EmuCR Feeds
Email Us

EmuCR: MameUIHiScoreMicro64 v1.00.2012.06.26 Build 694 is released. Micro64 is a freeware commodore c64 emulator. Currently micro64 has two different VIC II emulation modes: cycle exact (default, works fine) and half-cycle exact (next-gen, rudimentary implementation – currently damn slow).

Micro64 v1.00.2012.06.26 Build 694 Changelog:
- Optimized VIC NMOS glitch GLSL shader pass in the new PAL full emulation,
removed branches and replaced it with branch-less max/step/sign function
chains, and reduced texture lookups from 9 to 5 down per output pixel for
some weaker but still good midrange or highend graphics cards, because when
Y/luminance is going from high to low, the transition is relativly fast
(about 0.5 VIC pixels), and when Y/luminance is going from low to high, the
transition is relativly slow (about 2 VIC pixels), and because the PAL
emulator works in 768 texture pixel width resolution instead 384, so all
widths are 2x width, 0.5*2=1 texel and 2*2=4 texels, so more than 5 texel
(4 + 1 for the initial Y state for the VIC NMOS glitch emulation algorithm)
texture lookups are not necessary here.
- Replaced the blackman-exact window with an dolph-chebyshev window of the
three (YUV) 17-tap windowed SINC FIR lowpass filters in the PAL signal
bandwidth filter GLSL shader pass for to fix some small optical issues.
- Reduced multiplication operations to the half in the PAL signal bandwidth
filter GLSL shader pass, since the SINC lowpass filter kernel coefficient
values in the PAL emulator in micro64 are symmetrical, so one vec3 filter
coefficients multiplication per two texture lookups (one per each half
direction) now instead two vec3 filter coefficients multiplications per
each texture lookup.
- Removed a waste additional plain-from-FBO-texture-A-to-FBO-texture-B-copy
shader pass. It was only for debugging usages but I've forgot to remove it
in the release builds.

Download: Micro64 v1.00.2012.06.26 Build 694
Source: Here



Random Related Topic Refresh Related Topic

Random Related Topic Loading...

0 Comments

Post a Comment

Can't post a comment? Try This!