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[HB]RetroArch v1.7.1: Emulateur multi plate formes   

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[HB]RetroArch v1.7.1: Emulateur multi plate formes

Messagepar Attila » Jeu 22 Fév 2018 11:53

imageRetroArch est un homebrew qui contient les émulateurs SNES9x Next, FCEUmm, Final Burn Alpha, Gambatte, Genesis Plus GX, VBA Next, et PrBoom et vous permet donc de jouer à plein de machines rétro différentes.

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RetroArch is a modular multi-system emulator system that is designed to be fast, lightweight and portable. It has features few other emulator frontends have, such as real-time rewinding and game-aware shading.


Version 1.7.1
– 3DS: Now correctly reports amount of CPU cores.
– 3DS: Frontend rating is now correctly implemented for both New 3DS/2DS and Old 3DS/2DS.
– 3DS: Initial networking support, HTTP requests won’t work yet.
– 3DS: Now reports memory and battery state.
– AUDIO: Added ‘Audio Resampler Quality’ setting to Audio Settings. Setting this higher will increase sound quality at the expense of sound latency and/or performance. Setting this value lower will improve sound latency/performance at the expense of sound quality. Only has an effect if the Sinc resampler is used, and you have to restart the game for changes to take effect.
– CHEEVOS: Fix unofficial achievements not being loaded.
– CHEEVOS: Show savestate menu entries when no achievements are found even if hardcore mode is enabled.
– CHEEVOS: Support Neo Geo Pocket.
– COMMON: Bugfix for issue related to ‘Windows mouse pointer visible when running MESS or MAME cores’.
– COMMON: Fix bug ‘Last item in a Playlist is ignored’.
– COMMON: New LED API. Driver implemented for Raspberry Pi, proof of concept implemented for core MAME 2003.
– COMMON: Add quick menu option to watch shader files for changes and recompile them automatically (Linux only for now).
– D3D8: Direct3D 8 can now work on systems that have Direct3D 8 installed.
– D3D9: Add menu support for MaterialUI/XMB.
– D3D10: Initial video driver implementation.
– D3D11: Initial video driver implementation.
– D3D11: SPIRV-Cross/slang shader support for D3D11.
– D3D12: Initial video driver implementation.
– DINPUT: don’t reinitialize input driver on network events / media insertion / network drive connection
– INPUT: show friendly names when available under input binds and system information
– INPUT: show the config name when available under system information
– GUI: Allow changing menu font color.
– GUI: Menu visibility options for RGUI and MaterialUI.
– GUI/MaterialUI: Works now with D3D8, D3D9 Cg, D3D11 and D3D12 drivers.
– GUI/XMB: Add Monochrome Inverted icon theme.
– GUI/XMB: Allow changing menu scale to 200%.
– GUI/XMB: Works now with D3D8, D3D9 Cg, D3D11 and D3D12 drivers. Menu shader effects currently don’t work on D3D8/D3D9 Cg.
– HAIKU: Restored port.
– KEYMAPPER: prevent a condition that caused input_menu_toggle to stop working when a RETRO_DEVICE_KEYBOARD type device is enabled
– GL: ignore hard gpu sync when fast-forwarding
– IOS10/11: Handle hardware keyboards and iCade controllers
– LOCALIZATION: Update Italian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Portuguese-Brazilian translation.
– LOCALIZATION: Update Spanish translation.
– NETPLAY: Add menu option to select different MITM (relay) server locations.
– OSX: Modify HID buttons detection algorithm.
– QB: Added –datarootdir.
– QB: Added –bindir and –mandir and deprecated –with-bin_dir and –with-man_dir.
– QB: Added –docdir.
– SHADERS: Allow saving of shader presets based on the parent directory (Saving one for */foo/bar/mario.sfc* would result in *shaders/presets/corename/bar.ext*). We decided it’s safer to still isolate the presets to a single core because different cores may treat video output differently.
– SHADERS: Don’t save the path to the current preset to the main config. This was causing weird behavior, instead it will try to load *currentconfig.ext* and it will save a preset with that name when select *apply shader preset*. The resulting shader will restore properly after restarting and even after core/parent/game specific presets are loaded
– SOLARIS: Initial port.
– SWITCH: Initial Nintendo Switch port, based on libtransistor SDK.
– PS3: Enable Cheevos.
– PSP: Enable threading support through pthreads.
– SHADERS: SPIRV-Cross/slang shader support for D3D11.
– SHIELD ATV: Allow the remote / gamepad takeover hack to work with the 2017 gamepad
– SUBSYSTEM: Subsystem saves now respect the save directory
– SUBSYSTEM: You can now load subsystem games from the menu (see https://github.com/libretro/RetroArch/pull/6282 for caveats)
– VULKAN: Fix swapchain recreation bug on Nvidia GPUs with Windows 10 (resolved in Windows Nvidia driver version 390.77).
– WINDOWS: Improved Unicode support (for cores/directory creation and 7zip archives).
– WINDOWS: Show progress meter on taskbar for downloads (Windows 7 and up).
– WINDOWS: WS_EX_LAYERED drastically decreases performance, so only set it when needed (transparency in windowed mode).
– WIIU: Overlay support.
– WIIU: Transparency support in menu + overlays.
– WIIU: Increased stability during core switching.
– WIIU: Shader support.
– WIIU: Menu shader effects added (shaders).
– WIIU: Add missing time/clock support. (also fixes RTC [Real Time Clock] in Gambatte)
– XBOX OG: Restored port.

