1 Virtual Jaguar v1.0.7 GCC/SDL
2 -----------------------------
4 * Fixed some vertical positioning bugs in the OP. Now Checkered Flag, Alien
5 vs Predator and probably others now work as they should (graphically ;-)
7 * Better GUI support. Most options in the GUI work now, and more are expected
8 to be functional in the near future. [Shamus]
9 * Fixed a few more lingering blitter bugs (there are more to be found). This
10 fixes most of the glitches in Cybermorph and Alien vs Predator. [Shamus]
11 * Fixed an Object Processor scaled bitmap bug that caused incorrect
12 positioning of scaled bitmaps that started outside the line buffer, and
13 also fixed a problem that caused the OP to hang in certain situations. This
14 fixes Bubsy, International Sensible Soccer, and probably a few others.
18 Virtual Jaguar v1.0.6 GCC/SDL
19 -----------------------------
22 * Added support for gzipped ROM files. [Adam Green]
23 * Added OpenGL support. Because of this, aspect ratios in the various
24 graphic modes should be correct now. Thanks goes to Niels for enlightenment
25 in this area. :-) [Shamus]
26 * Moved all platform specific video code to video.cpp. This should make it
27 easier to add functionality to the video subsystem without having to chase
28 code around in places where it didn't belong. [Shamus]
29 * Key bindings are now customizable. [Shamus]
30 * VJ now uses a config file (vj.cfg) for commonly used settings. Settings in
31 the config file can still be overridden by command line switches. [Shamus]
32 * Preliminary GUI mouse support. [Shamus]
33 * Fixed an off-by-one bug in the Object Processor when dealing with scaled
34 bitmap objects. [Shamus]
35 * Fully virtualized screen size. What this means is that we can keep the
36 Jagaur screen displayed in a convenient size (320 x 240) and the graphics
37 that various ROMs display will now be properly centered (more or less, they
38 were really centered for a TV display). [Shamus]
39 * Border color is now displayed properly. [Shamus]
40 * Fully pipelined DSP core. Because of this, Wolfenstein 3D now has sound. To
41 use the old core, use the -nopipeline switch. [Shamus]
44 Virtual Jaguar v1.0.5 GCC/SDL
45 -----------------------------
47 * Various fixes to the codebase so that it compiles and works properly on
48 Linux. :-) The makefiles are almost identical now, the only thing that's
49 different between them are the SYSTYPE and EXESUFFIX variables defined at
51 * Fixed a pernicious blitter bug that kept Rayman from doing proper collision
53 * Added a simple file selector so that typing in long filenames in order to
54 run the emulator is no longer necessary. :-) To use it, instead of
55 supplying a ROM name, simple put in the name of the directory where your
57 * Removed all the assembly language code from the DSP, so it should be a
58 little less buggy now. Also, removed some brain-dead timeslice releasing
59 that was causing a bunch of problems with various ROMs. [Shamus]
60 * Added sound support! In order to hear any sound, you probably have to
61 start VJ with the -dspon switch. Also, unless you have a very fast computer
62 the sound is going to be choppy. Hopefully future optimizations will cure
64 * Added GUI support. You can see the results by hitting the TAB key while the
65 emulator is running. ;-) [Shamus]
66 * Lots of cleanups to the source code including the ability to trace who
67 writes what to where. [Shamus]
70 Virtual Jaguar v1.0.4 GCC/SDL - source only release
71 ---------------------------------------------------
73 * Lots of bugfixes. [Shamus]
74 * Jaguar BIOS now works properly and is used by default. BIOS failure was
75 due to a bug in the GPU (specifically in the SUBC and ADDC opcodes). To
76 override this behavior, use the -nobios switch. [Shamus]
77 * Rewrote the OP code--mostly because it was pissing me off. ;-) Not
78 to mention that it was almost completely unmaintainable in its former
79 state and was just plain wrong in its implementation in many places.
80 Because of this, some RMW effects that were missing from AvP are present
81 now and leftover crud in scaled bitmaps in Rayman is gone now. ;-) [Shamus]
82 * ZIP support! Now there is no longer any need to unzip ROMs (although if
83 you prefer to waste HD space, VJ will gladly accomodate you). The code to
84 support this is a pretty ugly hack, but it works and there are other fish
85 to fry at the moment. Also, ZLIB is now required to compile VJ. [Shamus]
86 * Support for PD ROMs. Currently the only one that works at all is JagMania,
87 though as the hardware emulation gets better more PD ROMs will begin to
88 work. Note that you must use the -nobios switch for this to work. [Shamus]
89 * Preliminary support for PAL Jaguar emulation. Default is NTSC. To use it,
90 use the -pal switch. [Shamus]
91 * Support for DSP activation. The DSP is now *off* by default, since it
92 doesn't work properly yet. Use the -dspon switch to force the DSP on.
94 * Removed all hacks that were written to support a specific ROM from the OP
95 and GPU code (much more remains to be removed). Since the CRCs that were
96 calculated to support these hacks were done on byte swapped ROMs, they
97 weren't working anyway. Besides which, a hack means that you don't
98 understand the hardware properly and/or don't know how to write the code to
99 properly emulate the hardware. ;-) [Shamus]
100 * Renamed the executable from the ridiculously named jag_em to the more
101 sensibly named vj. Note that the Jag_em.cpp file has also been changed to
102 reflect this name change. [Shamus]
103 * Removed Aaron Giles 68K dissasembler in favor of the one included with the
104 Musashi core. It's there, why not use it? ;-) [Shamus]
105 * Reordered the order of A, B, and C buttons to more accurately reflect their
106 respective positions on a real Jaguar controller. Also fixed a small bug that
107 kept the number pad from reporting the right numbers to the emulator. :-)
109 * Started to remove the !__PORT__ defintions from the source code. Since this
110 is supposed to be a portable emulator, we won't be using any MS specific
111 code anyway. [Shamus]
112 * Fixed some problems with the blitter when doing clipping and bit expansion.
113 Also fixed (reintroduced?) a bug that existed in the real blitter HW (the
114 YADD1 bit in A2--fixes Tempest 2000). [Shamus]
115 * Probably a bunch of other stuff that I've forgotten about. ;-) [Shamus]
117 NOTE: Tested only on WIN32 platform! ;-)
120 Virtual Jaguar v1.0.3 GCC/SDL - source only release
121 ---------------------------------------------------
123 * Converted GNU assembly in the GPU core to C code -- Rayman and
124 Alien vs Predator work again. :-) [Shamus]
125 * Removed closed source Starscream and replaced it with the open source
126 Musashi core. Because of this, VJ runs a little faster now. :-) [Shamus]
127 * Various cleanups to the source files (still lots of work to do!) [Shamus]
129 NOTE: Tested only on WIN32 platform!
132 1.0.1 - 1.0.2 - Unreleased, mostly for testing/finding bugs
133 -----------------------------------------------------------
135 * Lots of stuff happened, but we can't remember any of it. :-)
138 Virtual Jaguar v1.0.0 GCC/SDL - initial source release
139 ------------------------------------------------------
141 * Converted VC++ assembly to standard GNU assembly;
142 * Fixed small bugs in SDL related items (keyboard/graphics);
143 * Added *some* optimalisations to the graphics sources;
144 * Added joystick support (not tested);
145 * Added joystick port support (not tested);
146 * Added frameskip support;
148 Source only release. Tested on BeOS, Linux, FreeBSD and WIN32.
149 SOUND emulation was NOT done. Need help with this one :)
152 SDLEMU (Niels Wagenaar & Caz) - http://sdlemu.ngemu.com