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Old February 17th, 2007   #1 (permalink)
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SSF Ver0.08 alpha R5

SSF ƒƒCƒ“ƒy[ƒW

short changelist; minor bugfixes, support for mission stick, multi controller and mahjongg controller, seperate thread for the SCU and better multi-cpu enviroment setup.

Multi controller is literally built around the XBOX360 pad, for example analog left/right doesnt even work if the l/r triggers are set to anything but the default Z Axis +/-.

full changelist later
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Old February 17th, 2007   #2 (permalink)
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so what...
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Old February 17th, 2007   #3 (permalink)
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Thanks for the changelog
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Old February 17th, 2007   #4 (permalink)
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Change list from the site:
Quote:
A new version was put up, although not many changes have been made since I don't have the time.
SSF Ver0.08 alpha R5
Subcode Q processing of the CD Block was updated.
The battle progress explanation screen in Gungriffon and the demo screen of Gungriffon 2 have stopped skipping.
Window processing of the VDP2 was updated.
Memory Access Wait processing was updated.

Mission Stick, Multi-controller and Mahjong Panel inputs have been hooked up.
Key arrangement (for the Mahjong Panel):
A-N = A-N keys
Kan = Ctrl key
Pon = Alt key
Chi = Space key
Riichi/Reach = Shift key
Ron = Z key

An option for the (SCU) DSP to be processed in an exclusive thread has been added.
However, since synchronization with the SH2 will become difficult, software with high (cpu) load may fail to work.

CPU usage for dual and multi-core enviroments has been set up.
Exclusive threads processed by the CPUS:
for 2 cpus (Dual Core):
CPU0 - Main Thread
CPU1 - VDP2 Draw Thread

for 4 cpus (Quad Core)
CPU0 - Main Thread
CPU1 - VDP2 Draw Thread
CPU2 - VDP1 Draw Thread
CPU3 - DSP Thread

Save State data version was updated.
Savestates from previous versions cannot be used. Since it's becoming difficult to maintain compatibility...
From now on, if save state data is changed, (backwards) compatibility shall not be taken into consideration.

Although analog input has been hooked up, it has not been checked much.
Since I only have a XBOX360 controller...
Shima posted a few notes on the bbs about R4 having a Memory access wait 4 times of the actual system, making a few games run suspiciously and that the CD Led is/was imperfect and hanging up sometimes... I don't quite understand it, unfortunetaly.
Shima also mentioned that only the x/y/z axes and Slider 1 are useable for analog input as of now, that the POV can also be used for input, and mentions again that Analog input is untested for the most part as he only has an Xbox360 controller (to test it with).



OK, so about the new controllers. Firstly, the controller setup screen will now show what peripherials the game is compatible with, once the game has booted past the BIOS. These are read from the game header, so they may not correspond to what the game actually uses - blame the people who made the game. (You can read the Peripherial Code List at gamefaqs to understand how this works).

3 new options have been added to the controller setup screen, below the regular Control Pad: Mission Stick, Multi Controller and Mahjong Panel. The Multi Controller is perhaps better known as the analog controller to you, so yes, this means that Nights and Panzer Dragoon Saga now have analog controls.

The Mahjong Panel controls are explained in the changelog, they cannot be exchanged.

For the Mission Stick, you need to specify an analog X and Y axis for left-right and up-down controls, and a Z axis used by the Throttle on the stick itself.

For the Analog Stick, you need to set up an analog X/Y axis and an Analog Left and Right trigger - the side triggers had analog sensitivity on the Saturn.

Unfortunetaly, for every analog control, you can only set up axes - meaning, if you use a custom drivers and custom setup for your x360 pad, you may need to rearrange your controls, since only X, Y, Z axes, and the Slider 1 are mappable to the analog controls in SSF.

If you don't use custom drivers however, you won't encounter these problems, since the left/right Triggers on the X360 pad are mapped to Z Axis -/+ by default. Additionally, SSF now reads the POV hat correctly so you can properly set up the Digital pad too.

So basically, if you have a X360 pad for your PC, it will work perfectly - But if you have an other pad that lacks all 3 axes, then you may not be able to configure the Multi Controller properly in SSF.

Here's a list of games that support the Analog pad for you to play with.

Sonic R now works again, although the heavy graphic problems still exist - the fps doesnt drop ingame now, though.

Last edited by Borisz; February 19th, 2007 at 16:42. Reason: Automerged Doublepost
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Old February 17th, 2007   #5 (permalink)
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Thanks for the update, Borisz.

I may have to update to Quad Core sooner than expected
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Old February 18th, 2007   #6 (permalink)
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Jeej, great. Thx man.
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Old February 18th, 2007   #7 (permalink)
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I am so excited I just had to post this:

Duke Nukem 3D (PAL) is working!!!!
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Old February 18th, 2007   #8 (permalink)
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Quote:
Originally Posted by linlhutz View Post
I am so excited I just had to post this:

Duke Nukem 3D (PAL) is working!!!!
...and you're all out of gum!
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Old February 18th, 2007   #9 (permalink)
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Quote:
Originally Posted by Borisz View Post
...and you're all out of gum!
lol, classic comment :P and the PC version is better so i don't see why anyone would want to play the saturn port on pc.
anyway, works a bit better now Nights appears to run faster.
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Old February 18th, 2007   #10 (permalink)
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I would like more to hear that Mr. bones is working again, but it isnt.

P.s the Usversion of Duke seems to have netplaysupport, otherwise it seems not to be logical. that it is not working
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Old February 18th, 2007   #11 (permalink)
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Quote:
Originally Posted by dragonmasterx2 View Post
I would like more to hear that Mr. bones is working again, but it isnt.

P.s the Usversion of Duke seems to have netplaysupport, otherwise it seems not to be logical. that it is not working
Yeah, it seems all netlink enabled games crash when loading them in SSF. Saturn Bomberman is another example of the same game working for the PAL version but crashing the USA version.

Oh well, it's progress nonetheless.
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Old February 19th, 2007   #12 (permalink)
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R5' reads analog input from the x/y/z rotation and Slider 2.

I previously said that Sliders wont work; this was a problem on my end (I had Sliders disabled and I forgot about it). Sliders do in fact work.
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Old February 20th, 2007   #13 (permalink)
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I have found a list of all netlink games:

Daytona USA CCE US
Duke Nukem 3D US
Saturn Bomberman US
Virtual On: Cybertroopers Netlink Edition US
Sega Rally Championship Plus Netlink Edition US
Daytona USA Circuit Edition Jap
Decathlete Jap
Dragon’s Dream Jap
Habitat II Jap
Pat Nifty Jap
Pat Nifty 1.1 & Habitat II Jap
Puzzle Bobble Jap
Puyo Puyo Sun Jap
Saturn Bomberman Jap
Sega Rally Championship Plus Jap
Sega Worldwide Soccer 98 Jap
Sega Saturn Internet vol.1 Jap
Sega Saturn Internet vol.2 Jap
Shadows of the Tusk Jap
Virtua Fighter Remix Jap
Virtual On Cybertroopers Jap
Wachenröder Jap
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