Version 1.7.0
– CHEEVOS: Add badges for achievements, shows thumbnail images of achievements.
– CHEEVOS: Leaderboard support.
– CHEEVOS: Only disable savestates on hardcore mode if achievements are not available.
– COMMANDLINE: Fix fullscreen toggle switch.
– COMMON: Add ‘Automatically Load Content To Playlist’ feature, enabled by default.
– COMMON: Fix slowmotion ratio always being reset back to 1.
– COMMON: Optimized NBIO implementations now for Apple, Windows, and Linux. Uses mmap for Linux/Windows/BSD if/when available. File I/O should now be much faster for loading images inside the menu.
– COMMON: Native Blissbox support now for latest firmware as of writing (2.0). Implementation through libusb and/or native Windows HID.
– COMMON: New lightgun API.
– COMMON: New VFS (Virtual File System) API.
– COMMON: Fixed some playlist bugs.
– COMMON: New snow shader.
– COMMON: Fix Quick Menu title, no longer shows ‘Select File’.
– COMMON: Fix loading cores that require no content one after another.
– COMMON: Map Delete key to Y button for non-unified menu keyboard controls.
– COMMON: Fix for relative paths being normalised and generating a duplicate history entry.
– EMSCRIPTEN: Fix references to browserfs.
– FREEBSD: Support libusb HID input driver.
– HAIKU: Buildfix.
– INPUT: Map clear button to DEL key.
– LINUX/X11: Add RetroArch logo to window title bar.
– LINUX/X11: Input driver now supports new lightgun code.
– LINUX/X11: Support window transparency (requires a compositing window manager).
– LOBBIES: Fix for crash on join netplay rooms via touch / glui.
– LOCALIZATION: Update Italian translation.
– LOCALIZATION: Update Japanese translation.
– LOCALIZATION: Update Portuguese-Brazilian translation.
– LOCALIZATION: Update Polish translation.
– LOCALIZATION: Update Russian translation.
– MENU: Snowflake menu shader effect.
– OSX/PPC: Fix the GL2 renderchain, had to use EXT versions of framebuffer/renderbuffer functions.
– PS3: HTTP requests / downloads should now work.
– PS3: Core Updater now works.
– PS3: Improved font rendering, enable STB Unicode font renderer.
– PSP: Make it work with Vita’s Adrenaline.
– PSP: Fix audio sync.
– PSP: Fix content loading, port should be functional again.
– PSP: Use 64MB when available.
– SCANNER: Fix crash from Windows-incompatible format string.
– VITA: Improve packaging, installation times.
– WIIU: Disabled the controller patcher for now since it was the source of many stability issues.
– VULKAN: Various stability fixes for WSI.
– WINDOWS: Add MSVC 2017 solution.
– WINDOWS: Get rid of the empty console window in MSVC 2010 builds.
– WINDOWS: Raw input driver now supports new lightgun code.
– WINDOWS: Use configured OSD/text message color on GDI driver.
– WINDOWS/XINPUT: Populate XInput VID/PID from DInput so autoconfig doesn’t rely solely on joypad names
– WINDOWS/XINPUT: Fix crash that occurs in some situations with Steam running and a Steam Controller plugged in.
– WINDOWS: Improve version reporting under System Information.
– WINDOWS: Support window transparency.
– WINDOWS: Correct usage of GetWindowPlacement per MS docs, fixes game window position on Win95/98.
– WINDOWS: Added Visual Studio 2017 support.

