November 12, 2003 - 0.97.5 Release Windows: Added limited support for arguments that change configuration to be passed to FCE Ultra. Example: fceu -pal 1 c:\streetgangs.nes It may be useful in frontends. Fixed filename generation for automatic IPS patching when a file with no extension is loaded. Before this change, FCEU would look for "game..ips" with a file named "game". Converted and updated the cheat guide in(to) HTML. Added support for iNES mappers 202,203,231 from info from cah4e3. Fixed support for mappers 60, 200. Fixed various major bugs in the breakpoint deletion code. UN*X: Added support for OSS(/dev/dsp) devices that don't support mono sound. Increased PPU startup idle time to 2 frames. Fixes that unlicensed "Earthworm Jim 3" game. Does it break anything? November 9, 2003 - 0.97.4 Release Fixed another obscure PPU emulation screen corruption bug. Added support for Game Genie cheats in the cheat interface. Windows: Reworked the cheat interface, merging the cheat search and cheat list windows into one. Windows: Greatly improved the CPU debugger. The code still needs a lot of cleaning, though. Readjusted VRC6 IRQ emulation timing. Added support for the UNIF MMC3 board TEROM. The maximum PRG/CHR sizes may not be correct in this implementation, though. November 8, 2003 - 0.97.3 Release Added a control to set the highest quality sound mode in Windows. This change requires that any users who previously set "high quality sound" to set it again. Fixed the volume of high-quality sound mode again. The changes I made earlier didn't affect all the filter coefficients. November 8, 2003 - 0.97.2 Release Made a minor optimization to writes to palette memory. Altered VRC6 IRQ emulation timing slightly. Fixed a weirdo PPU emulation bug that could cause garbage on the right side of the screen in certain situations. Thanks to FrenziedPanda for bugging me enough to make me look into the problem and fix it. I should be on the lookout to see if the fix breaks anything, though. Fixed the volume of high-quality sound mode(-soundq 1). It was at 1/4 the volume it should have been. I compensated by increasing the precision of the filter coefficients, which increased the sound quality of that mode slightly without hurting performance. November 7, 2003 - 0.97.1 Release Fixed mapper 105 emulation. I had begun merging it into the rest of the MMC1 code for 0.97, but I hadn't finished it. Changed things like RdMem(_PC++); to RdMem(_PC); _PC++; Darn evil global variables. I need to fix them. Screw speed. Expanded checks for the global variable "fceuindbg"(used in debug mode to prevent reads in the debugger from altering any registers). November 6, 2003 - 0.97 Release * Note: I still had much more I had wanted to get done for 0.97, but I lost even more interest. The Windows port still doesn't have a way to enable the "highest" sound emulation mode, nor the low pass filter code, not to mention that the lowpass filter code isn't complete(I would need to design a high-order FIR filter from an IIR filter to work properly-have the correct rolloff, among other things-at finite playback rates). Fixed a bug in the IPS patcher. The recorded size wasn't being updated after a successful realloc() was made, which could lead to corrupted patch data from some patches. Added support for mappers 200, 201 from submitted code. Rewrote mapper 15 support to make more sense(well, depending on your point of view...). Fixed 256KB CHR select support for mapper 115. Added support for mapper 12 from code from cah4e3. October 16, 2003 - Snapshot Fixed support for mapper 245(for nonencrypted/non-smynes-screwed up ROM images only. Fixes "Yong Zhe Dou E Long [...] Dragon Quest 7". Added support for mappers 60, 62, 230, 244 from submitted code. Modified mapper 90 emulation to allow game-select on reset for "Final Fight 3". Modified mapper 45 emulation to allow "Super 8-in-1" to work. Added a low-pass filter, and an option to enable it(CLI ports). 0x00 is now written to $4011 in the NSF player code instead of 0x40. Fixed some other similar sound register init problems that I had fixed in Festalon but forgot to fix in FCEU. Grrr. Removed some unnecessary 64-bit integer usage from FIR sound filtering code. Added a new sound quality mode. Higher than high, it's highest(in FCE Ultra, for now). Still need to fix the interface to allow enabling it in the Windows port. Added some code for lower-level MMC3 IRQ emulation. It isn't completed , and will not work properly as-is. I'm still playing around with it occasionally. Fixed the sprite overflow flag(I think I fixed it), that was broken in an earlier pre-0.97 release. Fixed support for iNES mapper 193. Command line arguments "-pal" and "-gg" now take extra arguments(1/0) and are remembered in the configuration file. September 27, 2003 - Snapshot Added support for iNES mapper 50. Modified the UNIF board initialization code. Hopefully, this new interface will eventually be used with the iNES code. Miscellaneous code cleanups. /dev/dsp is now set to 8(previously 9) buffers of 128 samples in length in the SDL code. Tried to make the save state code more expandable and modular. Moved a lot of the PPU code into ppu.c. Added more extensive debugging code to the 6502 emulator, to allow for memory read/write hooks(including zero page addressing modes). Readadjusted DMC timings when PAL emulation is enabled. It looks like it was correct before I had made the August 2 change. Thanks to Bananmos for the information. I think. :/ Added support for iNES mapper 193 from information from virtuanes. I think my dump of it is "bad", though. PRG and CHR pages look like they are in the wrong order(logical vs physical? Who's to say what's physical?). September 1, 2003 - Snapshot Fixed some minor initialization issues with iNES mappers 7 and 34. Added support for UNIF board NES-GNROM. Removed support for save states created with versions of FCE Ultra less than 0.56. Replaced SDL sound buffering code with a lock-free FIFO implementation written by David Olofson, with a few modifications by myself. Fixed a VRC7 NSF bug(it showed up under the reworked driver/file loading order in the cli code). The board in "Rolling Thunder" has "RAMBO 1" on it, not "RAMBO-1". August 9, 2003 - Snapshot Removed the old plain text documentation and replaced it with a new document in HTML. It is not completed yet, though. Rewrote the SDL-native audio code to be less wacky and more thread-safe(hopefully). I'm still waiting for a new SDL audio API... Altered the MMC5 IRQ timing. Fixes minor graphical glitches in Castlevania 3. Does it break anything? Removed some debugging code that got into the last snapshot. August 5, 2003 - Snapshot Added some code in the IPS patcher to allow for expanding the size of files. Fixed a double free() bug with a mapper 51 game(in ines.c). Added support for "Alien Syndrome" (US release) as iNES mapper 158. It looks like a derivative of the normal RAMBO-1 board(or is that the name of the chip?), similar to TKSROM/TLSROM(mapper 118). Improved the "native" SDL sound code. It will now call SDL_Delay(), among other nice things. The code could probably be improved more, though. Added support for decimal components in xscale/yscale in the SDL port. Set the default xscale for windowed mode to 2.40(to get a more correct aspect ratio, assuming the display is currently at a 4:3 aspect ratio). Modified args.c to handle floating-point numbers. August 2, 2003 - Snapshot. Disabled texture