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EmuCR: DGENDGen Git (2013/01/03) 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:

* star: update to StarScream 0.26d
Replace StarScream 0.26a with 0.26d and reapply DGen-specific patches on
top of it.
Signed-off-by: zamaz
* doc: fix Doxygen warnings
Signed-off-by: zamaz
* Update BUGS
Signed-off-by: zamaz
* vdp: implement sprite overflow and collision bits in status register
While the line overflow bit was straightforward to implement, the
collision bit (which is mostly useless as far as I know) currently only
works with sprites that don't have the high priority bit set.
Signed-off-by: zamaz
* ras: fix dot overflow rendering for sprite masking
When a dot overflow occurs, the partially drawn sprite is the last
sprite of the list, not the last sprite displayed by the current
rendering pass.
This commit solves various rendering bugs caused by the last commit
about sprite masking.
Signed-off-by: zamaz
* md: include VDP in hardware reset
Signed-off-by: zamaz
* main: allow overriding auto region settings on the command line
-H, -P and -N options have no effect when the region isn't defined.
This commit makes them work without having to also specify -R.
Signed-off-by: zamaz
* ras: optimize tiles blitting
Tiles without transparent pixels can be blitted faster since there's no
need to check each pixel individually.
Signed-off-by: zamaz
* ras: fix sprites priority bit handling
The previous commit regarding this feature managed it on a per-sprite
basis, by rendering sprites of the high priority layer on the low
priority layer when necessary.
The VDP doesn't work like that. Sprites aren't supposed to move between
layers, and the overlapping is managed on a per-pixel basis.
This commit reimplements all of this properly.
Signed-off-by: zamaz
* dgenrc: add a W.A.S.D. style keybinding for player 1
In some games it is confusing to have the dpad on the right. For
example pinball games where dpad-left is the left flipper and the
C-button is the right flipper.
Acked-by: zamaz
Signed-off-by: vext01
* ras: implement vertical column scrolling mode
This implements per 2-cell vertical scrolling mode, which was previously
missing. I have also implemented (hopefully accurately) emluation of a
bug in the VDP which causes vscroll reads from the VSRAM table to
overflow/underflow.
This fixes:
- Psycho Pinball
* High score screen.
- Gunstar Heroes
* Options screen (earth curvature now correct).
* Rocket level vertical scrolling.
- Sonic 3
* Gumball bonus level glitches.
Acked-by: zamaz
Signed-off-by: vext01
* ras: reindent ras-drawplane.h
Make this file a bit easier to read and maintain. Functionally the same.
Acked-by: vext01
Signed-off-by: zamaz

Download: DGen Git (2013/01/03)
Source: Here



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