Version 1.6.0
– AUTOSAVE/SRAM – Fix bug #3829 / #4820 (https://github.com/libretro/RetroArch/issues/3829)
– ENDIANNESS: Fixed database scanning. Should fix scanning on PS3/WiiU/Wii, etc.
– NET: Fix bug #4703 (https://github.com/libretro/RetroArch/issues/4703)
– ANDROID: Runtime permission checking
– ANDROID: Improve autoconf fallback
– ANDROID: Improve shield portable/gamepad device grouping workaround
– ANDROID: Allow remotes to retain OK/Cancel position when menu_swap_ok_cancel is enabled
– LOCALIZATION: Update/finish French translation
– LOCALIZATION: Update German translation
– LOCALIZATION: Update Japanese translation
– LOCALIZATION/GUI: Korean font should display properly now with XMB/MaterialUI’s default font
– MENU: Improved rendering for XMB ribbon; using additive blending (Vulkan/GL)
– OSX/MACOS: Fixes serious memory leak
– WINDOWS: Added WASAPI audio driver for low-latency audio. Both shared and exclusive mode.
– WINDOWS: Added RawInput input driver for low-latency, low-level input.
– WINDOWS: Core mouse input should be relative again in cores
– MISC: Various frontend optimizations.
– VIDEO: Fix threaded video regression; tickering of menu entries would no longer work.
– WII: Fix crashing issues which could occur with the dummy core
– WIIU: HID Controller support
– WIIU: XMB/MaterialUI menu driver support
– WIIU: Initial network/netplay support
– LOBBIES: Fallback to filename based matching if no CRC matches are found (for people making playlists by hand)
– LOBBIES: GUI refinement, show stop hosting when a host has been started, show disconnect when playing as client
– LOBBIES: if the game is already loaded it will try to connect directly instead of re-loading content (non-fullpath cores only)
– LOBBIES: unify both netplay menus
– THUMBNAILS: Thumbnails show up now in Load Content -> Collection, Information -> Database
– VITA: Fix slow I/O
– VITA: Fix 30fps menu (poke into input now instead of reading the entire input buffer which apparently is slow)
– VITA: Fix frame throttle
– VULKAN: Unicode font rendering support. Should fix bad character encoding for French characters, etc.
– VULKAN: Fix some crashes on loading some thumbnails
– AUDIO: Audio mixer support. Mix up to 8 streams with the game’s audio.

Version 1.0.0.2
Cores
Mupen64 – W coordinate for vertices now properly set according to per-game depth bias. Should fix most of the texture wobbling issues in games.
Mupen64 – Fixed ‘No Controller connected’ issue in Banjo-Tooie.
Mupen64 – Uses refactored audio RSP plugin, includes numerous fixes such as improved MusyX support, etc.
Mupen64 – Glide64 refactoring - Optimized dither noise code – is now done on the GPU entirely.
Mupen64 – Glide64 refactoring – codebase has been cleaned up significantly, code duplication cut down on.
Mupen64 – (Non-mobile versions) – Three-point filtering option instead of just bilinear filtering. The N64 used an inferior form of bilinear filtering called 3-sample (or 3-point) filtering. Textures were made with this in mind so many look a lot better with point filtering vs. bilinear.
Screenshot comparison here: http://imgur.com/a/M9nRP
Genesis Plus GX – Aspect ratio changes are now applied correctly.
Genesis Plus GX – Other changes.
Mednafen VB – Added Core Options for Virtual Boy – Anaglyph/Palette.
Mednafen (All) – Should correctly save SRAM to save directory now.
SNES9x – Memory leak fixes and some other improvements.
Nestopia – Core updates.
3DEngine – New core. A combination of all other 3D tech demos so far along with advanced libretro features like camera support, GPS/location services, etc. Can also be used to display still pictures (JPEG/PNG). JPEG support is buggy right now.
VBA-M – Adds Code Breaker/Game Shark support (by using cheat files).
FBA core – No more hardcoded 1024×1024 frame buffer – is now set dynamically. Should in most cases free up around 3MB of system RAM.