wrapping with OpenGL(there were problems at the edges of the screen with linear interpolation). Bah. Now the edges are too bright... Improved the accuracy of the DMC timing when PAL emulation is enabled. I still don't think it's totally correct, though. Changed the default settings for the SDL code. Full screen is now 640x480x8bpp by default, xscale and yscale are 2 for both full screen and windowed, opengl support is enabled, linear interpolation for OpenGL is enabled, and X-axis stretching is enabled(in full screen). "Scanlines" were enabled in 8bpp to 8bpp blits in drivers/common/vidblit.c when they shouldn't have been. Fixed. Fixed OpenGL code under big-endian platforms. August 1, 2003 - Snapshot. Various code clean-ups. Played around with adding a GTK+ GUI to the SDL code. Rewrote part of the hq sound rectangle wave code. Replaced the high-quality sound inline assembly filter code with slightly faster C code. Hacked around with GP32 support. I don't know if the GP32 would be fast enough, though. Skipped frames will now have D5 of $2002 set at the beginning of the frame. Fixes "Bee 52". I must see if it breaks anything. Added OpenGL support to the SDL code. Removed the PPU drawing inline assembly code, replacing it with a faster algorithm written in C. "Disabling" the 8-sprite limitation will no longer cause "Bee 52" to break. However, the "Solstice" wizard will still have the weird thing growing out of his face in the introduction, since it depends on no more sprites to be rendered. Added entry for that Black Bass game for header corrections in ines.c Strip color burst bit(D0 of $2001) is only "emulated" if bg or sprite rendering are turned on, at the end of the scanline. Doing it with pixel/tile granularity would require modifying the sprite graphics data copying routine, which I don't feel like doing. Fixes that crazy Sayoonara demo by Chris Covell. I also modified the NES RAM initialization code. Adjusted VRC7 IRQ emulation for better Lagrange Point goodness. Added support for iNES mapper 91. (VirtuaNES) 0.96: Improved RAMBO-1(mapper 64) emulation. "Skull and Crossbones" is now playable. 0.95: timestamp and timestampbase are no longer saved/loaded to/from save states. They were causing too many problems I didn't want to fix, and I never intended them to be saved in save states when I wrote the code that uses them. I think the reason they were being saved was that I wanted to make it possible to add movie support and network play save state loading (distributing the save state over the network). So if someone in the future wants to add these features, the issues(primarily with zapper emulation and sound emulation) with saving the time stamp will need to be resolved. Fixed some crashing bugs when save states are loaded when high-quality sound emulation is enabled. It is like patching holes in a swiss-cheese boat. All the holes may be patched, but it looks ugly. At least it tastes good... TODO: Look into saving more data in the save states, especially data that is based off of "timestamp" and "timestampbase". Also look into validating this data. Right now, corrupt save state data might cause memory corruption in FCE Ultra. Fixed some bugs in the NSF player. Cleaned up more code. Reduced the usage of TriggerIRQ(). Split the palette code into a new file, palette.c, from svga.c Low-G-Man(NTSC and PAL versions) are now recognized by CRC32 value, and WRAM will be disabled if they are loaded. A warning/status message will also be printed regarding this issue. Decreased the volume of the DMC/PCM channel in low-quality sound emulation. Low-quality sound emulation now uses 32-bit integers for much better speed. FCEUI_CRC32() wasn't returning anything. D'oh. Fixed. Added somewhat crude support for games that switch background CHR data mid-scanline (this is needed in games such as Mother, Pirates!, Business Wars, and Marble Madness). Altered NMI, IRQ, and BRK emulation again. Fixes some games, like Bases Loaded 2 and Dynamite Bowling, and maybe some others. I had to increase the size of the IRQlow variable for delayed NMI execution... I also had to add a delay between PPU reset and the PPU actually doing anything, to fix "Knight Rider". Fixed a mapper 90 save state bug. /dev/dsp code now searches for /dev/dsp before /dev/dspX (where X is a non-negative integer). SDL joystick axes configuration is now done from the joystick. Tweaked various Konami mappers' IRQ counter emulation. Added custom SDL throttle code that gives up time slices instead of using 100% cpu. Fixed an issue with sprite priorities on MSB-first platforms. Modified powerpad.c to avoid a symbol conflict when compiling on the Power PC architecture. 0.94r3: sound.c: Fixed a divide-by-zero bug that occurred when a virtual reset(like by pressing F10) occurred when sound emulation was disabled. 0.94r2: drivers/common/vidblit.c: Fixed code for 32bpp blur effect. drivers/cli/sdl-video.c: Added error message for unsupported bit depths. mappers/simple.c, ines.c: Used this bug fix pseudo-release as an excuse to add support for mapper 107. Information taken from virtuanes. 0.94(fixed release) --- Fixed call to InitUNIXDSPSound in svgalib.c Added man pages. 0.94 --- Added support for rapid fire A/B buttons on physical joysticks in SDL/svgalib/DOS code. Implemented "high-quality" Namco 106 emulation(used for hq sound mode). In this case, "high-quality" means sounding more like it should, not necessarily cleaner. I'm not certain that it's totally correct, but it's in the right direction. RAM cheats should no longer affect Game Genie emulation. I still need to completely verify this. There may be some sort of race condition. Removed various minor speed hacks in the name of style and correctness(and to make maintaining FCE Ultra easier for those people who are not me). :) Removed NSF cpu hacks, as I changed code to make them unnecessary. Fixed another FDS IRQ emulation bug. "Famicom Grand Prix II" works now. Fixed a memory leak and a heap corruption bug in "file.c". Added support for on-the-fly IPS patching. Place the IPS file in the same directory as the file to load, and name it filename.ips. Examples: Boat.nes - Boat.nes.ips Boat.zip - Boat.zip.ips Boat.nes.gz - Boat.nes.gz.ips Boat - Boat.ips Some operating systems and environments will hide file extensions. Keep this in mind if you are having trouble. Patching is supported for all supported formats(iNES, FDS, UNIF, and NSF), but it will probably only be useful for the iNES format. It can be used with the FDS format, but be warned that it will permanently patch your disk image, as the disk image is written back to disk when the game is unloaded(unless the disk image is in a zip file, in which case it isn't written back to disk). UNIF files can't be patched well with the IPS format because they are chunk-based with no fixed offsets. Support for a UNIF patching format may be added in the future(probably by someone else.). Added more games to the list in ines.c for having battery-backed WRAM, for header corrections. Copied over the 96KHz filter coefficients from Festalon that I forgot to do in 0.92. Oops. 0.93 --- Reduced the volume of the FDS sound channel. Fixed a bug in the FDS IRQ emulation code that caused "Lutter" to not work. Fixed a bug in unif.c that would cause a crash if a unif file were loaded without a board name being specified(as could happen with a corrupted nsf). Fixed a bug in general.c relating to relative filenames(running fce ultra like "./fceu ../big.nes" would work, but "./fceu ../big" would not work- it crashed). 