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Releases: Senryoku/Deecy

v0.6.2

04 Jun 01:36

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New Features

  • Rewind.
    Regularly takes snapshots of the DC state, allowing you to return to a previous state at any time.
    This is disabled by default, enable it from the new General setting tab. From there, you can also configure the snapshot interval and the maximum number of snapshots saved (Note: More snapshots will increase memory usage).
    For the best experience, also map your preferred shortcuts to the rewind actions (Previous/Next/Confirm/Cancel).
  • Controller-Navigable Game Launcher.
    Start games from your library using only your configured DC controller. You can set this launcher to open automatically on startup via the General settings tab.
  • Microphone support.
    Enable microphone input by adding one to an expansion slot of your emulated controller.
  • MSAA x4 support for opaque pass.

Full Changelog: v0.6.1...v0.6.2

v0.6.1

22 Apr 23:59

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What's new

All of the following new features are considered experimental.

  • Per-Game cheats
  • 16:9 aspect ratio support
  • DC Keyboard & Mouse support
  • Dream Pico Port support
  • VMU beeps

Lots of bug fixes:
Full Changelog: v0.6.0...v0.6.1

v0.6.0

07 Feb 15:58

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Warning

Configuration format has changed and won't carry over from previous versions of Deecy.

Warning

Game folders (under ./userdata/) may have changed names from previous versions. You can manually copy your VMUs and saved states to the new folder if you wish to keep them, they are compatible.

Thanks @Immersion95 for the numerous bug reports!

Which version should I use?

x86_64_v2 to x86_64_v4 refers to the instruction set supported by the CPU.

Version Target CPU Note
x86_64_v2 Older Use if other versions crash (Illegal instruction)
x86_64_v3 Standard Most users should be able to run this one
x86_64_v4 Recent Best performance for newer hardware (roughly 2017+ for Intel, 2022+ for AMD)

What's Changed

General

  • Improved timing logic and optional frame limiter for a smoother framerate.
  • Vibration Pack support.
  • Improved support for 240p titles.
  • Support for Zstd compressed hunks in CHD files.
  • Better support for older CPUs. This needs more testers!

Rendering

  • Experimental pipeline cache (Reduce pop-in due to shader compilation).
  • Nearest-Neighbor scaling option.
  • Texture filtering override setting.

UI

  • Customizable shortcuts, keyboard or controllers.
  • Improved controller settings.
  • Expanded VMU configuration options.
  • Auto cable setting will detect non-VGA compatible games and switch to the appropriate cable automatically.
  • Basic screenshot functionality (F12 by default).
  • More detailed performance overlay.

Lots of small tweaks and bug fixes, see the full list of commit for those.

Changelog from previous Release Candidate: v0.6.0-rc...v0.6.0
Full Changelog: v0.5.4...v0.6.0

v0.6.0 Release Candidate

23 Jan 08:12

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Pre-release

Warning

Configuration format has changed and won't carry over from previous versions of Deecy.

Warning

Game folders (under ./userdata/) may have changed names from previous versions. You can manually copy your VMUs and saved states to the new folder if you wish to keep them, they are compatible.

Thanks @Immersion95 for the numerous bug reports!

Which version should I use?

x86_64_v2 to x86_64_v4 refers to the instruction set supported by the CPU.

Version Target CPU Note
x86_64_v2 Older Use if other versions crash (Illegal instruction)
x86_64_v3 Standard Most users should be able to run this one
x86_64_v4 Recent Best performance for newer hardware (roughly 2017+ for Intel, 2022+ for AMD)

What's Changed

General

  • Improved timing logic and optional frame limiter for a smoother framerate.
  • Vibration Pack support.
  • Improved support for 240p titles.
  • Support for Zstd compressed hunks in CHD files.
  • Better support for older CPUs. This needs more testers!

Rendering

  • Experimental pipeline cache (Reduce pop-in due to shader compilation).
  • Nearest-Neighbor scaling option.
  • Texture filtering override setting.

