mednafen: Update to 1.26.1
-- 1.26.1: --
November 8, 2020:
PSX: Fixed various inaccuracies in the SPU reverb emulation code.
PSX: Fixed quasi-benign dereferencing of a null pointer in the GPU code when playing a PSF.
November 3, 2020:
SNES-Faust: Fixed a crash when an MSU1-enabled game tried to play MSU1 audio but no audio tracks existed.
SNES-Faust: Only create MSU1 multithreaded audio reader object if at least one audio track is available.
November 2, 2020:
SNES-Faust: Fixed a design flaw in the MSU1 audio track loading code that broke loading of audio tracks when the game's filename included a "%" character.
November 1, 2020:
SS: Fixed compilation errors after configuring with --disable-debugger.
SS: Fixed compilation errors with clang.
-- 1.26.0-UNSTABLE: --
October 26, 2020:
SS: Added "The Lost World: Jurassic Park" to the internal database of games to enable full cache emulation with, to fix most rock face graphical glitches.
October 25, 2020:
SS: Added "Corpse Killer" to the internal database of games to enable full cache emulation with, to fix the glitchy rotation-zoom effect.
October 24, 2020:
SS: Fixed major bug, existing since Saturn save state support was added, in the SCU save state code that caused wrong state to be saved(and later restored)
when an SCU DMA level in indirect mode was active.
SS: Added "Kaitei Daisensou"/"In the Hunt" to the internal database of games to enable SH-2 read/write VDP1 draw slowdown with, to fix FMV tearing.
SS: Added "Zero Divide" to the internal database of games to use the data cache read bypass kludge with, to fix a graphical glitch with character portraits.
October 23, 2020:
SS: Made changes to prevent the CDB emulation from reporting PLAY status until the second sector is read after a seek completes; fixes game-breaking
problems in "Break Point", "DJ Wars", "Hop Step Idol", and "Tennis Arena".
SS: Fixed inaccuracies with how CDB playback buffer full auto-pause and resume works; fixes occasional hangs of finite duration in "Dragon Force II" and
"World Cup France '98: Road to Win" when trying to skip FMVs.
October 22, 2020:
SS: Added "Mujintou Monogatari R: Futari no Love Love Island" to the internal database of games to use the data cache read bypass kludge with,
to fix glitches when character portrait graphics change.
October 21, 2020:
SS: Added "Doraemon: Nobita to Fukkatsu no Hoshi" to the internal database of games to use the data cache read bypass kludge with,
to fix the blank Game Over screen.
SS: When a CDB 'Get CD Device Connection' command is issued very shortly after a 'Reset Selector' command, the 'Get CD Device Connection' command
will now be executed before the resetting effects of the 'Reset Selector' command occur. Fixes startup hang in the USA version of "Independence Day".
October 20, 2020:
SS: Slowed down emulated VDP1 pixel plotting performance by a bit less than 20%(10% in 8bpp mode); fixes prematurely cut-off voices in "Paneltia Story",
and reduces tearing in "Yu-No".
October 18, 2020:
SS: Added "3D Baseball", "The Crow", "NBA Action", "NFL Quarterback Club 96", "Solar Eclipse", and "Titan Wars" to the internal database of games to
enable full cache emulation with, to fix minor FMV glitches.
SS: Added "Thunder Force Gold Pack 1" to the internal database of games to enable full cache emulation with, to fix the glitchy ship sprite in the ending
of "Thunder Force III".
SS: Added the Europe releases of "Virtua Cop" and "Virtua Cop 2" to the internal database of games to enable full cache emulation with, to fix
startup hangs.
SS: Added "Yu-No" to the internal database of games to enable full cache emulation with, to fix the problem of the intro FMV ending too soon.
SS: Added "Horror Tour" to the internal database of games to enable full cache emulation with, to fix graphical glitches on the save and load screens.
SS: Added "Falcom Classics II" to the internal database of games to enable SH-2 read/write VDP1 draw slowdown with, to fix tearing in the intro FMV of "Ys II".
SS: Added "Tokimeki Memorial: Forever With You" to the internal database of games to enable SH-2 read/write VDP1 draw slowdown with, to fix the glitchy
arm sprite in the Konami intro.
SS: Added "Virtua Fighter Kids" to the internal database of games to use the data cache read bypass kludge with, to fix a major FMV glitch.
October 17, 2020:
SS: Made a very small SSE2-based optimization to the cache tag evaluation code.
October 16, 2020:
SS: Removed incorrect write mirrors for the SH-2 CCR register; fixes FMV glitches in "NFL Quarterback Club 97".
SS: When full cache emulation is enabled(e.g. via database), alternate slave CPU and bus sharing emulation code will be used, to reduce
disproportionate sharing of the bus(it's still not perfect, however).
SS: SH-2 PC-relative MOV.W and MOV.L loads are now correctly treated as instruction fetches instead of data fetches with respect to the
OD/ID bits of CCR.
SS: The SH-2 WB/EX pipeline stall emulation logic is now always enabled, instead of only being enabled in full cache emulation mode as it was previously.
