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EmuCR: DGENDGen Git (2012/12/28) is compiled. DGen/SDL is a free, open source emulator for Sega Genesis/Mega Drive systems. DGen isn't the best Mega Drive/Genesis emulator out there, but it works and it's probably the most portable. It's also perfect for command‐line freaks.


DGen Features:
- Game Genie/Hex codes support
- PAL/NTSC, fullscreen modes
- Joypad / joystick support
- OpenGL textured video output
- Portable (64‐bit, endian safe), runs in Windows using MinGW
- Screenshots, demos recording and playback
- Musashi and StarScream (x86‐only) CPU cores
- CZ80 and MZ80 (generic and x86‐only versions)
- 16‐bit, 8000 to 48000Hz sound output
- Support for 8, 15, 16, 24 and 32 bpp modes
- Archived/compressed ROMs support
- M68K debugger (contributed by Edd Barrett)
- hqx and scale2x scaling filters

DGen Git Changelog:

* vdp: implement sprites boxing
Sprites boxing can be toggled with bool_vdp_sprites_boxing (after
compiling DGen/SDL with --enable-debug-vdp).
When enabled, a colored box is drawn around each displayed sprite.
There are two possible colors (int_vdp_sprites_boxing_fg and
int_vdp_sprites_boxing_bg). "fg" is for sprites with the high priority
bit set, "bg" is for the others.
Signed-off-by: zamaz
* sdl: add missing screen_unlock()
Signed-off-by: zamaz
* ras: refactor sprite masking and overflow calculation
Put this algorithm in a separate function and do it only once per line.
Signed-off-by: zamaz
* ras: implement sprites limitations and enhance masking
This commit implements the following sprites limitations:
- sprites per line,
- sprites pixels per line,
- sprites per frame.
It also enhances sprites masking emulation to support the various VDP
quirks Nemesis described and tested in his Sprite Masking and Overflow
Test ROM.
Signed-off-by: zamaz
* ras: improve sprites priority bit handling
When they overlap, sprites with the high priority bit set can be
displayed behind sprites without it *if* the latter have a lower index
in the sprites list. In that case, the priority bit must be ignored.
This fixes games such as Streets of Rage 1 in which items and weapons
always appear on top of other sprites.
Signed-off-by: zamaz
* mem: make unused BUSREQ bits return a "random" value
Some games expect unused bits to be zero, others won't work if they
aren't zero. This hack should satisfy them all.
Signed-off-by: zamaz
* vdp: clear code/address registers when writing a VDP register
Thanks to Charles MacDonald for his documentation.
Signed-off-by: zamaz
* vdp: make command pending flag public
No need to use an accessor (which is slower) for this purpose. Other
flags and properties are already public.
Signed-off-by: zamaz
* configure: fix lower case variables
Signed-off-by: zamaz
* ras: allow VDP planes to be switched on and off
Add config variables:
bool_vdp_hide_plane_a
bool_vdp_hide_plane_b
bool_vdp_hide_plane_w
bool_vdp_hide_sprites
Requires that DGen be built with --enable-debug-vdp.
Acked-by: zamaz
Signed-off-by: vext01

Download: DGen Git (2012/12/28)
Source: Here



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