0.92r2 --- Fixed dpcm irq bug that broke Cobra Triangle. .92 --- Removed NSF player background, and added some special effects goodies. Changed the NSF player to use the emulated gamepad as input instead of having special NSF-player-only keys. Added support for mapper 249(using nonencrypted games), thanks to SARO for info. SMYNES sucks. Updated video blitting library-thing(vidblit.c) with more special effects, and removed 24bpp support. SDL cleanupification. Added support for mapper 61. nnnesterj: Added support for mapper 57. Fixed mapper number for "Golden Game 150 in 1". Changed it to 235 from 43. DDraw back buffer surfaces are now created in system memory if the hardware blitter can't do stretching. Restructured file wrapping code. Added new cheat search methods. Fixed a major cheat unloading memory bug(and memory leak). Emulated that funky nonlinear DAC effect for hi-quality sound. More fixes/cleanups to FDS emulation code. Tweaked PPU timing a bit. Improved network play. Holding the enter key down will no longer do fun stuff to the nsf player. Improved NSF player. It should support streaming pcm nsfs now... Changed FDS keyboard keys around a bit. F6 is the disk select key, and F8 is the disk insert/eject key. F8 to insert VS Unisystem coin, F6 to view/toggle dip switches. Hopefully people won't complain after blindly hitting the save state buttons. :) Many fixes and improvements to the Windows port. No more cpu-consuming wait loops(specifically, sound). Added a message window. FDS sound emulation improvements. FDS disks are now auto-inserted on power on(or was it loading a new game...). Changed the default last rendered scanline to 231. ines header corrections are now printed as status messages, not errors. Rearranged input updating code. Fixed a sprite transfer bug. Fixes PAL version of Rainbow Islands. Debugger hooks added. Small optimizations in Refreshline and FetchSpriteData to hopefully offset the slight slowdown in the cpu core. MapperHBIRQHook is now called differently(depending on hi/low bg/spr addresses). Added support for unif board UNL-8237. Added support for mapper 144(death race). Added partial support for mapper 74. Fixed a cpu emulation bug in GETIYWR. It would sometimes set "target" to 0x10000, which was a BAD THING(overflow; now it wraps). Tried to add support for mapper 241. Needs special keyboard emulation. I think. Internal RAM is now initialized to something other than 0. Fixes Minna no Taabou no Nakayoshi Dai Sakusen. Reassigned "The Money Game" to mapper 155. It doesn't seem to respect the WRAM enable/disable bits. Silly game. And Tatakae!! Rahmen Man. Added support for mapper 115(still needs 256KB CHR select), 241, 114,88. Attempted to add support for mappers 91, 187. Modified frame IRQ to not break so many damn games. Fixed sprite hit detection loop. Improved support for mappers 80, 90,117,154, 189. nnnester and virtuanes. Reassigned "Devil Man" to mapper 154. Removed bogus Trojan header fix in ines.c. .81-post: ---- Fixed/Worked around(?) compilation problems on gcc 3.2.x. .81: ---- More SDL goodies. Renamed "Makefile.olinuxsdl" to "Makefile.unixsdl" More SDL fixes and cleanups. BeOS port is now compiled with the "-no-fpic" flag, which allows me to use my inline assembly. The executable work fine as far as I can tell. Added "Makefile.beos". gcc doesn't like my inline assembly used in RefreshLine(),so this port will likely be slightly slower than other x86 ports. Added a check to make sure SIGBUS is not equal to SIGSEGV in drivers/cli/main.c. Needed for compiling under BeOS. Renamed the "PI" member of the X6502 structure due to conflicts with a defined symbol with some math header files. Merged fcelineasm.h into fceline.h Fixed(possibly) a possible problem in fcelineasm.h with input register clobbering. More SDL changes. Added speed throttling code to the CLI code, and added a command line switch "-nothrottle". Lots of restructuring/rewriting/merging of the MMC3 code. Updated DOS code to use the generic CLI wrapper. Reads from $4090 and $4092 now return the current envelope setting in FDS sound emulation. I'm not sure if this is correct... Affects "Ai Senshi Nicole" and "Bio Miracle Bokutte Upa". Added native SDL sound support to the SDL code. the "olinuxsdl" now uses this code by default instead of the unixdsp sound code. Modified MMC3 IRQ counter emulation. I'll need to watch out to see if it breaks any games. Fixes: MegaMan 3, Gun Nac, Klax(Japanese). Changed a few memory reads in x6502.c to use RdRAM instead of RdMem, resulting in a slight speed increase. Cleaned up mapper 250 emulation code. Added support for iNES mapper 51(thanks to Kevin Horton for the information). Merged some iNES mappers corresponding to bootleg multicarts based on MMC3s with mbshare/mmc3.c. Added support for iNES mapper 52(thanks to Kevin Horton for the information). Made some hacks to the MMC3 emulation code so that I can add support for pirate MMC3 multicarts more easily. I should clean it up later. Moved mapper 44 emulation code to mbshare/mmc3.c. Saving screen snapshots will no longer corrupt the frame buffer for one frame(unless memory couldn't be allocated). Fixed screen snapshot saving(it was sort of broken due to the changes made to the driver<->emulator interface code; status messages were being saved to the image). FCEUI_SaveSnapshot() no longer returns a value(the request to save a screen snapshot is serviced before status information would be written in the next frame). nosprites is now set to 0 before RefreshSprite() returns, to prevent problems if a game turns off the bg and sprites when FetchSpriteData() for the next scanline is called but then turns on sprites when the actual scanline is drawn. PPU_hook() is now called more often if PPU_hook is non-null. Made changes to mappers 118, 95, 9, and 10 to compensate. No games seem to be broken, and I added support for mapper 96 (though the games aren't very playable because the special controller isn't emulated). Romance of the 3 Kingdoms is now recognized to use 16KB ex-WRAM. Added support for mapper 185...sort of. I think this is another instance of incompatible hardware being lumped onto one mapper number. Sigh. Added support for "Famicom Jump 2" as iNES mapper 153. If a good(as far as I can tell) dump is loaded, FCE Ultra will automatically fix the mapper number. I also made some changes to the mapper 16 IRQ emulation code. BRK now sets the I flag. Reads from $4015 no longer reset DPCM IRQ. Changed emulation of RTI instruction slightly. X.IRQlow is now set to 0 in PowerNES(). The VS Unisystem bit in the iNES header is no longer looked at( I was having too many problems with this bit being set when it shouldn't have been). Now, VS Unisystem emulation is enabled when a known VS Unisystem game is loaded. I also rewrote the VS Unisystem detection function. iNES mapper 1 now supports pageable CHR RAM if no CHR ROM is present. Fixes "Family School". Mapper 70 no longer has a mirroring control emulated, and I extended the number of 8KB CHR pages supported to 16. Cleaned up iNES MMC5 save RAM loading/saving code and added support for MMC1 games with 16KB of RAM(the second 8KB are saved), via CRC32s(currently only Genghis Khan(USA) and Nobunaga's Ambition( USA and Japan) are recognized). Added support for the MMC5 Koei game "Ishin no Arashi", in the iNES format(I added an entry with its CRC32 