October 12, 2020:
SS: Moved SH-2 cache entry invalid bit from bit31 of the internal combined tag variable to bit0, for slightly better code generation.
October 11, 2020:
SS: Slave SH-2 on/off is now handled outside of the regular event handling system to prevent a crash under certain conditions.
October 9, 2020:
SS: Extended the handling of VDP1 command execution slowdown on SH-2 CPU reads/writes to also include SH-2 DMA accesses.
October 5, 2020:
SS: Bumped up minimum seek timing delay, to compensate for upcoming general CPU timing improvements in the games sensitive to seek timing.
October 4, 2020:
SS: The SR value loaded with RTE is now properly masked.
October 2, 2020:
SS: Allow the SMPC joystick reading process to be aborted earlier on, while still waiting for vblank to end; fixes another hang in "QuoVadis".
SS: Added "Wolf Fang SS: Kuuga 2001" to the internal database of games to enable SH-2 CPU read/write VDP1 draw slowdown with, to
fix glitchy graphics in the player's robot.
SS: Added "Mahjong Doukyuusei Special" to the internal database of games to use the data cache read bypass kludge with, to fix the missing
background graphics layer on disc 2.
SS: Added "Kidou Senkan Nadesico: Yappari Saigo wa Ai ga Katsu" to the internal database of games to use full cache emulation with, to fix a hang.
SS: Implemented emulation of the timing effects of the B-bus write buffer on SH-2 CPU writes; fixes hang in "QuoVadis".
September 4, 2020:
SNES-Faust: Fixed bug in the multithreaded PPU renderer that could cause massive graphics corruption when a game interleaves reads and writes to
VRAM without resetting the VRAM address, like in "NBA Pro Basketball: Bulls vs Blazers".
August 28, 2020:
SS: Delay CDB status position info update by about 44us after a seek request(via Play command, or otherwise); fixes missing graphics in
the intro of "Magical Drop 3".
-- 1.25.0-UNSTABLE: --
June 27, 2020:
SS: Implemented more accurate emulation of VDP1 drawing of excessively-large primitives.
It's not perfect, there's still something weird going on with antialiasing, and the effects on gradient shading
and texturing are not fully emulated, but it's enough to fix missing graphics in the attract mode of "Virtua Cop",
and a hang after defeating the final boss in "Rayman".
SS: Fixed an off-by-1 inaccuracy in the edge stepping code for sprites and polygons, with minor visible effects in
non-rectangular sprites/polygons.
June 26, 2020:
SS, MD: Fixed/Implemented M68K MULU and MULS instruction timing.
June 24, 2020:
SS: Added wait states to M68K writes; fixes hang in "Lunar" after the Meribia pub singer's singing, that was caused by a timer being
reloaded too quickly in an interrupt handler.
June 13, 2020:
SS: Allow VDP1 primitive drawing code to be suspended(and later resumed) mid-drawing when it's consumed too much emulated time; fixes excessive CPU usage during
the FMV in "Dark Seed II".
June 4, 2020:
SS: Added "Senken Kigyouden", "Xian Jian Qi Xia Zhuan", "Virtua Fighter", and "Virtua Fighter Remix" to the internal database of games to
enable full cache emulation with, to fix graphical glitches.
May 17, 2020:
SS: Implemented more complete emulation of SCSP's buggy(inter-slot contamination) linear interpolation on FM carrier slots.
2020-11-20 15:54:00 +01:00
|
|
|
# $NetBSD: Makefile,v 1.34 2020/11/20 14:54:00 nia Exp $
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
|
mednafen: Update to 1.26.1
-- 1.26.1: --
November 8, 2020:
PSX: Fixed various inaccuracies in the SPU reverb emulation code.
PSX: Fixed quasi-benign dereferencing of a null pointer in the GPU code when playing a PSF.
November 3, 2020:
SNES-Faust: Fixed a crash when an MSU1-enabled game tried to play MSU1 audio but no audio tracks existed.
SNES-Faust: Only create MSU1 multithreaded audio reader object if at least one audio track is available.
November 2, 2020:
SNES-Faust: Fixed a design flaw in the MSU1 audio track loading code that broke loading of audio tracks when the game's filename included a "%" character.
November 1, 2020:
SS: Fixed compilation errors after configuring with --disable-debugger.
SS: Fixed compilation errors with clang.
-- 1.26.0-UNSTABLE: --
October 26, 2020:
SS: Added "The Lost World: Jurassic Park" to the internal database of games to enable full cache emulation with, to fix most rock face graphical glitches.
October 25, 2020:
SS: Added "Corpse Killer" to the internal database of games to enable full cache emulation with, to fix the glitchy rotation-zoom effect.
October 24, 2020:
SS: Fixed major bug, existing since Saturn save state support was added, in the SCU save state code that caused wrong state to be saved(and later restored)
when an SCU DMA level in indirect mode was active.
SS: Added "Kaitei Daisensou"/"In the Hunt" to the internal database of games to enable SH-2 read/write VDP1 draw slowdown with, to fix FMV tearing.
SS: Added "Zero Divide" to the internal database of games to use the data cache read bypass kludge with, to fix a graphical glitch with character portraits.
