Last week we released our newest stable build, version
1.2.6; marking 6 months since our last progress report. During this time, many quality of life features have been implemented to make the emulator easier and more enjoyable to use, graphics have taken another step forward, and our audio emulation has finally reached a mature point where there are features yet to be implemented, but what's implemented now works great.
- Window size option.
- Support for SSCTL audio channel register (What's Shenmue).
- 16:9 aspect ratio for using widescreen hacks on non-16:9 monitors.
- Introduced heuristic to detect and fix numerous issues that result in visible seams on the edges of polygons when upscaling games. These seams are commonly seen in user interfaces and most 2d games.
- Improved handling of bad vertices that were discarded by the PowerVR (Soul Calibur intro, Mortal Kombat Gold).
- Improved accuracy of floating-point operations, fixes numerous bugs in multiple games. Common issues were bad vertices in Soul Calibur models, bad animations in Sword of the Bersek and physics issues in Sonic Adventure - light speed dashing out of the sewer is now a breeze.
- Refactored texture cache, improving the performance of many 2d fighters, in particular the King of Fighters series of games which really thrash the cache. On some machines, these games went from single to triple digit frame counts.
- Hang On now runs.
- Powerdrift now runs.
- Atelier Marie and Elie now runs.
- Intermittent South Park Rally load hangs.
- Crash in D2 during initial hunting tutorial.
- Shenmue 2 releases with widescreen hacks now run.
- Sonic drifting left in Sonic Adventure 1 and 2.
- Background flickering in Alice's Mom's Rescue.
- Background plane parsing (Sega Worldwide Soccer 2000).
- Handling of invalid CDDA sector reads (many CDI images).
- Handling of Maple RESET pattern.
- Handling of invalid VMU block accesses.
- Bumpmap calculations (Death Crimson OX).
- Regression with raw framebuffer write support (Neo XYX).
- Serial communication interface interrupts (diagnostic discs).
- Shadow volumes parsing errors (Daytona USA, Virtua Fighter).
- Clamping of intermediate blends when using per-pixel blending (Virtua Tennis).
- Sorting of multi-disc games where the product name / version hash is different between discs.