value and the number of 8KB WRAM banks it needs). Better iNES mapper 33/48 IRQ counter emulation. Added the game "Uchuusen - Cosmo Carrier" to this list. I'm beginning to hate the iNES format more and more...or maybe just Fanwen. :) Added the mapper 32 game "Major League" to the list of games that usually need iNES header correction...but in this case, the iNES header cannot specify that this game needs to have one-screen mirroring. iNES header information is now printed before any header corrections are made based on a database. Fixed a bug in mapper 32 emulation. "Ai Sensei no Oshiete" works now. Tried to add support for iNES mappers 245 and 249. Fixed the MMC5 read handler to return the data last on the data bus instead of 0xFF when a read was made to an unmapped address. This seems to fix the lockup problems in "Bandit Kings of Ancient China". Reversed "Modified the time at which the "y scroll" register is updated during hblank." The changes broke Klax. Added an unsigned 64-bit base timestamp variable "timestampbase". Adding this to the 32-bit variable "timestamp" will return the number of cycles executed since emulation started(in the future I'll probably change it to since reset or power toggle). This allowed me to replace "lastn" hack in the MMC1 code with something better. Changed my mind and undid the removal of support for old save states. Removed support for old save states and in general I won't try to support save states made with previous versions. MMC1: Writes to $8000-$FFFF with D7 set will now cause the first MMC1 register to be OR'ed with 0x0C. I'm not sure if this is correct, but it doesn't seem to break anything and it fixes Robocop 3. I'll see if anyone reports games not working in .81 that worked in .80. Worked on a generic driver interface wrapper very similar to the driver interface FCE Ultra used to use(I'm getting tired of all of the duplicated driver code). Eventually, the DOS, SVGAlib, and SDL ports will use this wrapper. Similar change to the argument parsing code. Changed configuration file saving-loading routines and the configuration structure to allow for linking config structures to each other). Small fix to the emulation of the MMC5 split screen mode. Made Linux SDL code compilable again. Changes to MMC5 EXRAM emulation(read/write). Fixes to the emulation of the MMC5's split screen mode, based on observations while using CastleVania 3 and a Game Genie(on a real NES). Fixed a bug in ines.c that caused any calls to AddExState() from a mapper initialization function to be effectively "erased"(ResetExState() was called after the mapper was initialized). Fixes the VRC7 sound state saving/loading stuff. Finished adding support for the MMC5's split screen mode(this does not mean that the support is complete, but at least the intro in "Uchuu Keibitai SDF" works correctly now). Worked on adding support for the MMC5's split screen mode. Not completed. Reverted to .80's FDS sound code. Modified the time at which the "y scroll" register is updated during hblank. NSF playing code will now disable FDS sound output on song init (fixes some problems with the Zelda no Densetsu NSF rip). Increased the emulated clock speed of the FDS sound emulation code to give better quality output. Modified NMI to occur a few cycles later. Fixes BattleToads...but it may have broken other games. Also modified the way NMI's are handled in x6502.c. Modified ines.c to memset() GameMemBlock to 0 on virtual power toggle. Also, trainers are now loaded into their own buffer instead of directly into emulated WRAM and copied into emulated WRAM on power toggle; I've been meaning to do this for quite some time. Changes to the way the zapper cursor is drawn on the screen. FCEUD_WriteSoundData(), FCEUD_BlitScreen(), and FCEUD_UpdateInput() have been combined into one function: FCEUD_Update(). More fixes to the network play code, and a fix to the Windows network play driver code that fixes(hopefully) a rather evil bug that caused lockups when the remote stopped network play. Added code to set the battery-backed bit in RAM if a game needs it, based on CRC32. Added more games to the list of games that commonly have bad iNES headers, in ines.c Updated docs and usage.h for DOS and Linux regarding the new video mode and the new refresh rates. Linux: Fixed a bug with video mode 6(a few upper scanlines were being cut off). Increased the refresh rate of video mode 3 to 120hz. Increased the refresh rate of video mode 2 to 65 hz in the Linux port. Screen snapshots can now be taken while playing an NSF. Added a new sexy tweaked vga mode that I created to the Linux svgalib port. It's 256x224 at a refresh rate of 103hz. Hopefully it won't blow up anyone's monitor. ;) DOS port will follow eventually. Modified Makefile.base to produce an executable named "fceu" instead of "fce". The plans(cycle-accurate ppu emulation) for .90 were a bit ambitious, and I still need to make other fixes before then. Fixed some minor(usually) bugs with setting 256x240 tweaked VGA mode in DOS and Linux ports. .80: ---- Cleaned/fixed a few things in the mapper 19 emulation code. Family Circuit '91 still doesn't work quite right... I wonder if it's a bad dump. Added input override code to Windows port. Added code to fix iNES header information in RAM and suggest changes to the user. Added support for iNES mapper 152(to be used with games set to mapper 70, that use one-screen mirroring instead of h/v mirroring). Blits using the DirectX blitting function(method?) to the primary surface are now done with the asynchronous flag set(if that fails, a "normal" blit is tried). The DirectX blit buffer(secondary surface that FCE Ultra writes to directly and then uses the DirectDraw blit function on to blit to the primary buffer) is now created without specifying it should be in system memory or video memory, except in the case when no hardware blitting is available, and then DDraw is explicitly told to create the surface in system memory. Added Family Keyboard support to the DOS port. Cleaned up the VRC7 sound emulation code. I need to find a way to save the current sound state in a save state. Found out the real name of the "Space Shadow" gun; it's called the "Hyper Shot". I'm still not sure who made it, though. Possibly Bandai did. The interesting thing is that Konami also made a Famicom accessory(dual square boxy things with two buttons on each) with the same name(though there might not be a space in the name). Only the upper two bits read from $4016/$4017 are undefined. Bit5 is always 0, though. Fixed the bug in "input.c". Silly kevtris' old documents. New kevtris' brain is always good. Family Keyboard support for the Windows port. Added support for the Family Basic Keyboard to the Linux port, other ports todo. Might want to add support for the tape recorder at some time. Also mapped the "Scroll Lock" key to disable/enable command keys so that the FBK is more useable. It doesn't disable CTRL C, though... Changed a lot of inlined functions in x6502.c to macros so that I could test out some optimization ideas. DOS code updates for game input override support. Small optimzation to opcode $4c, and relative jumps. Added some code to ines.c to set controller information in FCEUGameInfo(returned by FCEUI_LoadGame()) based on crc32 values. Updated user documentation and usage.h for DOS and SVGAlib input command-line changes. Added an option to disable the four-score(to Windows and Linux ports so far). Updated