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Old March 2nd, 2007   #1 (permalink)
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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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Old March 2nd, 2007   #2 (permalink)
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Yeah! A new version
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Old March 2nd, 2007   #3 (permalink)
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Quote:
SSF Ver0.08 alpha R6
Interrupt processing of the SCSP was updated.
SCU DMA processing was updated.
SH2 dynamic recompilation processing was updated.
Memory access processing was updated.
Memory access wait processing was updated.
It seems that the correct wait value was somehow misunderstood before.
Bitmap processing of the VDP2 was updated.
VDP2 cycle pattern specification (designation/assignment?) mistake processing was updated.
The exclusive operation of the CD access LED was updated.
Updated (fixed) the SlaveSH2 Idle Loop option, it was not functioning even when enabled.

The X/Y/Z rotation and Slider 2 are now mappable on controllers.
Savestate data version was changed.

Although the behavior of a few games have become strange, R6 must be closer to the system.
I will find and correct problems in the near future.
I tested Astal, Jikkyou Oshaberi Parodius, Marvel and Xmen vs SF, Mr. Bones, Deep Fear, Croc and Quake, none of them work still (Deep Fear doesnt even boot). Shienryu, Toshinden URA and VF2 still have their bugs.

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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Old March 2nd, 2007   #4 (permalink)
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Any news on Shining force 3?
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