Releases: Grarak/DSVita
Releases Β· Grarak/DSVita
0.9.1
- Allow palette I/O operations outside of mapped memory (fixes Newer Super Mario Bros. DS)
- Add option to simulate mic blow in pause menu
- Implement 3D texture cache
- Add default 3D upscaling
- Implement w depth buffering
- Implement 3D face culling
- Implement basic 3D shadows
- Improve HLE compatibility (HLE now works with Pokemon HG/SS, Ni no kuni, Ghost Trick, Yu-Gi-Oh! 5D's World Championship 2011, Ace Attorney Investigations 2, possibly more games)
- Add more framelimit options (1x, 1.25x, 1.5, 1.75x, 2x, etc.)
- Add basic custom screen layout creator
- Add option to hide debug stats
0.9.0
- Generate function for each possible MMIO access
- Make PS button more responsive
- Remove unnecessary memory copies in dma
- Implement hle context switching for divsqrt
- Implement hle handling of irq
- Optimize constant loadings
- Use fs overlay functions for jit invalidation
- Process 3d polygons/vertices in separate thread
- Remove double copies from rendering pipeline
- Switch to usampler in shader to read vram
- Optimize 3d rendering shader
- Implement missing bg affine shader
- Fix blending with 3d bg
- Initial implemention of display capture
- Bypass twl sdk CPU synchronization, fixes HLE for Pokemon BW/BW2
- Implement swap buffers for 3d frames
- Add option to disable geometry 3d frameskips
- Improve translucent 3d polygon rendering
- Display progressbar when compiling shaders
- Implement 3d lights
0.8.2
- Don't hle copy32 (Fixes Kingdom Hearts 358/2 Days)
- Reduce jit protection range from 16kb to 4kb (Gives slight performance boost to some games)
- Auto detect if arm7 block validation is required
- Improve HLE compability
- Consider packed 3ds commands after 0 (Fixes Need for Speed: Most Wanted)
0.8.1
- Added pause menu (press PS Button)
- Minor optimizations in CPU Emulation (up to 8% faster)
- Mapped vram to software mmu
- Mapped palettes and oam to hardware and software mmu
- Added language setting
- Added more screen layouts
- Added scaling options for each screens
- Added options to swap screens
- Joystick can now be used as Dpad
- Added option to disable audio stretching
- Implemented microphone
- Improved HLE compability
- Removed PartialHle (speedup was too insignificant)
- Renamed PartialSoundHle to SoundHle
0.8.0
- Only invalidate wram when cnt has changed (fixes WarioWare: Touched!)
- Allocate frequently used objects at fixed addresses
- Print CPU clock on top right
- Always set irq flag when waiting for irq (Fixes Pokemon BW/2)
- Disable checks for self modifying code by default for ARM7
- Implement edge cases of multiple word transfer with fastmem
- Small CPU emulation speedup
- Fix slowmem patching of swb instruction (Fixes Luminous Arc)
- Implement sound stretching
- Implement missing HLE sound commands
0.7.0
0.6.1
- Ignore invalid gx cmds (fixes freeze in Final Fantasy XII: Revenant Wings)
- Fix wifi rx buffer overflow
- Small 3d speed up
- Fix 3d texture transformations
- Improve HLE compatibility (Mario Kart, Castlevania: Dawn of Sorrow, Super Mario 64, Need for Speed: Underground 2)
- Some 3d drawing fixes
0.6.0
- Fix right audio channel
- Implement hardware fastmem for writes
- Implement bios sqrt
- Read vram in render thread
- Accelerate all fixed point matrix operations with neon
- Implement auto frameskip for 3d geometry engine
- Don't exit guest context when handling interrupts or idle loops
- Speed up jit assembly generation
- Increase cartridge cache size
- Implement Wifi in HLE
- Add option for partial HLE Arm7
- Speed up sound mixing
- Speed up gfx fifo cmds queuing
- Fix 3d polygon clipping
- Implement missing 3d texture sampling
- Fix CPU register store when switching between modes
- Fix excessive jit block invalidations
- Fix ROMs limit in menu
- Implement sound capture
0.5.0
- Implement fast mem for reading with kubridge
- Implement software fast mem for writing
- Accelerate 3d operations with neon
- Accelerate audio sampling with neon
- Faster JIT compilation
- Implement lookup tables for I/O ports operations
- Faster ROM word lookups
- Remove polygon clipping
- Run scheduler inside guest context
- Use batch I/O operations for DMA and ldm/stm
- Reset jit blocks in chunks