Windows interface to support the new Famicom expansion devices. (Re)Added support for the Famicom 4-player device. Improved Zapper emulation...sort of. It still needs a lot of work. :/ Added *partial* support for the "Space Shadow" gun. Added support for the Arkanoid controller(both NES and Famicom style). Added code to support the extension Famicom input devices. Added PAL scanline start/end drawing settings to Windows port. Added pause emulation key(F2) to Windows port. In the process of rewriting/fixing up input code stuff. Minor bug fix to Power Pad emulation code. VS Hogan's Alley and VS Duck Hunt automatically select the zapper now(though it only works on the SVGAlib port). Undid some FDS sound code changes introduced in 0.76 that totally screwed up sound. Oops. Added code to allow different settings for first/last scanline drawn while in PAL emulation mode, to the Linux and DOS ports. Added convenience(it's not necessary, but it reduces redundant and confusing code in the driver code) function FCEUI_GetCurrentVidSystem(int *slstart, int *slend). Updated file "TODO". Changed #include to #include "zlib/unzip.h" in file.c. NSF 6502 player now initialized the stack pointer on reset. Worked on de-emphasis emulation code quite a bit. The deemphasized palette calculated at the end of the frame is now based on what deemphasis bits were set for the longest during the screen(sampling interval is a scanline) update loop. Added a "static" deemphasized palette at $40-$7F in the palette table. This corresponds to the colors when all of the deemphasis bits are set. I did this to fix the PAL game "Noah's Ark", without breaking anything else. The only downside is a slight speed loss(~2% on my system when sound is disabled), but this is acceptable to me, at least. Maybe it's time to write hi/true-color ppu drawing code... Fixed an out of bounds array access in svga.c in SetNESDeemph(). The variable "lastd" in svga.c was being initialized to the wrong value. Thanks to "Jarod CANAL" for pointing this out. Removed FCEUI_SetFirstRenderedLine or whatever it was called and the function to set the last line. Replaced with: void FCEUI_SetRenderedLines(int ntscf, int ntscl, int palf, int pall); Changed SetVidSys(int w) to ResetVidSys() in fce.c. Reenabled PAL/NTSC emulation overrides based on game loaded(really only useful for NSFs and UNIFs now). UNIF loading code now recognizes the chunk "CTRL" and tries to use it. Only the svgalib code supports overriding of input settings based on game loaded, now, though... The user is still going to have to configure powerpad settings on his/her own. Fixed return values of FCEU_fseek() and fixed a problem in unif.c related to it. Changed mechanism for how FCE Ultra tells the driver code what type of system is being emulated. A structure of type "FCEUGI" is returned from FCEUI_LoadGame(). Fixed a major mapper 64 emulation bug introduced in 0.76. Modified BlitVidHi() in drivers/win/video.c to speed it up. Added support for loading the iNES-format Game Genie ROM image. Removed ggrom.h and added code to load the Game Genie ROM image from a file. Added Windows netplay.c. (new: the user exiting the emulator while stuck in a blocking recv() or send() loop now works.) Fixed a vram address register bug in fce.c that I created when I got rid of the pair/dpair data types. Added new mappers/92.c Removed mappers/92.c until I can contact LULU or rewrite it. drivers/win changes. Removed netplay.c until I can rewrite it. Got rid of pair/dpair data types. Got rid of silly "TempArray" thing. Began adding GPL headers to files. FCE Ultra is going to be in a state of legal limbo for the next few days... Replaced crc32.c and crc32.h, and added some #ifdef's and #defines to use the crc32 code in zlib instead if zlib is linked with FCE Ultra. More fixes to sb.c. Cleaned up drawing.h and ggrom.h(even though ggrom.h will *probably* be removed before the next release). Redid frameskip code. Rewrote necessary pieces of sb.c and sb.h and fixed quite a few bugs. I still need to test it on various other sound cards, though. Rewrote(more like "recreated in my own image") DOS keyboard driver. Removed unused "keyscan.h" from drivers/svgalib Rewrote part of(the parts that Marat wrote - the connection and closing parts) the Linux TCP/IP network play code. I guess it works, but I haven't tested it very much. In any case, it's still dangerous to use network play in FCE Ultra with SVGAlib, since recv() or send() might block and since the keyboard is in raw mode, you have a problem. Maybe a future SVGAlib will fix the general problem of lockups if keyboard_update() isn't called, though it is only partly SVGAlib's problem... Fixed FCEU_fseek() when used with a compressed file in the PKZIP format that has been loaded. Fixes a UNIF loading problem. Also added a check to the return value of FCEU_fseek() in unif.c. Replaced Marat's 6502 emulation core with my own. It should be fully functional, but as always, I don't know if I implemented the undocumented instructions correctly. Several things are correct in this new core that were not in Marat's(D flag is no longer cleared by interrupts, for example). Altered mapper 16 irq counter emulation slightly. Fixed the behavior of the SXA, SYA, and XAS opcodes based on the documentation I have. I'm not sure what happens when page crossing occurs with those instructions on a real NES, though. Also CHANGED(not fixed) emulation of opcode $8B("XAA"). Changed some of the M* functions(absolute indexed and maybe some others) to perform dummy reads. Changed some of the macros in m6502.c to inlined functions so that I can modify and examine them more easily. .77: ---- Fixed a silly network play bug(in the global network play code) that caused excessive lag. Added a "niceness" setting to the sound configuration dialog. Removed obsolete information from the dialog. Fixed speed throttling code in Windows port when PAL emulation is disabled/enabled and a new game hasn't been loaded yet. Commented out a printf() to debug stuff in fds.c(oops). Applied PK's joystick patch to the osdl code. It allows the user to map axes and it fixes a joystick button mapping configuration saving bug. Added two command line options new to Linux port to DOS port. Just need to test them... Added some stuff to unif.c to allow for boards that can support CHR RAM instead of CHR ROM(darn Sachen boards...). Fixes UNIF version of "Q-Boy". Added command line option "-snapname" to Linux port. I'll add it to the Windows port as well, but probably not to the DOS port. Added clip option to Linux port. Fixed sound logging(in Windows port) so that multiple recording sessions now work. Added an option to clip the leftmost and rightmost 8 columns of graphics in the Windows port. Added a submenu that lists recently opened files, in the Windows port. .76: ---- Updated porting.txt. Added speed throttling code to Windows port that's used when sound is disabled(and an option in the "Miscellaneous" configuration window to disable it). Added cheat interface to DOS build. A few tweaks to the text cheat interface code in the cheat listing code. Added a command to quickly toggle the status of the cheat(though a cheat can still be disabled/enabled by (M)odifying the cheat). Support for UNIF UNL-TC-U01-1.5M board added. Same credits as below. Rewrote mapper 228 code just for the heck of it(actually, I couldn't figure out why some(about two) of the games in the Action 52 cart weren't