October 23, 2020:
SS: Made changes to prevent the CDB emulation from reporting PLAY status until the second sector is read after a seek completes; fixes game-breaking
problems in "Break Point", "DJ Wars", "Hop Step Idol", and "Tennis Arena".
SS: Fixed inaccuracies with how CDB playback buffer full auto-pause and resume works; fixes occasional hangs of finite duration in "Dragon Force II" and
"World Cup France '98: Road to Win" when trying to skip FMVs.
October 22, 2020:
SS: Added "Mujintou Monogatari R: Futari no Love Love Island" to the internal database of games to use the data cache read bypass kludge with,
to fix glitches when character portrait graphics change.
October 21, 2020:
SS: Added "Doraemon: Nobita to Fukkatsu no Hoshi" to the internal database of games to use the data cache read bypass kludge with,
to fix the blank Game Over screen.
SS: When a CDB 'Get CD Device Connection' command is issued very shortly after a 'Reset Selector' command, the 'Get CD Device Connection' command
will now be executed before the resetting effects of the 'Reset Selector' command occur. Fixes startup hang in the USA version of "Independence Day".
October 20, 2020:
SS: Slowed down emulated VDP1 pixel plotting performance by a bit less than 20%(10% in 8bpp mode); fixes prematurely cut-off voices in "Paneltia Story",
and reduces tearing in "Yu-No".
October 18, 2020:
SS: Added "3D Baseball", "The Crow", "NBA Action", "NFL Quarterback Club 96", "Solar Eclipse", and "Titan Wars" to the internal database of games to
enable full cache emulation with, to fix minor FMV glitches.
SS: Added "Thunder Force Gold Pack 1" to the internal database of games to enable full cache emulation with, to fix the glitchy ship sprite in the ending
of "Thunder Force III".
SS: Added the Europe releases of "Virtua Cop" and "Virtua Cop 2" to the internal database of games to enable full cache emulation with, to fix
startup hangs.
SS: Added "Yu-No" to the internal database of games to enable full cache emulation with, to fix the problem of the intro FMV ending too soon.
SS: Added "Horror Tour" to the internal database of games to enable full cache emulation with, to fix graphical glitches on the save and load screens.
SS: Added "Falcom Classics II" to the internal database of games to enable SH-2 read/write VDP1 draw slowdown with, to fix tearing in the intro FMV of "Ys II".
SS: Added "Tokimeki Memorial: Forever With You" to the internal database of games to enable SH-2 read/write VDP1 draw slowdown with, to fix the glitchy
arm sprite in the Konami intro.
SS: Added "Virtua Fighter Kids" to the internal database of games to use the data cache read bypass kludge with, to fix a major FMV glitch.
October 17, 2020:
SS: Made a very small SSE2-based optimization to the cache tag evaluation code.
October 16, 2020:
SS: Removed incorrect write mirrors for the SH-2 CCR register; fixes FMV glitches in "NFL Quarterback Club 97".
SS: When full cache emulation is enabled(e.g. via database), alternate slave CPU and bus sharing emulation code will be used, to reduce
disproportionate sharing of the bus(it's still not perfect, however).
SS: SH-2 PC-relative MOV.W and MOV.L loads are now correctly treated as instruction fetches instead of data fetches with respect to the
OD/ID bits of CCR.
SS: The SH-2 WB/EX pipeline stall emulation logic is now always enabled, instead of only being enabled in full cache emulation mode as it was previously.
October 12, 2020:
SS: Moved SH-2 cache entry invalid bit from bit31 of the internal combined tag variable to bit0, for slightly better code generation.
October 11, 2020:
SS: Slave SH-2 on/off is now handled outside of the regular event handling system to prevent a crash under certain conditions.
October 9, 2020:
SS: Extended the handling of VDP1 command execution slowdown on SH-2 CPU reads/writes to also include SH-2 DMA accesses.
October 5, 2020:
SS: Bumped up minimum seek timing delay, to compensate for upcoming general CPU timing improvements in the games sensitive to seek timing.
October 4, 2020:
SS: The SR value loaded with RTE is now properly masked.
October 2, 2020:
SS: Allow the SMPC joystick reading process to be aborted earlier on, while still waiting for vblank to end; fixes another hang in "QuoVadis".
SS: Added "Wolf Fang SS: Kuuga 2001" to the internal database of games to enable SH-2 CPU read/write VDP1 draw slowdown with, to
fix glitchy graphics in the player's robot.
SS: Added "Mahjong Doukyuusei Special" to the internal database of games to use the data cache read bypass kludge with, to fix the missing
background graphics layer on disc 2.
SS: Added "Kidou Senkan Nadesico: Yappari Saigo wa Ai ga Katsu" to the internal database of games to use full cache emulation with, to fix a hang.
SS: Implemented emulation of the timing effects of the B-bus write buffer on SH-2 CPU writes; fixes hang in "QuoVadis".
September 4, 2020:
SNES-Faust: Fixed bug in the multithreaded PPU renderer that could cause massive graphics corruption when a game interleaves reads and writes to
VRAM without resetting the VRAM address, like in "NBA Pro Basketball: Bulls vs Blazers".
