DGen 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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