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#1 (permalink) |
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Registered User
![]() Join Date: Aug 2005
Location: PA
Posts: 61
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SSF 0.08 Alpha R6
SSF Homepage
Here is the pathetic Google translation: The interruption processing of SCSP was corrected. The DMA processing of SCU was corrected. The dynamic recompiling processing of SH2 was corrected. Memory access processing was corrected. Memory access weight processing was corrected. Very being like you misunderstand, it is like it is correct at weight value before. The bit map processing of VDP2 was corrected. The cycle pattern designated mistake processing of VDP2 was corrected. Exclusion processing of CD access LED was corrected. Check SlaveSH2 Idle Loop option corrected the fact that functioning it has not done. The Rx axis, the Ry axis and the Rz axis of the controller, it corresponded to slider 2. Version of the state saving data changed. Operation became doubtful with several software, but R6 is closer to the apparatus the expectation… whose While being close, finding problem, it does again. I'm sure Borisz will have a better translation up. I don't have time to test this right now (heading to work) but I can't wait to check on the games that crashed selecting memory location: Andretti Racing, NASCAR 98, Black Fire.... |
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#3 (permalink) | |
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Vanned
![]() ![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: dot hu
Posts: 1,198
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Quote:
There also seems to be a new option, "Scanline Base Timing", the readme says that when its checked, speed adjustment will be carried out every scanline. With it enabled, SSF automatically corrected the speeds to correct framerates instead of binding to whatever was the VSynced refresh rate, so it didnt run in 75hz if I had 75hz as my default monitor refresh (no need to refresh lock 640x480 and 720x480 anymore I guess). Furthermore, this also limited PAL games to 50hz in fullscreen, something that was not possible before without disabling Vsync (although it still says NTSC mode in the BIOS). Last edited by Borisz; March 2nd, 2007 at 22:01. |
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