August 28, 2020:
SS: Delay CDB status position info update by about 44us after a seek request(via Play command, or otherwise); fixes missing graphics in
the intro of "Magical Drop 3".
-- 1.25.0-UNSTABLE: --
June 27, 2020:
SS: Implemented more accurate emulation of VDP1 drawing of excessively-large primitives.
It's not perfect, there's still something weird going on with antialiasing, and the effects on gradient shading
and texturing are not fully emulated, but it's enough to fix missing graphics in the attract mode of "Virtua Cop",
and a hang after defeating the final boss in "Rayman".
SS: Fixed an off-by-1 inaccuracy in the edge stepping code for sprites and polygons, with minor visible effects in
non-rectangular sprites/polygons.
June 26, 2020:
SS, MD: Fixed/Implemented M68K MULU and MULS instruction timing.
June 24, 2020:
SS: Added wait states to M68K writes; fixes hang in "Lunar" after the Meribia pub singer's singing, that was caused by a timer being
reloaded too quickly in an interrupt handler.
June 13, 2020:
SS: Allow VDP1 primitive drawing code to be suspended(and later resumed) mid-drawing when it's consumed too much emulated time; fixes excessive CPU usage during
the FMV in "Dark Seed II".
June 4, 2020:
SS: Added "Senken Kigyouden", "Xian Jian Qi Xia Zhuan", "Virtua Fighter", and "Virtua Fighter Remix" to the internal database of games to
enable full cache emulation with, to fix graphical glitches.
May 17, 2020:
SS: Implemented more complete emulation of SCSP's buggy(inter-slot contamination) linear interpolation on FM carrier slots.
2020-11-20 15:54:00 +01:00
|
|
|
DISTNAME= mednafen-1.26.1
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
CATEGORIES= emulators
|
2018-12-18 18:08:20 +01:00
|
|
|
MASTER_SITES= https://mednafen.github.io/releases/files/
|
|
|
|
EXTRACT_SUFX= .tar.xz
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
|
2019-10-01 21:37:50 +02:00
|
|
|
MAINTAINER= nia@NetBSD.org
|
2018-12-18 18:08:20 +01:00
|
|
|
HOMEPAGE= https://mednafen.github.io/
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
COMMENT= Portable multi-system emulator
|
Update to 0.8.C/0.8.12:
0.8.C:
SMS: Fixed the input and reset emulation when the territory was
set to "domestic"(Japan) and FM emulation was enabled; the emulated system was erroneously
being treated as a Game Gear in a few places when those conditions were met.
GB: Fixed initialization of "HRAM" on virtual power toggle/reset.
GB: Fixed a bug(still many left) in the external RAM handling code, fixing an
emulator crash with "Wizards & Warriors - Chapter X".
0.8.C-rc1:
NGP: Fixed an unaligned memory access bug in the memory r/w handlers, causing crashes on platforms
that do not support unaligned memory accesses.
NES: Fixed an intialization bug in mapper 193.
Added define "ALWAYS_INLINE" to force the compiler to always inline speed-critical functions, and added it to
many emulation functions in that category. gcc can be a pain in the butt.
GBA: Fixed a bug that would cause data corruption and the loaded game to crash whenever a state was
saved(but the state itself, and loading it, was fine) on a big-endian platform.
Fixed several instances of mismatches between format strings and passed argument types, which could cause
nonsensical information to be printed on big-endian platforms, and perhaps some little-endian platforms as well.
Fixed the minimum field-width specifier on the statements that print the loaded game's CRC32 in several
places.
Added the "format(...)" function attribute to the MDFN_DispMessage(), MDFN_PrintError(), and MDFN_printf()
function prototypes to catch format string errors.
Fixed the order of the sound drivers in the documentation(it was erroneously implying that OSS had a higher
priority than ALSA for the default sound driver), and added various notes to explain the sound drivers.
If an invalid "sounddriver" is selected, Mednafen will now print an error message and not initialize sound
instead of silently selecting the default sound driver.
SexyAL: Altered the argument order of SexiALI_Convert() to make more sense.
Fixed the broken conversion code used when the frame count passed to Write() is greater than 2048.
Fixed a bug/design flaw in the SexyAL SDL sound driver that can cause a crash during program
deinitialization.
Added support for "float" output format to the ALSA driver.
The ALSA driver will now try all formats that SexyAL's conversion code supports if the desired
format is not supported by the output device, rather that simply erroring out as before.
Added support for converting to 24-bit and 32-bit PCM output formats from the source format(which
is still fixed to signed 16-bit).
The driver function RawCanWrite() is now passed a pointer to a uint32_t, which it sets to the number
of bytes that can be written without blocking, rather than returning the value directly, so that
the return value can be used as a success/failure indicator.
The driver function RawWrite(), and the "user" function Write(), will now return 1 on success, 0 on
(fatal) error, rather than returning the amount of data written.
The OSS driver was testing the return value of open() incorrectly. Fixed.
SexyAL is now compiled as C++(but doesn't use many C++ features yet), which necessitated
adding several explicit casts in various code, and fixing some inconsistent function prototypes and
declarations.
