DeSmuME 0.8 Released
Posted by [vEX] @ 07:28 PM CET | Comments: 0 | Nintendo DS
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| Cocoa:
- Save State As function now works. [Jeff B]
- Recent Items menu now works. [Jeff B]
- Opening NDS files from Finder now works. [Jeff B]
- Added screenshot feature. [Jeff B]
- Added preferences. [Jeff B]
- Many more strings are translatable now. [Jeff B]
- Default screen color is black (better represents being "off" and easier on eyes at night). [Jeff B]
- Added sound. [Jeff B]
- Now is a universal binary. [Jeff B]
- Leopard resolution icon added. [Jeff B]
- Added a Japanese translation. [Jeff B]
- Added an optional status bar (resize handle no longer overlaps screen). [Jeff B]
- New ROM Info and About DeSmuME windows have been added. [Jeff B]
- Fixed several bugs in window resizing. [Jeff B]
- Added FAT image support for homebrew games (thanks to TypeError). [Jeff B]
- Key config can be changed on the command line. Save/load hotkeys changed (so expose doesn't override). [Jeff B]
- Key bindings may work better on non-US keyboards now (needs testing). [Jeff B]
general:
- Fixed possible segfault in ROMReader on ia64 and amd64. [evilynux]
- Fixed a crash bug with 2D background corrupting memory [shash]
- Flag check optimization [carlo_bramini]
- Applied some endian fixes in GPU (thanks to Phazz) [Jeff B]
gtk-glade:
- Added DeSmuME version in about dialog. [evilynux]
- Updated website url in about dialog. [evilynux]
- Added Brazilian Portuguese translation by Dreampeppers99. [evilynux]
- Better desktop menu entry following FreeDesktop specifications. [evilynux]
gtk:
- Updated website url in about dialog. [evilynux]
- Better desktop menu entry following FreeDesktop specifications. [evilynux]
windows port:
- DirectInput control interface with joystick support [CrazyMax aka mtabachenko]
- Matrix and Light viewer [Acid Burn]
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DeSmuME Official Site
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Ootake 1.46 Released
Posted by [vEX] @ 07:27 PM CET | Comments: 0 | Turbografx 16
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| 1.46:
- The volume (listening-feeling) in the small volume part of the PSG sound was brought close to a real machine. The sound condition and harmony have approached a real machine. I think that I was able to improve the entire tone quality. Especially, a small-volume game as "Soldier Blade" and "Gunhed (Blazing Lazers)" obtained a big improvement.
- In the visual scene of "Akumajou Dracula X", the problem that the top on the screen falls into disorder uncommonly was corrected. * The disorder is still seen when changing to the setting that displays the over scanning area. Therefore, the play switched to the setting that doesn't display the over scanning area ("F11" key. The setting can be maintained by "File->Set Resume" menu or the state saving.) is recommended.
- Additionally, a detailed part has been improved and corrected.
1.45:
- "Use Black Belt when Hide Overscan" menu was added to "Setting->Screen" menu. If this check is put, the size of Ootake-window can be maintained when the over scanning area is concealed ("F11" key or "Screen->Show Overscan Area" menu).
* At "Start Overscan Customize" menu (above one), if it is set that the over scanning area is not displayed, this menu is invalid.
- The access processing of CD-ROM was brought close to the movement of a real machine. In "GS Mikami", the problem that had stopped on a black screen occasionally was solved.
- In the visual scene of "Nekketsu Legend Baseballer", the gap of the voice was corrected. (I was able to do the correction confirmation even to ending.) *The play installed by "CD-ROM->Install(CD speed-up)" menu is recommended (CD-ROM access is severe in this game).
- Additionally, a detailed part has been improved and corrected.
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Ootake Official Site
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Glide64 'Napalm' 1.0 Released
Posted by [vEX] @ 07:23 PM CET | Comments: 1 | Nintendo 64
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| The Glide64 Team proudly presents you the new release of our project – 'Napalm'!
The project now consists of three parts. The main part – Glide64 graphics plugin – was changed a lot since the previous public release. It’s simply impossible to list all modifications. New version has tons of bugfixes and optimizations. Large number of special effects implemented. Lots of hacks removed, because they are not necessary anymore. Lots of previously unplayable games are playable now. Lots of games, which worked good before now work even better. Screen shots of most noticeable improvements were posted on our forum. Check also the updated screen shots gallery.
The second part – Glitch64 glide wrapper – was also changed much. Beside various fixes and optimizations it now supports anisotropic filtering and compressed textures.
