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راهنمايی، ترفندها و مشكلات بازیها
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Cemu | Wii U Emulator
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<blockquote data-quote="ortegoli" data-source="post: 3957181" data-attributes="member: 29084"><p>سلام دوستان نسخه ی جدید 1.3.1 با تغییرات خیلی خوب اومد </p><p>من به شخصه ماریو میکر رو باهاش بازی کردم </p><p></p><p>General:</p><p>Added support for fullscreen mode</p><p>Added support for launching games via command line parameter.</p><p>Fixed a crash that could occur when unplugging a controller.</p><p></p><p>coreinit: Implemented more API functions.</p><p>coreinit: Added limited support for TLS (specifically __tls_get_addr)</p><p>coreinit: Changed behavior of O***itThread and OSRunThread to match real implementation more closely</p><p></p><p>zlib: Added zlib.rpl API for crc32(), inflateReset2(), compress() and uncompress()</p><p></p><p>nn_aoc: Added ListTitle API for checking addon content (for now we always return 0 titles)</p><p></p><p>FS: Improved large parts of the existing FS code, fixing a few bugs and getting rid of some limitations on the way.</p><p> Previously the filesystem code was not very well organized, for 1.3.1 we have now established a layered architecture: FS (coreinit API) -> FSA (coreinit driver) -> FSC (cemu fs abstraction layer) -> Virtual device code (This is the low-level code for raw file operations. Examples: WUD/FST handler, Windows File API)</p><p> The advantage of this new layered design is that we can implement FS and FSA code almost 1:1 as on the real console for maximum accuracy.</p><p>FS: Cemu can now run .rpx files and at the same time also mount the /content/ directory making it possible to run extracted/dumped games. </p><p>FS: Implemented support for iteration of save directories. This fixes an issue where save files where not being properly detected.</p><p>FS: All FSRead* and FSWrite* functions now correctly return the amount of members successfully transferred. (previously returned raw amount of bytes instead)</p><p></p><p>GX2: Added support for GX2Context API and state shadowing.</p><p>GX2: Added support for 1D textures.</p><p>GX2: Improved support for using 2D slices of cubemaps, array and 3d textures as render targets.</p><p>GX2: Fixed a bug that occurred when decoding certain textures. (Known as 'creepy eyes bug')</p><p>GX2: Fixed a bug in shader SUB_INT instruction.</p><p>GX2: Implemented CPU-side data copy for GX2CopySurface</p><p>GX2: Improved code to handle pixel shader imports making it more robust when semantic mapping is not setup correctly. Also now properly detects and handles the usage of gl_FragCoord inside the pixel shader.</p><p>GX2: Fixed code that handles GX2_PRIMITIVE_RECTS when only 3 vertices are supplied.</p><p>GX2: gl_FragCoord origin is now correctly set to upper_left instead of bottom_left.</p><p>GX2: Implemented API GX2InitDepthStencilControlReg, GX2InitScissorReg, GX2SetScissorReg, GX2InitViewportReg, GX2SetViewportReg</p><p></p><p>نسخه ی جدید به پست اول اضافه شد</p><p></p><p><span style="color: silver">- - -ویرایش - - -</span></p><p></p><p>سلام دوستان نسخه ی جدید 1.3.1 با تغییرات خیلی خوب اومد </p><p>من به شخصه ماریو میکر رو باهاش بازی کردم </p><p></p><p>General:</p><p>Added support for fullscreen mode</p><p>Added support for launching games via command line parameter.</p><p>Fixed a crash that could occur when unplugging a controller.</p><p></p><p>coreinit: Implemented more API functions.</p><p>coreinit: Added limited support for TLS (specifically __tls_get_addr)</p><p>coreinit: Changed behavior of O***itThread and OSRunThread to match real implementation more closely</p><p></p><p>zlib: Added zlib.rpl API for crc32(), inflateReset2(), compress() and uncompress()</p><p></p><p>nn_aoc: Added ListTitle API for checking addon content (for now we always return 0 titles)</p><p></p><p>FS: Improved large parts of the existing FS code, fixing a few bugs and getting rid of some limitations on the way.</p><p> Previously the filesystem code was not very well organized, for 1.3.1 we have now established a layered architecture: FS (coreinit API) -> FSA (coreinit driver) -> FSC (cemu fs abstraction layer) -> Virtual device code (This is the low-level code for raw file operations. Examples: WUD/FST handler, Windows File API)</p><p> The advantage of this new layered design is that we can implement FS and FSA code almost 1:1 as on the real console for maximum accuracy.</p><p>FS: Cemu can now run .rpx files and at the same time also mount the /content/ directory making it possible to run extracted/dumped games. </p><p>FS: Implemented support for iteration of save directories. This fixes an issue where save files where not being properly detected.</p><p>FS: All FSRead* and FSWrite* functions now correctly return the amount of members successfully transferred. (previously returned raw amount of bytes instead)</p><p></p><p>GX2: Added support for GX2Context API and state shadowing.</p><p>GX2: Added support for 1D textures.</p><p>GX2: Improved support for using 2D slices of cubemaps, array and 3d textures as render targets.</p><p>GX2: Fixed a bug that occurred when decoding certain textures. (Known as 'creepy eyes bug')</p><p>GX2: Fixed a bug in shader SUB_INT instruction.</p><p>GX2: Implemented CPU-side data copy for GX2CopySurface</p><p>GX2: Improved code to handle pixel shader imports making it more robust when semantic mapping is not setup correctly. Also now properly detects and handles the usage of gl_FragCoord inside the pixel shader.</p><p>GX2: Fixed code that handles GX2_PRIMITIVE_RECTS when only 3 vertices are supplied.</p><p>GX2: gl_FragCoord origin is now correctly set to upper_left instead of bottom_left.</p><p>GX2: Implemented API GX2InitDepthStencilControlReg, GX2InitScissorReg, GX2SetScissorReg, GX2InitViewportReg, GX2SetViewportReg</p><p></p><p>نسخه ی جدید به پست اول اضافه شد</p></blockquote><p></p>