JACK: Fixed a stereo playback crashing problem(a loop count was being calculated incorrectly).
JACK: Switched to using jack_client_open() instead of the deprecated jack_client_new().
JACK: The "sounddevice" setting is now used, to specify the JACK server to connect to.
JACK: Fixed a possible race condition in RawCanWrite().
JACK, SDL: Changed the inter-thread ringbuffer setup to be less likely to underrun, while not hurting
latency.
JACK, SDL: Additional playback position precision is now obtained by using
jack_get_time()/SDL_GetTicks(). This will improve Mednafen's performance with larger fragment sizes
with these drivers, but smaller fragment sizes are still preferred for latency-to-underrun-occurrence-ratio
reasons.
Renamed the "byteorder" field of SexyAL_format to "revbyteorder", and changed it to a boolean type,
to avoid confusion over what it actually represents.
Removed erroneous dependency on CD-ROM emulation when WonderSwan emulation is enabled in the configure script.
Added sanity checks to the first track number and total track count returned from libcdio, to prevent
a crash in Mednafen if the libcdio driver fails and returns nonsensical values.
Removed unused file sms/state.h
Fixed a very-old bug that caused joystick unique ID collisions if more than 2 of the same "type" of physical
joystick were available.
Fixed a string constant-to-(char *) problem in sms/romdb.h.
Mednafen is now compiled with -fsigned-char, to prevent any potential problems on systems with an "unsigned" char
type as default.
The included Tremor is now compiled with "-fvisibility=hidden" to work around a dynamic symbol collision
problem with libsndfile(BUT, -fvisibility is only available in gcc 4.0 and newer).
This solution may not be correct...
Updated Tremor to the latest SVN version.
PC-FX: Added a semi-hack to fix a missing background layer problem in parts of "Angelique Special". The
underlying problem(no emulation of the programmable BG0 subscreen) will be corrected in 0.9.0.
PC-FX: Removed the unused V810 cache structures(Mednafen 0.9.0 will feature cache emulation, however).
PC-FX: Added a few CPU variables to save states whose absence could have caused netplay/movie desynch.
PCE: Fixed virtual power-toggle initialization of VCE and gamepad input variables.
PCE, PC-FX: Fixed the emulation of SCSI command 0xDE, mode 0x1. The value returned was too small by
2 seconds.
PCE, PC-FX: Fixed the sector count for the last track(which influences the leadout track start position/total
sector count) in multi-track CUE/BIN CDROM images.
PC-FX: Fixed the handler address called when a TRAP instruction is executed.
PC-FX: Fixed the exception code set when an FPU divide-by-zero occurs(previously, it was being set to the
integer divide-by-zero exception code).
Fixed several problems in file.cpp, including buggy and overly-complicated MDFN_read*le() functions,
and a problem with the const-ness of the return value of strrchr() with gcc 4.4.
2009-10-31 02:56:36 +01:00
|
|
|
LICENSE= gnu-gpl-v2
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
|
mednafen: Update to 1.24.3
-- 1.24.3: --
May 1, 2020:
SS: Implemented more complete emulation of the SCSP short waveform mode, after running further tests; fixes excessive distortion in a
sound effect in "Sega Ages: OutRun", a regression introduced in Mednafen 1.24.2.
-- 1.24.2: --
April 25, 2020:
Fixed broken support for systems without any usable OpenGL implementation available.
April 24, 2020:
Apple2: Adjust disk angle variable upon disk change, partially sanitize the disk angle variable on state load, and print out a debug error
message instead of triggering an assert() in the disk reading code, to prevent Mednafen from aborting out in certain circumstances involving disk
changing and state loading.
April 21, 2020:
Apple2: Added missing keyboard reading variable to save states.
April 7, 2020:
SS: Fixed a few inaccuracies with the SCSP waveform loop handling.
April 6, 2020:
SS: Added emulation of SCSP slot short waveform mode bit.
April 5, 2020:
SS: Implemented the buggy linear interpolation that occurs on the SCSP when FM is used.
April 3, 2020:
SS: Added emulation of SCSP slot EG bypass bit.
SS: Implemented SCSP register mirroring.
2020-05-12 11:52:48 +02:00
|
|
|
CONFIGURE_ARGS+= --with-external-mpcdec
|
2018-12-18 18:08:20 +01:00
|
|
|
CONFIGURE_ARGS+= --with-external-tremor
|
mednafen: Update to 1.24.3
-- 1.24.3: --
May 1, 2020:
SS: Implemented more complete emulation of the SCSP short waveform mode, after running further tests; fixes excessive distortion in a
sound effect in "Sega Ages: OutRun", a regression introduced in Mednafen 1.24.2.
-- 1.24.2: --
April 25, 2020:
Fixed broken support for systems without any usable OpenGL implementation available.
April 24, 2020:
Apple2: Adjust disk angle variable upon disk change, partially sanitize the disk angle variable on state load, and print out a debug error
message instead of triggering an assert() in the disk reading code, to prevent Mednafen from aborting out in certain circumstances involving disk
changing and state loading.