RetroArch PlayStation3
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- Optimized slimmed down GL driver implementation some more, resulting in even lower video latency.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)

Version 1.0.0.1
Added core info files – forgot to add them in v1.0.0.0 which made the Detect Core functionality not show up
Overlays should work now – these will play a big role in future versions
Menu controls now honor the ‘O Button Behavior’ from your PS3′S System Settings
(CURRENTLY BROKEN) – Analog to D-pad mapping

Version 1.0.0
VBA Next performance improvements - all games should now play at fullspeed more or less (even games like Final Fantasy 5/6)
Revised menu - should now have the same functionality as all other RetroArch versions
New 'Detect Core' function - you no longer have to switch a core and then select a ROM - with this mode you can select a ROM and RetroArch will look at the file extension and start the core associated to it. If there are multiple cores that support this file extension, then it will give you a list of supported cores and you can select which one you want to use.
Much improved OpenGL driver - the PS3 version of RetroArch should now have the
lowest input/video latency out of all RetroArch versions (with the exception of maybe KMS/libdrm on Linux).
Comes with MAME 2003 now. Mortal Kombat 1/2/3/Ultimate should all play at fullspeed with the DCS Hack enabled.
Many more changes...

Version 0.9.9
(iOS) Initial release of RetroArch iOS.
(Blackberry) Initial release of RetroArch Blackberry (for BB10/Playbook).
[SNES9x Next] No longer disable high resolution for SA-1 games for Xbox 1 / Wii / Gamecube
[SNES9x Next] Seiken Densetsu 3/Romancing Saga 3 no longer downsample to low-resolution for high-resolution modes on Xbox 1/Gamecube/Wii
[SNES9x Next] Add Core Option - 'SuperFX Overclock'.
[SNES9x Next] [Gamecube/Wii] Use sthbrx/stwbrx for READ_WORD/WRITE_WORD macros - speedup.
[Gambatte] Fixed serious input reporting bug on libretro side that could drastically slow down gameplay speed - found an edge case in a Japanese Pokemon Blue version that triggered this.
[Gambatte] Make colorization optional and not enforced through use of a Core Option.
[FCEUmm] Should load UNIF ROM format now.
[NEStopia] Fixes Famicom Disk System support.
[NEStopia] L/R now inserts coins on Vs. System games
[NEStopia] Add Core Option 'Sprite Limit'.
[Mednafen] Add several Core Options for Mednafen PSX, Mednafen PCE Fast,
Mednafen Neo Geo Pocket Color, etc.
[Mednafen PSX] Add disk swap mechanisms - exposed through RGUI
[PCSX ReARMed] Latest update to r19 fromnotaz (main author)
[PCSX ReARMed] Totally rewritten ARM code by notaz in order to support outdated version of Apple's GAS (for iOS support)
[PCSX ReARMed] Add disk swap mechanisms - exposed through RGUI
[PCSX ReARMed] Add m3u Mednafen-style cuesheet support
[PCSX ReARMed] Add core option 'Frameskip' - users with bad performance on Android should try out if setting this higher than 0 fixes their problems.
[PCSX ReARMed] Add core options 'NEON enhanced resolution' and 'NEON enhanced resolution speedhack' - this is for systems with ARM NEON CPUs. Note that this will easily triple or even quadruple CPU requirements. If you have an underpowered CPU, you might want to try this out in combination with the 'Frameskip' option (setting it higher than 0) to make things somewhat playable.
[Genesis Plus GX] Latest compatibility updates from ekeeke (main author)
[Genesis Plus GX] Add Core Options for blargg NTSC, Overscan and Game Gear Extend Screen
[Final Burn Alpha] Add several Core Options for going tO Service Mode, Resetting game, etc.
(LIBRETRO) Added Tyrquake
(LIBRETRO) Added ModelViewer and SceneWalker (for platforms which support libretro GL).
(LIBRETRO) NXEngine / Cave Story is now completely playable on consoles (Wii / PlayStation 3 / Xbox 1 / Xbox 360) thanks to many code alterations. Performance is also much improved on the platforms which could already play them, such as Android and PC.
(Shaders) New shaders- mdapt, new xBR versions, new Harlequin Gameboy/LCD shaders, etc.
Threaded video option. Mainly for Android users but works for OpenGL driver in general.
(Android) Add iControlPad support.
(Android) Add the following gamepads / etc to autodetection list:
- Tommo NeoGeoX Arcade Stick
- Xperia Play (fixes ANR issues after 30 seconds)
- TTT THT pad
- JXD S7300B
- Sega Virtua Stick
- Ouya pad (untested)
- Gamestop Wireless
- Tomee NES USB
- Thrustmaster T Mini Wireless
(Android) Add back key behavior - can either 'toggle' RGUI' on/off or exit the app.
(RGUI) RGUI now works on PC, Android, iOS and Blackberry - and is no longer Wii-exclusive.
(RGUI) RGUI is an ingame menu that can be toggled from within the game. It looks and functions a bit like MAME's OSD system. It is possible now to configure most of RetroArch's settings from this builtin menu instead of having to exit the game and go to an 'external' settings menu.
(RGUI) Added a 'Game History' list.
(RGUI) Added sophisticated shader stacking - for Cg shaders.
(RGUI/Libretro) Add disk image swapping - supported by Mednafen PSX and PCSX ReARMed.
(Libretro) Add libretro GL capability to libretro API. Supported currently by PC, Android, iOS, Blackberry, Raspberry Pi, and Pandora. Targets either GL 2.0 or GL ES 2.0. Targeting GL ES 2.0 is encouraged for maximum portability to mobile platforms.
(Libretro/RGUI) Add Core Options. This makes it possible to 'expose' options for a libretro core to the frontend.
(Libretro) Add SET_SUPPORT_NO_GAME to API.
(RGUI) Change menu layout options.
(PS3) Optimize PS3 video driver extensively - should result in a big latency reduction.
(PS3) Totally remove the 'old' fixed 2-pass shader system and replace it with a new, forward-compatible with PC 8-pass shader stacking system. RGUI/RMenu makes CGP files dynamically as you set new shader stacks.
(Wii) Optimize Wii video driver by using inlined macros for certain fixed-function state code.
(360/Xbox 1) Optimize 360/Xbox 1 video drivers by using inlined command buffer macros
(360) Removed shader system for this release - will be re-added in a future 0.9.9 point release. The main problem is that on Xbox 360, all our render targets need to fit inside 10MB of EDRAM - which is just pathetic if you want to have any FBO scaling options similar to what can be done on PS3. I'll be looking at either tiled rendering or just implementing the same 'hack' I did before (where I forcibly set the maximum source framebuffer resolution at 512x512 for two-pass shaders and hoped nobody would notice so I could stay within the confines of the 10MB of EDRAM for render targets). For now, the PS3 port is way superior than the 360 port in the graphics stakes due to this 10MB EDRAM limitation for render targets.
(Menus) Standardize RGUI, RMenu and RMenu XUI to look and work the same.
(Overlays/RGUI) Overlays can now be scaled and their opacity changed from RGUI).
(RMenu/RGUI) Add text scrolling when a text string is too large to fit onscreen.
(RMenu XUI) Have all menu screens now use the same basic XUI template. Cuts down on a lot of code maintenance at the expense of language customization by end-users. A solution will be looked at later.
(Xbox 1) Slim down on menu texture - leaves us with more free RAM to play with - only tested on 480p - somebody with 720p/1080i resolution support should contact me - even though I'm afraid making the menu texture any bigger is going to be a waste of RAM anyways. Upsides of this are obvious - far faster switching between menu and game and consumes way less RAM which means games like Street Fighter Alpha 3 and Vampire Savior now fit into RAM without pesky and slow file I/O-based VM.
(Wii) Add additional VI resolutions.
(ZIP support) Switch from builtin zlib to miniz - less codebloat.