working in .75(and .76). I traced it back to .71, where an apparent bug in the undocumented 6502 opcode emulation allowed it to work, which was later fixed for the .72 release(opcode 0x7C)). I'm thinking that the dump is bad... Added a few crc32 checks to ines.c to check for and report when a known(by me) bad(hacked or bad dump) game is loaded. Added support for the following UNIF boards. Thanks to Quietust and Kevin Horton for the information. Some problems still exist with a few games that use these boards, though... UNL-Sachen-8259B UNL-Sachen-8259A UNL-Sachen-74LS374N UNL-SA-016-1M UNL-SA-72007 UNL-SA-72008 UNL-SA-0036 UNL-SA-0037 Fixes to some stuff in cart.c(for example, calling setprg32() when only 16kb of prg data is present now works). Added support for iNES mapper 189. Tried to add support for the UNIF board "UNL-H2288". Failed. Updated "cheat.txt" to fix a few typos and added an example of finding and adding a cheat using the Linux port's text interface. The actual section on the Linux cheat interface still needs to be written, however. Changed network play code in the Windows port and fixed a bug. Fixed a similar bug in the Linux netplay code....sort of. A few cosmetic changes to the dialogs in the Windows port. Fixed sound initialization on the Windows port(it was being initialized when FCE Ultra started even if it was disabled by the user. Oops.). Joystick button configuration code in Windows port changed slightly to be more useable. Changed reference to video mode 5 in the linux port to "1 per 4". It may not be very meaningful, but it is certainly better than "TV Emulation". I'll change the Windows port reference later. Documented video mode 7(320x240) for the Linux port. Also added a check for the FBDev driver in order to use this mode instead of a tweaked vga mode if that driver is being used. Added/Fixed cheat interface for Linux port. It's still not perfect, though. The code is ugly... Callback function for FCEUI_ListCheats() now receives status information(enabled/disabled). Callback functions for cheat functions now must return 0 to stop listing cheats or 1 to continue. Fixed a problem(the cheat code was reading in cheats for address $0000 from cheat files if any blank lines were present). SDL port zlib changes(linked dynamically to zlib now). More changes to envelope decay + looping on code. No longer depends on value @ $4017. It now sounds correct based on some tests I did with SMB3 and a GG, but Goonies 2 doesn't sound right( based on a sound file sent to me by another person). Added support for iNES mapper 140. Thanks to Quietust for the information. I need to figure out how to deal with the problem of so many bad NSFs that most people consider good... Changed envelope decays a bit. Their behavior now depends on bit 7 of $4017. I don't know if this is right... Addition of debug.c for some debugging stuff. Updated zlib to 1.1.4. Modified code in various files to allow UNIF games to override current selected video system emulation(NTSC or PAL). Need to make sure this really works. Changed sound.c to prevent desynchronization during network play. This might slow down sound emulation slightly, especially when sound emulation is disabled. I really don't care... Updating network play code. More info later... Moved the sound/video/etc output code in EmLoop() to the top of the for(;;) loop so that initialization prior to calling EmLoop() will be the same as initialization done during a call to a FCEUD_* function. A few very small changes to sound emulation in fds.c. Changed unlink() to remove() in cheat.c and removed the including of the header file unistd.h. Split up the cc=... statement in RefreshLine() to make it easier to read and not ambiguous(to Borland's C compiler). Changed a lot of the function declarations in cheat.c. I'll need to verify that cheat searching still works ok and that cheats still work ok. I'll also need to update the Windows(and Linux console) cheat code to prevent compiler warnings. Fixed various minor code problems(not minor if you want to use a compiler besides gcc). This is an ongoing process... Removed bit fields after reading about and thinking about possible portability problems, though I kept some optimizations in fceline.h Minor code simplification in drivers/win/joystick.c(replaced "case 200 ... 207" and "case 208 ... 215". Modified some code to use bit-fields in the graphics rendering code in fce.c and fceline.h. gcc seems to be able to optimize the new code to run faster. Fixed m6502.c and fce.c to initialize variables on virtual power toggle. This should fix network play on the Windows port. I'm also in the process of cleaning up fce.c. .75: ---- Fixed directories configuration stuff in Windows port(corresponds to .75r2). More changes to square wave channel envelope/volume emulation... Changes described in the large paragraph some lines down have been abandoned. Added a command line switch to set the volume in the dos port. Changed Windows sound configuration dialog. Now buffer length is specified in time, not samples. I also added a volume control. Reduced the volume on 8-bit sound output on all ports by 1/2. Added a function FCEUI_SetSoundVolume(). Added support for setting the volume via the command line in the Linux port, other ports coming soon. Changed FCEUD_WriteSoundData() again. No longer has a "Check" argument. All clipping(ugh) is done internally now. Added a directories configuration dialog to the Windows port. I worked on it too long and I became a zombie, so it might have a few bugs. That's what guine...err...users are for. ;) Don't expect me to do anything like this for any other port, though. I don't feel like doing it on the DOS port, and the Linux and other UNIXy ports shouldn't really need it. Made some changes to the rectangle/square wave channel emulation to fix the pops in SMB. I have no idea if what I did is correct. To be honest, I'm not sure I know EXACTLY what I did, but it's something like this: Writes to $4003/$4007 now reset the duty cycle count and reload the cycle counter with the current wavelength. Writes to $4003/$4007 now do not update the amplitude output of the channels; they will be updated after the cycle counter hits 0(or below). More information in iNES informational output. Minor changes to mappers/16.c. Increased the volume of the VRC6's sawtooth wave channel. Added more information to the RAM cheat guide. Changed the triangle wave generation code slightly. I decided to remove support for the higher-frequency triangle waves, as they are too cpu-costly to create and are probably not very audible on a real NES anyway. Major changes to how sound is mixed. This necessitated a high pass DC-offset removing filter, and a low-pass filter just to make things sound better. ^_^ Note: FCEUD_WriteSoundData() no longer needs to clear the waveform data referenced by the passed pointer; it's done internally now. Fixed JMP ($xxxx) - now handles wrapping like it occurs on a real 6502 (hopefully; I'm assuming that the same holds true for the NES' cpu). Added the ability to load a custom global palette in the DOS port. Fixed bug in drivers/common/unixdsp.c(wrong return value if sample rate was out of range). Many sound fixes... - Frequency sweeps, length counter stuff,... Changed Windows port to use IDirectInput7 and IDirectInputDevice7 interfaces. Fixed a Game Genie bug in the core emulation code. It only appeared in the Windows port, though. (Enabling gg emulation, loading