RetroArch 0.9.9-wip1 - 模擬器
![Adele avatar](/img/woman-glasses.jpg)
By Adele
at 2013-04-22T11:20
at 2013-04-22T11:20
Table of Contents
http://forum.themaister.net/viewtopic.php?id=12
This is a work-in-progress release for Win/Linux/OSX. Major thanks to all
involved.
Don't have a full change log, some major things ...
- RGUI integrated on PC.
- Rework to shaders, .glsl/.glslp formats added. There is now only one shader
option instead of separate options for XML and Cg shaders.
- If you start retroarch without arguments, RGUI will start automatically. If
you have configured rgui_browser_directory, libretro_path accordingly, you
might not need retroarch-phoenix anymore for day-to-day use.
- Core-specific options in RGUI. You can now toggle core options on the fly.
Few cores implement this yet, but the groundwork is there ... Make sure to
set core config path to have settings saved.
- Lots of bugfixes.
EDIT:
- libretro cores can render with OpenGL directly (can allow HW accelerated
cores in the future). This is an experimental feature and not part of public
API yet.
- retroarch can load .zip files directly now (no need for retroarch-zip or
phoenix to do that anymore).
- Threaded video drivers. Can allow full speed game play if video driver
cannot keep up otherwise. Will increase jitter a bit, so not recommended as
default.
- Rename cg2xml to cg2glsl to use the new .glsl format which is very similar
to .cg structurally. Greatly improved compatibility with edge-case shaders.
- Shaders can output to floating point framebuffers. Required for some
shaders. Frame count uniform can also get a pre-applied modulo to simplify
shader code a bit.
- Add mouse grabbing (X11/Win32). Useful for libretro cores which rely on
relative mouse input.
- Add configurable input overlays. Can create touch based interfaces (already
in use on Android).
- Add basic disk swapping. Can swap disks in e.g Mednafen PSX (for multi-CD
games).
- Add (compile time) quality profiles for SINC resampler.
And some more stuff, but hard to go through ... 1565 commits.
- ... And probably some regressions. This version has seen tons of
refactoring to be more similar to consoles. There is bound to be some snags
here and there ...
Source
http://themaister.net/retroarch-dl/retroarch-0.9.9-wip1.tar.gz
Windows binaries
Slim/Full build is available from Phoenix GUI and it's the recommended way to
update RetroArch to save massive bandwidth (~1MB vs ~15MB). Do note that if
you have old SSNES-Phoenix, you will not be able to update directly as paths
have been changed around.
Note that 0.9.8-beta1 introduces support for D3D9 and RetroArch now needs
DirectX redists installed.
If you get an error message that d3d9x_43.dll is not found, install the
redist from Microsoft's homepages. If you are running on a machine with
reduced privileges, it usually works to copy over d3d9x_43.dll from somewhere
else.
http://themaister.net/retroarch-dl/retroarch-win32-0.9.9-wip1.zip
http://themaister.net/retroarch-dl/retroarch-win64-0.9.9-wip1.zip
Warning to Windows users
If you use RGUI, and notice strange colors or flickering or game image while
using RGUI (in either OpenGL or D3D9), it is a known problem on my machine at
least.
--
This is a work-in-progress release for Win/Linux/OSX. Major thanks to all
involved.
Don't have a full change log, some major things ...
- RGUI integrated on PC.
- Rework to shaders, .glsl/.glslp formats added. There is now only one shader
option instead of separate options for XML and Cg shaders.
- If you start retroarch without arguments, RGUI will start automatically. If
you have configured rgui_browser_directory, libretro_path accordingly, you
might not need retroarch-phoenix anymore for day-to-day use.
- Core-specific options in RGUI. You can now toggle core options on the fly.
Few cores implement this yet, but the groundwork is there ... Make sure to
set core config path to have settings saved.
- Lots of bugfixes.
EDIT:
- libretro cores can render with OpenGL directly (can allow HW accelerated
cores in the future). This is an experimental feature and not part of public
API yet.
- retroarch can load .zip files directly now (no need for retroarch-zip or
phoenix to do that anymore).
- Threaded video drivers. Can allow full speed game play if video driver
cannot keep up otherwise. Will increase jitter a bit, so not recommended as
default.
- Rename cg2xml to cg2glsl to use the new .glsl format which is very similar
to .cg structurally. Greatly improved compatibility with edge-case shaders.
- Shaders can output to floating point framebuffers. Required for some
shaders. Frame count uniform can also get a pre-applied modulo to simplify
shader code a bit.
- Add mouse grabbing (X11/Win32). Useful for libretro cores which rely on
relative mouse input.
- Add configurable input overlays. Can create touch based interfaces (already
in use on Android).
- Add basic disk swapping. Can swap disks in e.g Mednafen PSX (for multi-CD
games).
- Add (compile time) quality profiles for SINC resampler.
And some more stuff, but hard to go through ... 1565 commits.
- ... And probably some regressions. This version has seen tons of
refactoring to be more similar to consoles. There is bound to be some snags
here and there ...
Source
http://themaister.net/retroarch-dl/retroarch-0.9.9-wip1.tar.gz
Windows binaries
Slim/Full build is available from Phoenix GUI and it's the recommended way to
update RetroArch to save massive bandwidth (~1MB vs ~15MB). Do note that if
you have old SSNES-Phoenix, you will not be able to update directly as paths
have been changed around.
Note that 0.9.8-beta1 introduces support for D3D9 and RetroArch now needs
DirectX redists installed.
If you get an error message that d3d9x_43.dll is not found, install the
redist from Microsoft's homepages. If you are running on a machine with
reduced privileges, it usually works to copy over d3d9x_43.dll from somewhere
else.
http://themaister.net/retroarch-dl/retroarch-win32-0.9.9-wip1.zip
http://themaister.net/retroarch-dl/retroarch-win64-0.9.9-wip1.zip
Warning to Windows users
If you use RGUI, and notice strange colors or flickering or game image while
using RGUI (in either OpenGL or D3D9), it is a known problem on my machine at
least.
--
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模擬器
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