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.