plugin should be more
focused towards DirectX, and that the OpenGL side should be a completely
separate plugin, for instance like Rice Video Linux(Has a more complete
OpenGl then our current source code anyway). If someone disagrees and gives a
good enough reasoning for it, i will re-add it.

r104
1964 Core: Ability to overclock N64 to get higher framerates or to
underclock to get better performance. (1964Ultrafast by RetroRalph)

r103
1964 Core: Removed uneeded speed hacks to make emulation more accurate.
(1964 Ultrafast by RetroRalph) (Stretching his updates over several commits
to make sure if any problems occur they are able to be isolated) Remove
unnecessary setwindowtext′s Remove more unnecessary link dependencies
restore functionality to launch games by CMD that was accidentally removed

r102
1964 Core: More accurate DYNAREC emulation - 1964Ultrafast by RetroRalph
Remove unnecessary link dependencies

r101
1964 core: Optimize the interpreter (1964 Ultrafast by RetroRalph)

r100
1964: (Warning this may break stuff, its not complete and is more
committed so i don′t accidentally wipe it) Even more cleanups of the win gui
code Removed some useless checks and removed of some features that are more
likely to cause problems then anything Remove unnecessary plugin loading code
Remove unnecessary extra PeekMessage in the WindowMsgLoop

r99
1964 Emu: ~ Work in progress cleanup of the 1964 UI Dec 6,
2011death2droid

r98
1964: Fix for the Real Time clock bug (Taken from Surreal64 which is
derived from a fix by the Mupen team) Small optimization by inlineing some
code RiceVideo (1964Video): General cleanup of all code, removing obsolete
code and adding tiny speed fixes. Dec 4, 2011death2droid

r97
1964 Input changes ~ Change around code so xInput doesn′t override all
other settings, it should now be possible to have different inputs, however
at the moment xInput controllers are loaded in as, 1, 2, 3, 4 This means that
if you are player 3 and want to use an xInput device you have to have 3
xInput devices connected. Also the plugin does not currently load back in
xInput settings, i have no idea how the loading of ini files work as the
system seems to use hashs that i am unable to replicate

r96
[~] Tryed and cleaned up the code a bit more [~] Switched some of our
code more over to code RiceVideo Linux UseShadeForConstant Slowly cleaning up
the code -.-

r95
Changes [-] Removed all combiners from OGL besides the Fragment Shader [~]
Cleaned up the combiners a bit [~] Cleaned up the device builder a bit [~]
Removed code no longer needed

r94
Changes [-] Remove all combiners for DirectX but the Pixel Shader, the
other combiners werent as complete as the Pixel Shader and were more there
for people who had graphics cards that didnt support at least pixel shaders
1.1. There′s probably still lots i could do to clean up the combiner some
more as well.

r93
Changes [-] Remove the TNT Combiner, it should no longer be needed and is
not as complete as the pixel shader [!] Merge in the vertex clipping code
used in Surreal64, this fixes the problem where vertex′s were being clipped
even though they are still on screen.

r92
Just some shitty modifications... Cleaned up a bit of the alternative
texture loading code... i still cant find out why its going weird... if
someone finds it out ill be grateful if you could teach me what i missed

r91
Allow mip mapping to be toggled for both OpenGL and DirectX



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All Comments

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By Ina
at 2012-01-16T12:46
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By Rosalind
at 2012-01-16T02:44
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By Regina
at 2012-01-15T23:30
http://3doplay.do.am/ 3DOplay v1.7.7 is released. 3DOplay is a new emulator 3do based on code freedo but has many improvements. 3DOplay v1.7.7 Changelog: ...

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By Hedy
at 2012-01-15T23:16
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