Version 0.9.8.4
* [NEStopia] Famicom Disk System support. For Android users - put disksys.rom
into the same folder as the FDS ROM you're trying to load. For everyone else -
put disksys.rom into your system directory.
- Y Button will switch sides of a disk.
- If you get any problems of the sort DISK A / B ERR 07' - pressing Y button again or letting it run its course should do it.
- NOTE - Famicom Disk System loading is slow, so you might be tempted to fast forward through most of it. However, I'd advise caution when doing so and to savestate regularly in case 'fast forwarding' can negatively affect disk loading.
* [FBA core] Various changes/fixes
- Hook up Eco Fighters controls (Turn 1/Turn 2 bound to L and R buttons)
- Hook up Pnickie controls (Turn 1/Turn 2 bound to L and R buttons - press
one of the buttons to progress beyond start screen)
- Hook up Continental Circus controls - Brake 2/Brake 3 (L1/L2 buttons)
and Accelerate 2/Accelerate 3 (R1/R2 buttons)
- Hook up Gun Smoke controls - Start button (needed to progress beyond
title screen)
- Hook up Mighty Pang controls (P1 Shot1/P1 Shot2/P2 Shot1/P2 Shot2)
- Fixed Varia Metal palette
- Fixed Fairyland Story palette
- Fixed Return of the Invaders palette
- Fixed Act-Fancer palette issue
- Endian fixes in the following games (PS3/360/Wii/Gamecube) -
- Surprise Attack
- Rollergames
- Ultra Man
- Oh My Gods
- Moonwalker (Sega System 18 bootleg) [magicseb]
- Hyper Pac
- Snow Bros 1
- Honey Dolls
- Fixes pitch issue in Gals Hustle (will possibly fix more games as well)
* [FBA core] [For Wii/Gamecube/Xbox 1 only] The main FBA version now has CPS1/CPS2/
Neogeo and Mega Drive/PC Engine drivers removed. To play CPS1, use FBA Cores CPS1.
To play CPS2, use FBA Cores CPS2. To play NeoGeo, use FBA Cores Neo.
* [FBA core] Made FBA Cores CPS1 - use this to play CPS1 games (all CPS1 ROMs
fit into memory on Gamecube).
* [Android] Fixed regression where a button bound to AKEYCODE_BACK would 'exit out'
of RetroArch.
* [Android] Fixes Madcatz fighting stick being autodetected properly.
* [Android] Input autodetection expanded -
- iControlpad
* [Gamecube] Made RetroArch cores 'standalone' - ie. no core switching.
* [Xbox 1] Add Low RAM mode - this needs to be used to play games that won't otherwise fit into RAM,
such as Street Fighter Alpha 3/Vampire Savior and other big ROMs in FBA Cores CPS2/NeoGeo/FBA.
* [Unzipping [All consoles/Android]] Moved from rzlib to miniz/minizip -should increase compatibility
with ZIP archives

