What's new...
- At use with fast CD-ROM drive environment (virtual drive etc.), when CD-ROM is accessed, the bug to which reading was not done uncommonly correctly was corrected.
- When the check on "Speed->Fast CD" menu is removed, the music track access speed has approached at the speed of a real machine more.
- "Sprite Layer" and "BG Layer" were added to "CPU" menu. Sprite and BG can be non-displayed. (This is a function for soft development.)
- The speed and timing were brought close to a real machine. In "Chou Aniki", the problem that the boundary of the raster-scroll has fallen into disorder (generated by v2.05) was solved.
- In "Chou Aniki", when a fast CD-ROM drive is used, the problem that the title screen occasionally fell into disorder by one frame was solved.
- Fangface
What's new...
- By some PC environment, when "Load State" or "CD access" was done in the CD-ROM game, the bug that Ootake occasionally closed because of the error was corrected.
- The timing of the CD-ROM access processing was brought close to a real machine. In "Uchuu Senkan Yamato" and "Ys IV", etc., I think that I approached a real machine by the timing of the image and the voice generation.
- The speed and timing were brought close to a real machine. In "Horror Story", the problem that the boundary of the raster-scroll has fallen into disorder was solved.
- Fangface
Tuesday, February 17th 2009 - Last updated @ 19:47 EST
Inglorious Basterds! - It's about time we get another Quentin Tarantino flick that's worth a few bucks at the theater! It's a big. throbbing middle-finger to Tom Cruise's Valkyrie, it's Inglorious Basterds with a cool-looking Brad Pitt (check the moustache ;)) NEIN NEIN NEIN NEIN!
- atila
What's new...
- Fixed ability to change the default location for storing Stella config files only working for pathnames which don't have spaces. Spaces are now allowed.
- Fangface
What's new...
- The problem with the possibility of stopping uncommonly when CD-ROM was accessed by the personal computer environment was corrected.
- When "Direct3D" is used, if the Net Surfin' etc. are done while sounding BGM such as the games and hes with Ootake, the problem that the noise occasionally entered BGM was solved.
- "Priority High" and "Priority Low" were added to "Setting" menu. if you want to give priority to other background Windows applications, select "Low". "High" to which BGM doesn't fall into disorder easily and operation is steady is recommended usually.
- The CD-ROM of latter lot of "3 x 3 Eyes - Sanjiyan Hensei" came to be recognized.
- The speed and timing were brought close to a real machine. At stage starting of Vega of "Street Fighter II'", the problem that one frame screen occasionally fell into disorder was solved. In "Janshin Densetsu", the problem that the status screen fell into disorder occasionally was solved.
- Fangface
Tuesday, February 10th 2009 - Last updated @ 06:08 EST
What's new...
* Fixed rendering issues in software mode when using 24-bit colour depth. This isn't as fast as 16 or 32-bit modes, so you're recommended to use one of those whenever possible.
* For the Win32 port: re-added ability to change the default location for storing Stella config files. To use this, simply create a file named 'basedir.txt' in the application directory containing the full path where all Stella-related items should be stored.
* Tweaked the TIA info statistics overlay to be smaller while still including all relevant information.
- Fangface
Friday, February 6th 2009 - Last updated @ 07:09 EST
What's new...
- The stability of the CD-ROM access processing by the difference of the personal computer environment has been improved.
- The volume balance of CD-DA, a built-in sound, and ADPCM sound was brought close to a real machine more.
- The volume distribution in a built-in sound source was brought close to a real machine. In the start of "Blood Gear", the buzzer sound approached the atmosphere of a real machine. I think other games to have approached a real machine, too.
- The speed and timing were brought close to a real machine. In "Aoi Blink", the problem that one line of the upper part of the status screen has fallen into disorder (generated from a recent version) was solved.
- The bug of the CD-ROM access wait processing was corrected. In the conclusion of "Fighting Street" by time up, the problem that the voice announcement of the victor was not occasionally done (generated by a recent version) was solved.
- The display processing part of sprite was sped up.
- Fangface
Monday, February 2nd 2009 - Last updated @ 06:43 EST
Per the home page:
"Ready to use with the new Visual Pinball version 9, we give you Visual PinMAME 2.1! A few new games, and many fixes for old bugs are contained."
- Fangface