UI

  • Customizable shortcuts, keyboard or controllers.
  • Improved controller settings.
  • Expanded VMU configuration options.
  • Auto cable setting will detect non-VGA compatible games and switch to the appropriate cable automatically.
  • Basic screenshot functionality (F12 by default).
  • More detailed performance overlay.

Lots of small tweaks and bug fixes, see the full list of commit for those.

Full Changelog: v0.5.4...v0.6.0-rc

v0.5.4

25 Nov 22:44

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Main changes

Workaround for a nvidia driver crash on Linux.

Full Changelog: v0.5.3...v0.5.4

v0.5.3

21 Nov 00:24

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Main Changes

  • Added a cache for game images, speeding up subsequent start up times with large game libraries.
  • Fixed a couple of issues affecting WinCE games. Sega Rally 2 is now playable!
  • Fixed a Tile Accelerator issue that was causing polygons to have wrong base or offset colors (e.g. black polygons in Dead or Alive 2).
  • Improved interlace support, fixing some games that were running at half their intended speed.
  • Improved and optimized rendering of translucent modifier volumes.
  • Improved handling of axis aligned sprites when upscaling, reducing or eliminating visible seams in some cases.

Known issues

Crash on startup with Nvidia drivers on Linux: Compilation of the updated compute shader used in TMV rendering might cause a crash in Nvidia drivers on Linux, preventing the emulator to start entirely. I suspect this is a driver bug and don't have a workaround at this moment, other than using the previous release. See #110.

New Contributors

Full Changelog: v0.5.2...v0.5.3

v0.5.2

24 Aug 11:33

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  • Fixed a crash on Wayland.
  • Experimental support for FLAC compressed hunks in CHD files.
  • Miscellaneous smaller bug fixes.

Full Changelog: v0.5.1...v0.5.2

v0.5.1

16 May 11:04

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What's Changed

  • Performance optimization
  • Small bug fixes

Full Changelog: v0.5.0...v0.5.1

v0.5.0

27 Mar 10:02

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Experimental Windows CE support

image
Splash screen of games using Windows CE

Most of the improvements in this release were needed to start supporting Windows CE games. Some of them now reach in game.

  • SH4: MMU support and Exception handling
    Like most OSes, Windows CE provides a virtualized memory address space to programs using the CPU builtin Memory Management Unit. This is the largest change needed to support games using the OS. It also implies proper handling of exceptions (MMU related, but also some other recoverable ones), which I was happily ignoring until now.
  • Multipass Rendering
    Windows CE seems to be using at least two passes by default, meaning at least a basic support of multipass rendering was needed to correctly render most of them.
image
Resident Evil 2 uses two render passes... Although the first one doesn't do much.
  • Sort-DMA
    Another way to send geometry data to the PowerVR.
  • Many small fixes/improvements

Other improvements

  • Culling Modes support
    Renderer now correctly follows culling mode (Disabled/Backface/Frontface) specified by software. Fixes rendering issues in Demolition Racer, or the Soul Calibur intro.
  • Bump Mapping support
    Bump map textures are now properly displayed.
image
Rayman 2 uses bump textures to add details to the ground
  • PVR-DMA
    Yet another way to send arbitrary data to the PowerVR. Allows Sonic Shuffle to get in game.
  • UI: Added a basic file search in library

Bug fixes

  • Improvement in partially preserving draw order. Fixes rendering issues in Suzuki Alstare Extreme Racing and Demolition Racer.
  • Force Punchthrough polygons final alpha value to 1.0.

Breaking changes

Warning

Save states from previous versions are not compatible with this release.

Full Changelog: v0.4.1...v0.5.0

v0.4.1

25 Feb 04:22
68ec19e

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Small bug fix release.

  • Fixed a bug in VMU block reading.
    Saves from DCA3 should now load correctly.