Version 0.9.8.3
* [FBA core] Various changes/fixes
- Hook up Armed Police Batrider controls
- Afterburner – make fire buttons work
- Hook up Bad Dudes controls
- Hook up Cyberbots controls
- Hook up 1942 controls
- Add missing Chase HQ controls
- Add missing WWF Wrestlefest controls
- EEPROM save should now work (tested with EEPROM-based system such as Capcom CPS2)
- Samples are now looked for – should be in ‘samples’ subdirectory
- Hiscore files should now be read from/written to.
* [SNES9x Next] Added big speed hack for Star Fox 1 – makes it fast enough for it to run at fullspeed on the Wii.
* [Genesis Plus GX] Set samplerate back to 44Khz.
* [CONSOLES] Audio resampler is now adjustable – can choose between Sinc resampler (new) and Hermite resampler (old). Sinc is now selected by default, is superior audio-quality wise and will fix a lot of sound issues.
* [PS3] Save Preset fixed
* [PS3] Starting with Dual Shader/Custom Scaling mode OFF and then turning it ON works now
- PC2JAMMA-USB (needs to be tested)
- Genius MaxFire G-08XU
- Zeemote Steelseries
- Saitek Rumblepad
- Super Smart Joy

Version 0.9.8.1
(Android) Lots of changes - too numerous to list
[FBA] Fixed serious bug that would cause a lot of games to get stuck in service mode or to display graphical corruption (CPS1).
[NEStopia] Now outputs in mono sound mode.
[FCEUmm] Uses RGB565 now - should no longer flicker on RMenu.
[Mednafen PC Engine Fast] Fixed libretro issue where certain games had totally wrong pitch
[Mednafen Wonderswan] Core fixed, works again.
[Genesis Plus GX] Set audio samplerate at 48KHz (from 44KHz).
[PS3] Fixed serious bugs where it could get 'stuck' or the app could 'hang' while toggling between ingame and quickmenu/file browser.
[PS3] Added 'Menu Skins' to 'Retro Settings' - will allow you to select a different background for the menu. Captain CPS-X's menu skin is also included.

Note: This official release is not compatible with multiMAN feature to directly launch a retro game. But I will release a unofficial build with that fixed soon.

Version 0.9.8
Voir les changements ici https://github.com/Themaister/RetroArch/commits/

Version 0.9.7
A new major release is out. It has been quite some time since 0.9.6 so the change log will be very condensed.

Consoles
Consoles is where most of the work has happened. Squarepusher, ToadKing (Wii) and freakdave (XBox1) have done tremendous work to provide RetroArch on two new platforms, Wii and XBox1 (I guess it's still not dead tongue). While RetroArch ran on Wii earlier, it is now actually usable.