a game, and then disabling gg emulation and loading a new game while in the gg code entry screen would cause the new loaded game to not work correctly). Modified windows port to use the config saving/loading stuff in drivers/common/config.c Mapper 45 cleanups/fixes. Added the ability to load a custom global palette in the Linux port. Yay. Fixed a large number of overcomplicated code and silly bugs in drivers/common/config.c. This changes the format of the configuration structure, too. Also added support for saving/loading strings with automatic memory allocation when strings are loaded. Minor change in InitNetplay(). Fixed bad type conversions for pointers to functions and fixed some bad declarations of functions. Reenabled zlib support for the sdl build. I need to pay attention to patches that modify lines than don't fit on my screen. Fixed vidblit.c to not emit so many warnings when compiling. .74: ---- Stop sound in Windows port when user clicks l/m/r mouse buttons in the non-client area of the window. Added "Drag and drop" file open support to Windows port. Various code cleanups. mappers/33.c optimization. Rewrote the function "FCEU_MakeFName()". Removed crc32.h from mappers directory. Modified some of the window resizing code in the Windows port. Added support for waiting for vblank/double buffering to the Windows port. Added/Fixed support for iNES mapper 248. After an NSF file is loaded, information about its header is now displayed. Fixed a typo in the Namco 106 extra ram handling code. Improved the quality of the Namco 106's extra sound channels. - Thank Mamiya and Applepie(real name?) for info. When an NSF file is being played, FCE Ultra will no longer go through its scanline rendering loop. This speeds up NSF playback considerably. Updated "porting.txt". Moved some stuff from DriverInterface() to their own functions. Fixed some iNES mapper 18 IRQ counter emulation bugs. "Ninja Jajamaru - Ginga Dai Sakusen" now works. Rewrote large pieces of the mapper 64 code. "Skull and Crossbones" still doesn't work, though. Changed format of iNES header information output, added "ROM CRC32" info. Modified the way cycle timing is done slightly. No change for NTSC emulation, but PAL emulation is a little more accurate. Changed the behavior of indirect indexed(I hope I got that right ;)) instructions to behave more like a real 6502(junk reads are now performed). A few optimizations/cleanups in m6502.c. 0.73 ---- * Fixed several bugs with sprite emulation. Several games(such as "Trojan" and "VS Duck Hunt") that were broken in .71 and .72 now work ok. * Added support for iNES mapper 82. Thanks to those who work on "unofficial nester". * Added support for iNES mapper 250(used by "Time Diver Avenger"). * Fixed the documentation to show that iNES mappers 48, 83, and 232 are supported. * Removed various pieces of stale code and fixed a few minor bugs. * Fixed a triangle wave channel bug(the channel was sometimes enabled when it shouldn't have been). * Writing to $4010 with the upper bit clear now acknowledges the DPCM IRQ. This appears to fix "Stunt Buggies". * Rewrote pieces of the Zapper emulation code to be cleaner and more accurate. * Rewrote the VS Unisystem dip switch drawing code. * Simplified the setting of VS Unisystem dip switches. The "V" key now toggles viewing AND editing of dip switches. 0.72 ---- * Various minor bug fixes. * Various code cleanups and size and speed optimizations. * Removed some (apparently) unused MMC5 sound emulation code. * Changed the behavior of $2003 and $4014 to better simulate what occurs in a real NES. * Fixed a few bugs in the undocumented 6502 opcode emulation code. The Game Genie code "NUTANT" for SMB 3 works correctly now, at least(previously it caused the game to lock up at the end of levels). * Rewrote large pieces of the 6502 memory fetching code, resulting in a slight slowdown in the speed of emulation. Benefits include: Game Genie emulation now works(again) and 6502 emulation is more accurate. * Added support for iNES mapper 72. Thanks to rinao for the information. * Fixed support for iNES mapper 77(used by Napoleon Senki). * Fixed/Added support for iNES mapper 226. Apparently I made a mistake in the documentation. Thanks to Mark K. for the information. * Added support for iNES mapper 227. Thanks to Mark K. for the information. * Added support for iNES mapper 234(used by the Maxi-15). Thanks to Mark K. for the information. Note that many of the Maxi-15 ROM images on the Internet have corrupt CHR data(graphics), or the mapper number is set incorrectly(usually to 11). Use a utility to fix the mapper number. * Added support for the following UNIF boards(prefixes omitted): - EKROM (and fixed the reference to "Gemfire" in the documentation). - HKROM * Added the ability to enable and disable individual RAM cheats. * Fixed some problems with the cheat search code(the NES' internal RAM was being searched differently than any external RAM, which was being search incorrectly). 0.71 ---- * Fixed a 6502 emulation bug that was causing some Koei games (ex: Nobunaga's Ambition, Genghis Khan) to not work. * Extensive PPU/CPU timing adjustments. * Fixed support for iNES mapper 40. * Added support for the following UNIF boards(prefixes omitted): - ETROM - ELROM - EWROM * Fixed a few bugs in the UNIF code. * Added support for loading and saving cheat files and an interface to search for/add/delete/list cheats(no interface yet on Linux/DOS). * Fixed a few minor bugs in the Windows DX code. * Command line options to control the number of sound fragments and the fragment size have been added(Linux). 0.70 ---- * Adjusted PPU/CPU timing. * Removed(until I understand the problem) a hack to get one of the games in the Caltron 6-in-1 to work. * Fixed an MMC3 IRQ emulation bug("Project Q" works better now). * Fixed a problem/misunderstanding regarding the upper scanline. It can now be displayed again. * More accurate sprite hit emulation(fixes the title screen of "Ultimate Stuntman"). * VRAM bank switching for iNES mapper 4 is now possible(and enabled for all mapper 4 games without CHR ROM). Fixes "Tenchi o Kurau 2". * Added support for the Famicom's four-player adapter and the ability to enable it(it is disabled by default to prevent compatibility problems). * Added an option(under miscellaneous configuration) to automatically open the "File Open" dialog box when FCE Ultra is started. * Sound sampling rate is now configurable. * Fixed some bugs in the DirectSound code. * Joystick button configuration is a little more user friendly(and stable, hopefully) (Linux). 