April 21, 2020:
Apple2: Added missing keyboard reading variable to save states.
April 7, 2020:
SS: Fixed a few inaccuracies with the SCSP waveform loop handling.
April 6, 2020:
SS: Added emulation of SCSP slot short waveform mode bit.
April 5, 2020:
SS: Implemented the buggy linear interpolation that occurs on the SCSP when FM is used.
April 3, 2020:
SS: Added emulation of SCSP slot EG bypass bit.
SS: Implemented SCSP register mirroring.
2020-05-12 11:52:48 +02:00
|
|
|
CONFIGURE_ARGS+= --with-external-trio
|
2018-12-18 18:08:20 +01:00
|
|
|
CONFIGURE_ARGS+= --with-external-lzo
|
mednafen: Update to 1.24.3
-- 1.24.3: --
May 1, 2020:
SS: Implemented more complete emulation of the SCSP short waveform mode, after running further tests; fixes excessive distortion in a
sound effect in "Sega Ages: OutRun", a regression introduced in Mednafen 1.24.2.
-- 1.24.2: --
April 25, 2020:
Fixed broken support for systems without any usable OpenGL implementation available.
April 24, 2020:
Apple2: Adjust disk angle variable upon disk change, partially sanitize the disk angle variable on state load, and print out a debug error
message instead of triggering an assert() in the disk reading code, to prevent Mednafen from aborting out in certain circumstances involving disk
changing and state loading.
April 21, 2020:
Apple2: Added missing keyboard reading variable to save states.
April 7, 2020:
SS: Fixed a few inaccuracies with the SCSP waveform loop handling.
April 6, 2020:
SS: Added emulation of SCSP slot short waveform mode bit.
April 5, 2020:
SS: Implemented the buggy linear interpolation that occurs on the SCSP when FM is used.
April 3, 2020:
SS: Added emulation of SCSP slot EG bypass bit.
SS: Implemented SCSP register mirroring.
2020-05-12 11:52:48 +02:00
|
|
|
CONFIGURE_ARGS+= --disable-alsatest
|
|
|
|
CONFIGURE_ARGS+= --disable-sdltest
|
|
|
|
CONFIGURE_ARGS+= --disable-sdlframework
|
2018-12-18 18:08:20 +01:00
|
|
|
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
WRKSRC= ${WRKDIR}/mednafen
|
|
|
|
GNU_CONFIGURE= yes
|
|
|
|
USE_TOOLS+= intltool pkg-config
|
mednafen: Update to 1.24.3
-- 1.24.3: --
May 1, 2020:
SS: Implemented more complete emulation of the SCSP short waveform mode, after running further tests; fixes excessive distortion in a
sound effect in "Sega Ages: OutRun", a regression introduced in Mednafen 1.24.2.
-- 1.24.2: --
April 25, 2020:
Fixed broken support for systems without any usable OpenGL implementation available.
April 24, 2020:
Apple2: Adjust disk angle variable upon disk change, partially sanitize the disk angle variable on state load, and print out a debug error
message instead of triggering an assert() in the disk reading code, to prevent Mednafen from aborting out in certain circumstances involving disk
changing and state loading.
April 21, 2020:
Apple2: Added missing keyboard reading variable to save states.
April 7, 2020:
SS: Fixed a few inaccuracies with the SCSP waveform loop handling.
April 6, 2020:
SS: Added emulation of SCSP slot short waveform mode bit.
April 5, 2020:
SS: Implemented the buggy linear interpolation that occurs on the SCSP when FM is used.
April 3, 2020:
SS: Added emulation of SCSP slot EG bypass bit.
SS: Implemented SCSP register mirroring.
2020-05-12 11:52:48 +02:00
|
|
|
USE_TOOLS+= msgfmt msgmerge xgettext
|
2020-05-12 11:57:58 +02:00
|
|
|
USE_LANGUAGES= c c++
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
USE_LIBTOOL= yes
|
|
|
|
USE_PKGLOCALEDIR= yes
|
2009-02-15 20:58:12 +01:00
|
|
|
INSTALLATION_DIRS= share/doc/mednafen
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
|
2020-05-12 11:57:58 +02:00
|
|
|
GCC_REQD+= 4.7 # gnu++11
|
|
|
|
|
2020-03-17 11:36:38 +01:00
|
|
|
.include "../../mk/oss.buildlink3.mk"
|
|
|
|
|
|
|
|
.if ${OSS_TYPE} != "none"
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
SUBST_CLASSES+= dsp
|
|
|
|
SUBST_STAGE.dsp= pre-configure
|
|
|
|
SUBST_MESSAGE.dsp= Fixing path to audio device.
|
Update to 0.8.C/0.8.12:
0.8.C:
SMS: Fixed the input and reset emulation when the territory was
set to "domestic"(Japan) and FM emulation was enabled; the emulated system was erroneously
being treated as a Game Gear in a few places when those conditions were met.
GB: Fixed initialization of "HRAM" on virtual power toggle/reset.
GB: Fixed a bug(still many left) in the external RAM handling code, fixing an
emulator crash with "Wizards & Warriors - Chapter X".