[QUOTE="ortegoli, post: 3957181, member: 29084"] سلام دوستان نسخه ی جدید 1.3.1 با تغییرات خیلی خوب اومد من به شخصه ماریو میکر رو باهاش بازی کردم General: Added support for fullscreen mode Added support for launching games via command line parameter. Fixed a crash that could occur when unplugging a controller. coreinit: Implemented more API functions. coreinit: Added limited support for TLS (specifically __tls_get_addr) coreinit: Changed behavior of O***itThread and OSRunThread to match real implementation more closely zlib: Added zlib.rpl API for crc32(), inflateReset2(), compress() and uncompress() nn_aoc: Added ListTitle API for checking addon content (for now we always return 0 titles) FS: Improved large parts of the existing FS code, fixing a few bugs and getting rid of some limitations on the way. Previously the filesystem code was not very well organized, for 1.3.1 we have now established a layered architecture: FS (coreinit API) -> FSA (coreinit driver) -> FSC (cemu fs abstraction layer) -> Virtual device code (This is the low-level code for raw file operations. Examples: WUD/FST handler, Windows File API) The advantage of this new layered design is that we can implement FS and FSA code almost 1:1 as on the real console for maximum accuracy. FS: Cemu can now run .rpx files and at the same time also mount the /content/ directory making it possible to run extracted/dumped games. FS: Implemented support for iteration of save directories. This fixes an issue where save files where not being properly detected. FS: All FSRead* and FSWrite* functions now correctly return the amount of members successfully transferred. (previously returned raw amount of bytes instead) GX2: Added support for GX2Context API and state shadowing. GX2: Added support for 1D textures. GX2: Improved support for using 2D slices of cubemaps, array and 3d textures as render targets. GX2: Fixed a bug that occurred when decoding certain textures. (Known as 'creepy eyes bug') GX2: Fixed a bug in shader SUB_INT instruction. GX2: Implemented CPU-side data copy for GX2CopySurface GX2: Improved code to handle pixel shader imports making it more robust when semantic mapping is not setup correctly. Also now properly detects and handles the usage of gl_FragCoord inside the pixel shader. GX2: Fixed code that handles GX2_PRIMITIVE_RECTS when only 3 vertices are supplied. GX2: gl_FragCoord origin is now correctly set to upper_left instead of bottom_left. GX2: Implemented API GX2InitDepthStencilControlReg, GX2InitScissorReg, GX2SetScissorReg, GX2InitViewportReg, GX2SetViewportReg نسخه ی جدید به پست اول اضافه شد [COLOR="silver"]- - -ویرایش - - -[/COLOR] سلام دوستان نسخه ی جدید 1.3.1 با تغییرات خیلی خوب اومد من به شخصه ماریو میکر رو باهاش بازی کردم General: Added support for fullscreen mode Added support for launching games via command line parameter. Fixed a crash that could occur when unplugging a controller. coreinit: Implemented more API functions. coreinit: Added limited support for TLS (specifically __tls_get_addr) coreinit: Changed behavior of O***itThread and OSRunThread to match real implementation more closely zlib: Added zlib.rpl API for crc32(), inflateReset2(), compress() and uncompress() nn_aoc: Added ListTitle API for checking addon content (for now we always return 0 titles) FS: Improved large parts of the existing FS code, fixing a few bugs and getting rid of some limitations on the way. Previously the filesystem code was not very well organized, for 1.3.1 we have now established a layered architecture: FS (coreinit API) -> FSA (coreinit driver) -> FSC (cemu fs abstraction layer) -> Virtual device code (This is the low-level code for raw file operations. Examples: WUD/FST handler, Windows File API) The advantage of this new layered design is that we can implement FS and FSA code almost 1:1 as on the real console for maximum accuracy. FS: Cemu can now run .rpx files and at the same time also mount the /content/ directory making it possible to run extracted/dumped games. FS: Implemented support for iteration of save directories. This fixes an issue where save files where not being properly detected. FS: All FSRead* and FSWrite* functions now correctly return the amount of members successfully transferred. (previously returned raw amount of bytes instead) GX2: Added support for GX2Context API and state shadowing. GX2: Added support for 1D textures. GX2: Improved support for using 2D slices of cubemaps, array and 3d textures as render targets. GX2: Fixed a bug that occurred when decoding certain textures. (Known as 'creepy eyes bug') GX2: Fixed a bug in shader SUB_INT instruction. GX2: Implemented CPU-side data copy for GX2CopySurface GX2: Improved code to handle pixel shader imports making it more robust when semantic mapping is not setup correctly. Also now properly detects and handles the usage of gl_FragCoord inside the pixel shader. GX2: Fixed code that handles GX2_PRIMITIVE_RECTS when only 3 vertices are supplied. GX2: gl_FragCoord origin is now correctly set to upper_left instead of bottom_left. GX2: Implemented API GX2InitDepthStencilControlReg, GX2InitScissorReg, GX2SetScissorReg, GX2InitViewportReg, GX2SetViewportReg نسخه ی جدید به پست اول اضافه شد [/QUOTE]
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