0.62 ---- * Added support for the Famicom Disk System's extra sound channel. * Updated the version of Tatsuyuki Satoh's OPL2 emulator used in FCE Ultra from .36f to .37a. The sound quality in "Lagrange Point" seems to have improved. * Added support for iNES mapper 242(used by "Wai Xing Zhan Shi"). * Fixed a network play bug that could cause desynchronizations if more than one network play session occured since FCE Ultra was started. This bug only showed up on the Windows port, though. * Increased the volume of the noise and triangle sound channels. * Fixed a save state loading bug. * Fixed a small memory leak that was being caused by the VRC7 state loading code. * Fixed a bug that could cause FCE Ultra to crash if a virtual disk was being read and the user ejected the virtual disk. * Various minor bug fixes/code cleanups. * NTSC color "emulation" can now be enabled again(the code to enable it was broken in the last version). (Linux) 0.61 ---- * Speed optimizations in sprite rendering code. * Screen snapshots are now saved in the PNG format instead of the PCX format. * Fixed Game Genie emulation(it wasn't working in the last release). Also added support for Game Genie emulation to the UNIF code. * Rewrote command line option parsing code. * Fixed a problem(if FCE Ultra was configured to connect to a remote host and the remote host was given as an IP address, and the IP address couldn't be reverse resolved, which is commonly the case on home LANs, the connection attempt would fail) in the network play code. I had misinterpreted the Winsock API documentation when I wrote the code. (Windows) 0.60 ---- * Various speed optimizations. * Sound is no longer messed up when a JAM/KIL opcode is emulated. * Fixed an overflow bug that occured when $4014 was written to during certain(rare) conditions. * Fixed a few save state bugs. * Fixed a MMC1 CHR bank switching bug. * Added emulation of the MMC5's WRAM write-enable/disable registers. * Fixed a sound frame IRQ emulation bug. "Qix" works now. * Added UNIF support. Some of the board emulation is still a bit buggy, though. Look at the documentation for a list of supported boards. * Updated the "Palette Notes" section of the documentation. Also fixed a few other problems with the documentation. * Added support for loading files in the PKZIP and gzip compressed file formats via zlib. * Added the ability to configure the first scanline and the last scanline to draw to the screen. Enabling PAL emulation no longer will cause all 239 scanlines to be displayed, though an option to override these settings for when PAL emulation is enabled may be in the next version. * Fixed a bug that would cause the emulated D-pad of virtual gamepads emulated through the keyboard to be duplicated through "higher" virtual gamepads(gamepad 1 would affect 2,3,4; gamepad 2 would affect 3,4; etc.). (Windows) 0.55 ---- * Rewrote window resizing code. The window will now resize itself to a multiple of the NES' screen dimensions nearest to the user selected dimensions. (Windows) * Added an option to use buttons instead of axes on physical joysticks for the emulated D-Pad. This is useful for some digital joysticks. (Windows) * Fixed a bug that would cause FCE Ultra to crash if sound were disabled during emulation. (Windows) * Added the ability to "fast forward" emulation. * Added an option to allow more than 8 sprites per scanline to be displayed. * Added an option to save all extra non-volatile game data (such as battery-backed RAM) in a directory under FCE Ultra's base directory(as opposed to the directory the game is located in). * Added an option to allow the emulator to change to a full screen video mode once a new game is loaded. (Windows) * Rewrote pieces of DirectInput joystick handling code. Hopefully it should increase compatibility. (Windows) * Added the ability to automatically obtain button numbers when configuring joysticks, by pressing buttons on the joystick. * Added the ability to close the current game(decreases CPU usage). (windows) * Increased the speed of various function calls by passing arguments to functions through registers instead of through the stack. * Added emulation of the MMC5's raw PCM register. * Added the ability to save/load save states while network play is occuring. * Having PAL emulation enabled will no longer override the NTSC/PAL settings in NSF headers. * Fixed a bug that got into the .54 release. Extraneous data was being returned on reads from $2002, which caused problems with some games(such as "Choujin Sentai Jetman"). 0.54 ---- * Fixed a bug that would cause a wrong battery-backed WRAM file name to be produced if FCE Ultra was passed a file name without any directory component(such as "fceu SuperBlah.nes"). * Fixed an iNES mapper 118 emulation bug that got into the code in a recent code cleanup. "Armadillo" is playable again. * Fixed a typo(and bug) in the MMC5 emulation code. * Data returned from emulated reads to "unmapped" areas or memory locations where bits are undefined should now be correct. * Fixed emulation of the sprite memory transfer register $4014. It now takes into account the last value written to $2003 and starts the transfer to that location in sprite memory(like on a real NES). * Added a video configuration dialog box. (Windows) * Added the ability to configure a custom video mode. Aspects that are configurable include width, height, bits per pixel, and size transforming(stretching and scaling). (Windows) 0.53 ---- * Fixed a bug with joysticks that occured on systems with multiple joysticks. (Windows) * Added support for iNES mappers 77 and 92(thanks to LULU for the code for both). * Added partial(timer is non-configurable) support for iNES mapper 105. * Changed save state format again. Save states made with previous versions should still be compatible, though this may change in future versions. * Small optimization to sprite emulation code. * Rewrote color-deemphasis code to use integer math instead of floating-point math. * Rewrote and restructured input code. (Linux) * Added command line option "-f8bit" to force 8-bit sound. (Linux) * Rewrote and restructured input code. Among other new features, keyboard keys are now somewhat configurable. (Windows) * Writes to $4003/$4007 will now reset the emulated square wave duty cycle generator. * Added emulation of the Power Pad. * Rewrote joystick device reading code to use the event-driven interface. This should fix various problems regarding support for joysticks with many buttons. (linux) 0.52 ---- * Fixed a PCM emulation bug(digitized voices in "Ikari Warriors 2" and "The Immortal", among others, work now). * Fixed noise channel's LSFR update frequencies(hopefully). * Various minor bug fixes. 0.51 ---- * Added support for iNES mappers 86 and 89. * Reduced byte size of the NSF player's background. * Adjusted CPU/PPU timing. * Fixed sound channel frequency calculations for when PAL emulation is enabled. * Rewrote large pieces of the sound code and got rid of the sound queue. Sound quality should be slightly better now. * Various minor bug fixes. Windows: * Fixed an FDS side reset bug when a new game is loaded. * Screen width/depth/height changes while FCE Ultra is in windowed mode are handled now. * Changed the configuration file format. * Added a palette configuration dialog. * Added the ability to load a custom NES palette. * Added an option to double 16-bit sound volume. * Added an option to force 8-bit sound. * Added an option to use a secondary sound buffer(versus the primary). * Added an option to wait for vertical blank if sound is disabled. * Added an option to run while focus is lost. 0.50 ---- * Many bug fixes. * Sound code partially rewritten to improve quality(near-perfect raw PCM now) and eliminate the need for a separate thread. This created a small problem with network play, though, so read the network play notes section. Also, synchronizing to vertical blank has been removed. * Rewrote other pieces of sound code. No more "buzzing" in MegaMan 2, Codemasters games' intros, etc. * Added support for the NES Zapper and the VS Unisystem's light gun. Be sure to read "Light Gun Notes". * Changed save state format. Save states should now be much smaller for most games. Most(not all) save states created with an older version should work. * Added support for VS Duck Hunt and VS Hogan's Alley.