0.8.C-rc1:
NGP: Fixed an unaligned memory access bug in the memory r/w handlers, causing crashes on platforms
that do not support unaligned memory accesses.
NES: Fixed an intialization bug in mapper 193.
Added define "ALWAYS_INLINE" to force the compiler to always inline speed-critical functions, and added it to
many emulation functions in that category. gcc can be a pain in the butt.
GBA: Fixed a bug that would cause data corruption and the loaded game to crash whenever a state was
saved(but the state itself, and loading it, was fine) on a big-endian platform.
Fixed several instances of mismatches between format strings and passed argument types, which could cause
nonsensical information to be printed on big-endian platforms, and perhaps some little-endian platforms as well.
Fixed the minimum field-width specifier on the statements that print the loaded game's CRC32 in several
places.
Added the "format(...)" function attribute to the MDFN_DispMessage(), MDFN_PrintError(), and MDFN_printf()
function prototypes to catch format string errors.
Fixed the order of the sound drivers in the documentation(it was erroneously implying that OSS had a higher
priority than ALSA for the default sound driver), and added various notes to explain the sound drivers.
If an invalid "sounddriver" is selected, Mednafen will now print an error message and not initialize sound
instead of silently selecting the default sound driver.
SexyAL: Altered the argument order of SexiALI_Convert() to make more sense.
Fixed the broken conversion code used when the frame count passed to Write() is greater than 2048.
Fixed a bug/design flaw in the SexyAL SDL sound driver that can cause a crash during program
deinitialization.
Added support for "float" output format to the ALSA driver.
The ALSA driver will now try all formats that SexyAL's conversion code supports if the desired
format is not supported by the output device, rather that simply erroring out as before.
Added support for converting to 24-bit and 32-bit PCM output formats from the source format(which
is still fixed to signed 16-bit).
The driver function RawCanWrite() is now passed a pointer to a uint32_t, which it sets to the number
of bytes that can be written without blocking, rather than returning the value directly, so that
the return value can be used as a success/failure indicator.
The driver function RawWrite(), and the "user" function Write(), will now return 1 on success, 0 on
(fatal) error, rather than returning the amount of data written.
The OSS driver was testing the return value of open() incorrectly. Fixed.
SexyAL is now compiled as C++(but doesn't use many C++ features yet), which necessitated
adding several explicit casts in various code, and fixing some inconsistent function prototypes and
declarations.
JACK: Fixed a stereo playback crashing problem(a loop count was being calculated incorrectly).
JACK: Switched to using jack_client_open() instead of the deprecated jack_client_new().
JACK: The "sounddevice" setting is now used, to specify the JACK server to connect to.
JACK: Fixed a possible race condition in RawCanWrite().
JACK, SDL: Changed the inter-thread ringbuffer setup to be less likely to underrun, while not hurting
latency.
JACK, SDL: Additional playback position precision is now obtained by using
jack_get_time()/SDL_GetTicks(). This will improve Mednafen's performance with larger fragment sizes
with these drivers, but smaller fragment sizes are still preferred for latency-to-underrun-occurrence-ratio
reasons.
Renamed the "byteorder" field of SexyAL_format to "revbyteorder", and changed it to a boolean type,
to avoid confusion over what it actually represents.
Removed erroneous dependency on CD-ROM emulation when WonderSwan emulation is enabled in the configure script.
Added sanity checks to the first track number and total track count returned from libcdio, to prevent
a crash in Mednafen if the libcdio driver fails and returns nonsensical values.
Removed unused file sms/state.h
Fixed a very-old bug that caused joystick unique ID collisions if more than 2 of the same "type" of physical
joystick were available.
Fixed a string constant-to-(char *) problem in sms/romdb.h.
Mednafen is now compiled with -fsigned-char, to prevent any potential problems on systems with an "unsigned" char
type as default.
The included Tremor is now compiled with "-fvisibility=hidden" to work around a dynamic symbol collision
problem with libsndfile(BUT, -fvisibility is only available in gcc 4.0 and newer).
This solution may not be correct...
Updated Tremor to the latest SVN version.
PC-FX: Added a semi-hack to fix a missing background layer problem in parts of "Angelique Special". The
underlying problem(no emulation of the programmable BG0 subscreen) will be corrected in 0.9.0.
PC-FX: Removed the unused V810 cache structures(Mednafen 0.9.0 will feature cache emulation, however).
PC-FX: Added a few CPU variables to save states whose absence could have caused netplay/movie desynch.
PCE: Fixed virtual power-toggle initialization of VCE and gamepad input variables.
PCE, PC-FX: Fixed the emulation of SCSI command 0xDE, mode 0x1. The value returned was too small by
2 seconds.
PCE, PC-FX: Fixed the sector count for the last track(which influences the leadout track start position/total
sector count) in multi-track CUE/BIN CDROM images.
PC-FX: Fixed the handler address called when a TRAP instruction is executed.
PC-FX: Fixed the exception code set when an FPU divide-by-zero occurs(previously, it was being set to the
integer divide-by-zero exception code).
