
12-15-2006, 11:36 AM
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My Mood: | | Join Date: Mar 2006 Location: malaysia Age: 17
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Exophase's gpSP v0.9 Released!! yep ! hes done it a again!! he has release hes great emulator for GBA , the gameplaySP!! also known as gpSP to version 0.9!! (it is said that this update is still on BETA state)
heres the changelog : - (#) Fixed stereo output being reversed.
- (#) Fixed a bug causing misaligned errors on 8bit writes to the gbc audio channel 3 wave data (fixes various super Robot Wars games)
- (#) Fixed DMA with garbage in their upper 4 bits (fixes a crash in Zelda: Minish Cap)
- (#) Added double buffering to the rendering, removes line artifacts. Big thanks to Brunni for the idea.
- (#) Fixed a bug preventing some SRAM based games from saving (fixes MMBN4-6)
- (#) Fixed a bug causing part of EWRAM to potentially get corrupted if code segments loaded in EWRAM cross 32KB boundaries (fixes Phantasy Star 2)
- (#) Fixed a bug causing games using movs pc in user mode to crash. Fixes Colin McRae Rally 2.0.
- (#) Improved timing a bit more. Fixes GTA Advance
. - (#) Fixed a sprite clipping bug (fixes crash in third boss of Zelda: Minish cap)
- (#) Increased translation buffer size significantly (fixes Donkey Kong: King of Swing)
- (#) Fixed a dynarec bug causing add pc, reg to not work in Thumb code (fixes crash in DBZ:LoZ, seems to fix crashes in battle in Golden Sun, probably fixes other games)
- (#) Made sprites using tiles < 512 not display in modes 3-5 (fixes a couple minor graphical bugs)
- (#) Removed abort on instruction 0×00000000 hack, was breaking a certain bugged up game (Scurge)
- (#) Fixed bug in flags generating variable logical shifts (fixes SD Gundam Force)
- (#) Fixed unaligned 16bit reads (fixes DBZ:LoZ in game)
- (#) Redid contiguous block flag modification checking AGAIN and hopefully got it right this time (fixes Mario vs. Donkey Kong)
- (#) Redid ldm/stm instructions, fixing some cases (along with the timing improvements fixes Mario & Luigi)
- (#) Fixed 14bit EEPROM addressing (hopefully fixes saving in a lot of games)
- (#) Completely redid memory handlers, accurately emulates open and BIOS reads now. Fixes Zelda: Minish Cap (roll bug, last dungeon), Rayman, MMBN 1 (last dungeon), probably others.
- (#) Fixed a minor graphical glitch on the edges of the screen (thanks Brunni and hlide for the help!)
- (#) Fixed crash on loading savestates from files of games not currently loaded, but be sure you have the exact file you loaded it from or gpSP will exit.
- (@) New memory handlers should provide performance boost for games that access VRAM significantly (ie 3D games)
- (@) Added dead flag elimination checking for logical shifts, probably doesn’t make a noticeable difference but should have been there anyway.
- (+)Added rapidfire to the button mappings.
- (+) Added auto frameskip. Removed fractional frameskip. Select auto in the graphics/sound menu to activate it; frameskip value will act as the maximum (auto is by default on). Thanks again to Brunni for some help with this. Frameskip options are game specific.
- (+) Added vsync to the rendering. Only occurs when frames aren’t skipped. Seems to reduce tearing at least some of the time.
- (+) Added non-filtered video option.
- (+) Cheat support (Gameshark/Pro Action Replay v1-v3 only), still in early stages, doesn’t support everything; codes may cause the game to crash.
- (+) Added ability to change audio buffer size. Does not take affect until you restart the game.
- (+) Added analog config options.
- (+) Added ability to set analog sensitivity and turn off analog.
- (+) Added ability to change the clock speed. This is a game specific option. Try lower speeds w/auto frameskip to save battery life.
- (+) Fixed savestate speed on mso.
below is the download link gpsp09.rar
-AMINKR-
Last edited by aminkr : 12-15-2006 at 11:41 AM.
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