A concrete change log would be too long, for more detail, please read through the 800+ git commit log wink

PC/Core
RetroArch's core has received many minor changes. Mostly to accomodate console improvements, but some visible changes for PC users have also made it in.

- Raspberry Pi port [ToadKing] (Linux, but requires custom drivers)

- Screenshots are now taken from GPU backbuffer if possible. This means screenshots with shading effects for GL/D3D.
- Screenshots are now compressed with png if compiled in. bmp fallback still exists.
- Changed default screenshot key to F8.

- D3D9 plugin was updated. It is available in redist.
- Quickbuild build system (Linux/OSX/Unix) was greatly refactored [tukuyomi].
- System directory was added. This is a directory which libretro implementations can use to load BIOSes, load/store system specific data, etc. RetroArch/Phoenix will now warn a user if this isn't set correctly.
- libretro implementations can now use ARGB8888 pixel format if supported by frontend. RetroArch PC ports supports this, but not on consoles for performance reasons.
- Add 'null' drivers. These are used to do initial builds on new platforms without drivers.
- Screensaver will be temporarily disabled on Linux if xdg-screensaver is present [ficoos].
- RetroPad has been upgraded with two analog sticks. The joypad abstraction is now equivalent with a PlayStation 1 DualShock controller. Mostly currently useful for Mednafen PSX core.
- DualAnalog can be enabled with --dualanalog/-A flags.

- Add fixed-point sinc resampler. This allows resampler to remain fast on architectures with very slow FPUs. It will not be faster on modern CPUs.

- Command interface has now been extended to allow use from stdin as well if enabled. This means a frontend can issue commands directly without use of hotkeys. It is also possible to use from a shell.
- RETRO_KEYBOARD abstraction added. libretro implementations can now query the keyboard state directly. Mostly useful for systems that have a real keyboard.

- Matrix calculation routines in GL drivers are now written from scratch. This is to enable use of GLES at a later time, which does not support fixed-function stuff.
- Add more test cases to libretro-test, the small test implementation of libretro.
- Games with FPS significantly above monitor FPS will now force RetroArch to disable vsync.
- H264/RGB recording support is now always built in if FFmpeg is built in. ./configure --enable-x264rgb is no longer needed.

Version 1.7.0 RC1
Retro Arch Changes:
New Zip-File options: Extract in same folder, or Extract on cache partition.
Loading Incompatible Roms will no longer freeze the PS3 rather display an error message.
Slight Modifications to the Quick Menu (R3) & GUI.


New libretro Core Added:
Mednafen_Swan (0.9.22) -- (Bandai WonderSwan)

- This core is a WIP and so some features are not fully implemented yet like Saving/Loading Support.

Libretro Updates/Changes to Existing Cores
● FBalpha

FBalpha has been split up a bit There is separate core for Neo Geo & one for CPS-1 & 2 games.
fba_cores_neo
fba_cores_Cps (CPS ! & 2)
fbalpha (Use this core for all other Emulated FBalpha systems)


● Mednafen_PCE_Fast (New Port)

This is a new port and has replaced the libretro core Mednafen_PCE. This port has fixed alot of issue the other port had. This is still a WIP so some features still may be missing like Saving/Loading.

Full Screen is now supported.
Improved Emulation
Improved ROM loading
This core emulates:


Turbo GrafX 16/ PC-Engine
Turbo GrafX CD / PC-Engine CD
Super GrafX

● Genesis_Plus_GX

Core updated to version 1.7.0


Emulateurs intégrés


* SNES9x Next (Super Nintendo)
* FCEUmm (Nintendo NES)
* Final Burn Alpha (0.2.97.26 - latest version - arcade)
* Gambatte (Game Boy/Game Boy Color)
* Genesis Plus GX (Sega Genesis/Sega Master System/Sega Game Gear)
* VBA Next (Game Boy Advance)
* PrBoom (Doom 1/Doom 2/Ultimate Doom/Final Doom)

Fonctionnalités supplémentaires


- Game-aware shading in every emulator now (*)
- Real-time rewinding
- More shader features (motion blurring, etc)
- Switching between emulator cores seamlessly, and ability to install new libretro cores

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https://www.libretro.com/Site officiel : https://www.libretro.com/
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Retourner vers Homebrews PS3

 


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