FCEUX v2.2.2 Changelog:
The 2.2.2 release fixes a number of emulation bugs and adds many new features, most of which are related to debugging and reverse engineering. Common Properly savestate NSF files "Auto-resume old play session" now also works with NSFs Emulation Fixed mappers 178, 28, 53, 154, 43, 253, 19, 2 Mapper 012 - added hardware dip for language select UNIF PEC-586 - fixed render, added 512K cartridges suppport Fixed UNIF 8157, UNIF T-262, UNIF DANCE2000 Palette RAM reading fix for Old PPU Bring some improvements to New PPU from BizHawk, fix vtoggle5/6 back to vtoggle Fixed mmc5 savestates Lua Fix wrong frequency calculation in sound.get() function New Lua functions: tobitstring() memory.readword() memory.readwordsigned() debugger.hitbreakpoint() debugger.getcyclescount() debugger.getinstructionscount() debugger.resetcyclescount() debugger.resetinstructionscount() New scripts: JumpingFCEUXWindow.lua Win32 Added "Square pixels" option to Video Config "TV Aspect" ratio can be customized, by default it's 4:3 Changed "Disable hardware acceleration" checkbox to a drop-down list with 3 options Movie recording: remember last Author name when creating a new movie Movie recording: added ability to record "Insert coin" command (for VS games) When no script is currently running, Shift+L loads the most recent Lua script Dynamic link to lua51.dll instead of static linking, because some external libraries might crash without lua51.dll Updated 7z.dll to v9.22 A couple of fixes which deal with "multiple ROMs in a single archive" case Auto-disable "Game Genie ROM" feature when no "gg.rom" file is found Fixed "Single Instance Mode" TAS Editor Comply with Lua movie.rerecordcounting() setting Fixed workflow with "Auto-adjust Input according to Lag" disabled Debugger Smart scrolling up/down by whole instructions - ported from an obscure version of FCEUXD 1.1 Scrolling maintains relative position of the ">" pointer inside the Disassembly window Highlight PC pointer line when a breakpoint is hit debuggerFontSize can be specified in fceux.cfg Fixed storing and loading .deb files when working with archived ROMs Fixed Cycles counter reset when loading an earlier savestate Added Symbolic Debug naming by right-clicking any address or name Symbolic names behave the same way as usual addresses Newly created Bookmarks inherit existing symbolic name by default Added CDL data column to the left from Disassembly, to distinguish executed branches of code from not executed Added 'T' condition for breakpoints (it checks the bank of the accessed data, see docs) Trace Logger The dialog window can be resized Do not clear window log when stopping the logging Added "Log Cycles count" and "Log Instructions count" options Added Symbolic Debug naming by right-clicking any address or name Clicking any address select the address Double-clicking any address brings Debugger at the address Added mouse wheel support Only output "from $XXXX" when the subroutine was called by JSR PPU Viewer Added "Mask unused graphics" feature (needs Code/Data Logger running) Fixed window layout when using big fonts Hex Editor Added "Highlighting" submenu and "Highlight Activity" feature Added Symbolic Debug naming by right-clicking any address Specify Data bank condition when adding a Breakpoint by context menu Fixed bugs when saving files while working with ROMs in archives hexeditorFontSize can be specified in fceux.cfg RAM Search/RAM Watch Added "Hex Editor" button to RAM Search (right-clicking an address works as well) Fixed RAM Watch bug when contents of old .wch file were mixed with the newly saved data SDL "--periodicsaves" command line option "--4buttonexit" command line option "--loadstate X" and "--savestate X" command line options Added Unity desktop support Added otion to use system-provided LUA library instead of statically linked LUA Fix issue where battery backup save was not being saved when using "Quit" hotkey Fixed bug where FCEUX would take exclusive grab of input in windowed mode when resuming from pause |
Download: FCEUX v2.2.2
Source: Here
What the?! Didn't know these were still being worked on. Cool!
ReplyDeleteWhy would you think that when there are several SVN builds posted here?
Delete