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+Fake86 changelog for v0.13.9.13
+
+v0.13.9.16:
+ - Fixed regression that caused Fake86 to not compile on at least some
+ versions of Mac OS X.
+
+ - Increased amount of processing time dedicated to timing and audio
+ sample generation. Helps accuracy and helps prevent audio dropouts
+ on slower systems.
+
+v0.13.9.13:
+ - Major fix: Some games using the Sound Blaster used to go silent and some
+ even would hang after playing the first sample chunk. It was due to them
+ being unable to read the data count register from the DMA controller.
+ This has been fixed. One example game that did this was Return to Zork.
+
+ - Numerous big fixes and improvements.
+
+ - Windows version now has a simple drop-down menu GUI, so on that platform
+ it is no longer required to specify command-line options for the basics
+ such as specifying disk images. These can be loaded from the menus.
+
+
+v0.12.9.19:
+ - Fixed bug from v0.12.9.16 where the call to createscalemap() in the
+ VideoThread() function was placed before the mutex lock, sometimes causing
+ crashes when Fake86 first loads. (due to an uninitialized pointer)
+
+ - Fixed bug in imagegen that made it crash on some Windows systems.
+
+
+v0.12.9.16:
+ - Fixed bug from v0.12.9.12 that caused faulty CPU emulation on big-endian
+ host CPUs, such as the PowerPC.
+
+ - Fixed another bug from v0.12.9.12 that caused colors to be incorrect on
+ big-endian host CPUs.
+
+ - Added "-slowsys" command line option that can be used to fix audio dropout
+ issues on very slow host CPUs by decreasing audio generation quality.
+
+ - Added another stretching function that is used when the SDL window is
+ exactly double of the width and height of the emulated video. Only active
+ when no smoothing method has been specified. This saves the CPU a lot of
+ work since we now only need to calculate the color to draw once for every
+ four pixels, instead of recalculating the same color for every pixel
+ This makes difference between smooth video and jerky, useless video on
+ very old systems such as my 400 MHz PowerPC G3 iMac.
+
+ - Added an obvious speed tweak which I should have had all along by
+ generating a "scale map" lookup table once on every screen mode change.
+ we no longer need to make expensive floating point scale calculations on
+ every pixel in every frame. The speed boost is very noticeable on slower
+ machines such as those with a Pentium 4 or older CPU.
+
+ - No longer distributing IBM's ROM BASIC bundled with Fake86 out of legal
+ concern. Is it very old? Yes. Does IBM care? Likely not, but they still
+ hold the copyright. You can still use ROM BASIC by providing your own ROM
+ dump. It should be 32,768 bytes in size, and must be named "rombasic.bin"
+ without the quotes. After building and installing Fake86, you need to put
+ the ROM dump in "/usr/share/fake86/" unless you explicitly changed the
+ path in the makefile. In the case of running under Windows, the file
+ should be placed in the same directory as the executable.
+
+ - Created and included a new makefile, this one customized to work in
+ Haiku OS. More information about Haiku at their website:
+ http://www.haiku-os.org
+
+
+v0.12.9.12:
+ - Around 80% of this version is a rewrite compared to all older versions of
+ v0.11.7.22 and prior, and I am considering it a "fresh start". Older
+ releases will no longer be officially available, and are to be considered
+ obsolete. This fresh code base has far too many bugfixes, tweaks, design,
+ layout, and speed improvements to even bother putting together a list of
+ changes.