Fixed several problems in file.cpp, including buggy and overly-complicated MDFN_read*le() functions,
and a problem with the const-ness of the return value of strrchr() with gcc 4.4.
2009-10-31 02:56:36 +01:00
|
|
|
SUBST_FILES.dsp= src/sexyal/drivers/oss.cpp src/sexyal/sexyal.cpp
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
SUBST_SED.dsp= -e s,/dev/dsp,${DEVOSSAUDIO},
|
|
|
|
|
2020-03-17 11:36:38 +01:00
|
|
|
LDFLAGS+= ${LIBOSSAUDIO}
|
|
|
|
.endif
|
|
|
|
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
post-install:
|
|
|
|
${INSTALL_DATA} ${WRKSRC}/Documentation/*.html \
|
2009-02-15 20:58:12 +01:00
|
|
|
${DESTDIR}${PREFIX}/share/doc/mednafen
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
|
2018-12-18 18:08:20 +01:00
|
|
|
.include "options.mk"
|
|
|
|
.include "../../archivers/lzo/buildlink3.mk"
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
.include "../../audio/libsndfile/buildlink3.mk"
|
mednafen: Update to 1.24.3
-- 1.24.3: --
May 1, 2020:
SS: Implemented more complete emulation of the SCSP short waveform mode, after running further tests; fixes excessive distortion in a
sound effect in "Sega Ages: OutRun", a regression introduced in Mednafen 1.24.2.
-- 1.24.2: --
April 25, 2020:
Fixed broken support for systems without any usable OpenGL implementation available.
April 24, 2020:
Apple2: Adjust disk angle variable upon disk change, partially sanitize the disk angle variable on state load, and print out a debug error
message instead of triggering an assert() in the disk reading code, to prevent Mednafen from aborting out in certain circumstances involving disk
changing and state loading.
April 21, 2020:
Apple2: Added missing keyboard reading variable to save states.
April 7, 2020:
SS: Fixed a few inaccuracies with the SCSP waveform loop handling.
April 6, 2020:
SS: Added emulation of SCSP slot short waveform mode bit.
April 5, 2020:
SS: Implemented the buggy linear interpolation that occurs on the SCSP when FM is used.
April 3, 2020:
SS: Added emulation of SCSP slot EG bypass bit.
SS: Implemented SCSP register mirroring.
2020-05-12 11:52:48 +02:00
|
|
|
.include "../../audio/musepack/buildlink3.mk"
|
2018-12-18 18:08:20 +01:00
|
|
|
.include "../../audio/tremor/buildlink3.mk"
|
|
|
|
.include "../../devel/SDL2/buildlink3.mk"
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
.include "../../devel/gettext-lib/buildlink3.mk"
|
mednafen: Update to 1.24.3
-- 1.24.3: --
May 1, 2020:
SS: Implemented more complete emulation of the SCSP short waveform mode, after running further tests; fixes excessive distortion in a
sound effect in "Sega Ages: OutRun", a regression introduced in Mednafen 1.24.2.
-- 1.24.2: --
April 25, 2020:
Fixed broken support for systems without any usable OpenGL implementation available.
April 24, 2020:
Apple2: Adjust disk angle variable upon disk change, partially sanitize the disk angle variable on state load, and print out a debug error
message instead of triggering an assert() in the disk reading code, to prevent Mednafen from aborting out in certain circumstances involving disk
changing and state loading.
April 21, 2020:
Apple2: Added missing keyboard reading variable to save states.
April 7, 2020:
SS: Fixed a few inaccuracies with the SCSP waveform loop handling.
April 6, 2020:
SS: Added emulation of SCSP slot short waveform mode bit.
April 5, 2020:
SS: Implemented the buggy linear interpolation that occurs on the SCSP when FM is used.
April 3, 2020:
SS: Added emulation of SCSP slot EG bypass bit.
SS: Implemented SCSP register mirroring.
2020-05-12 11:52:48 +02:00
|
|
|
.include "../../devel/trio/buildlink3.mk"
|
2014-01-08 11:43:02 +01:00
|
|
|
.include "../../devel/zlib/buildlink3.mk"
|
Initial import of mednafen-0.8.1, previously packaged for wip (by myself):
Mednafen is a portable, utilizing OpenGL and SDL, argument
(command-line)-driven multi-system emulator with many advanced
features. The Atari Lynx, GameBoy (Color), GameBoy Advance, NES,
PC Engine (TurboGrafx 16), SuperGrafx, Neo Geo Pocket (Color),
PC-FX, and WonderSwan (Color) are emulated. Mednafen has the
ability to remap hotkey functions and virtual system inputs to a
keyboard, a joystick, or both simultaneously. Save states are
supported, as is real-time game rewinding. Screen snapshots may be
taken at the press of a button, and are saved in the popular PNG
file format.
Due to the threaded model of emulation used in Mednafen, and
limitations of SDL, a joystick is preferred over a keyboard to play
games, as the joystick will have slightly less latency, although
the latency differences may not be perceptible to most people.
2007-05-19 14:39:30 +02:00
|
|
|
.include "../../mk/bsd.pkg.mk"
|