The third part – GlideHQ – is a new module, which implements various texture enhancement techniques. It supports 6 texture filters, 7 methods of texture enhancement, 2 methods of texture compression. Beside that it fully supports Rice’s format of Hi-Resolution texture packs, with various optional techniques to save texture memory.
Project related documentation was improved too. We put all useful docs in one file 'Glide64 Info.chm'. Please read 'Readme' part of it, at least first two chapters, with general information and setup instructions.
Due to huge number of changes, new bugs might be introduced too. Despite the intensive beta testing during all period of development, some issues had been found and fixed right before the release. Thus, if you will find an issue, which is not mentioned in the 'Known Issues' part of the documentation, please report about it on our forum.
I gave this version codename 'Napalm'. 'Napalm' is also the codename for VSA-100 graphic chip, on which 3dfx Voodoo 4 and Voodoo 5 series were built. I still use Voodoo 5 in my home PC. This version of the plugin uses a lot of VSA-100 special abilities; therefore it was also named ‘Napalm’. BTW, there are few effects, which you can see only on VSA-100 based cards, or on N64 itself. Check 'Games Tips and Tricks' part of the documentation for details.
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Glide64 Official Site
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clrmamepro 3.114 Released
Posted by [vEX] @ 07:22 PM CET | Comments: 0 | Arcade
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| • added: Logiqx's / NoIntro release/region/language support: Added support for release information in console datafiles. If the datafile contains release information, the user can specify their own region and language preferences. The region and language preferences influence the ZIP names used for merged ROMs. CMPro will choose the most appropriate ZIP names for the user, based on their region and language preferences. Thanks go to Logiqx for the algorithm. De-/Activating regions/languages can be done here: settins->combo box->regions/languages. You can also modify the order there.
• added: scanner popupmenu explore -> to either explore/open the belonging rompath or the set itself
• added: an ini entry to make f205v and Tauchy happy ;)
• misc: moved old option 'decompress rom and test crc32' to compressor settings as decompress files to memory (that's what it actually is)
• misc: new Scanner->Checksums->'decompress rom and test crc32' is now exactly what it says and it also checks against header and datfile crc32
• misc: rebuilder auto-memory option default value is now disabled
• misc: changed orientation of settings arrow buttons
• misc: setinfo shows prefered name, changed arrow button orientation, default editbox is 'select sets'
• fixed: resource-only dats in deprecated format and without header weren't loaded
• fixed: -listinfo dat export misses a closing quote on romof tags with spaces
• fixed: fuzzygamesearch scoring algorithm doesn't detect sets with more than one identical crc as wrong named
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clrmamepro Official Site
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jEnesisDS 0.7 + ApprenticeMinusDS 0.2.6 - Genesis (SMS/GG) Emulator for Nintendo DS
Posted by Wraggster @ 12:51 AM CET | Comments: 0 | Nintendo DS
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LordUs has released a fantastic duo of emulators for the Nintendo DS tonight.
Fans of Genesis and Sega Master System Game Gear will be very happy with this release, heres the full release info:
| Changes:
- Fixed bug in Z80 core, preventing some games from having sound (Wonderboy, etc.).
- Fixed bug in 68000 optimization, that could make some games hang (Bonanza Brothers, etc.).
- Changed sound handling and doubled sample rate for PCM sound, resulting in slightly better sound quality.
- HW renderer partially rewritten, many glitches should be gone, some are still there (and will probably not be easy to fix ever)
- Sprite rendering completely rewritten in ASM. Should be faster and fix most of the sprite issues.
- Implemented mid frame palette updates (water effects in Sonic games, Castlevania, etc.). Note, that this just works, if a game is constantly fast enough, so slowdowns can still cause colors to flicker.
- Many little optimizations in memory handling and the CPU cores. Should reduce slowdowns.
- Added option for sprite masking (Landstalker etc.). It is not 100% emulated, just faked to be enough for most games using it (disable it, if sprites are missing, that should be there).
- Added option to change between 3- and 6-Button pad (just works, if the option is applied BEFORE loading a game). When 6-Button pad is disabled, L+R can be used to move the visible screen area, X to center it.
- Added sound state to the savestates, so that the correct tracks should play now when a state is loaded. Savestates are still not 100% reliable and loading old states can potentially cause problems.
Oh, before i forget, the archive contains a preview version of a SMS/Gamegear emulator for the DS, that i have been working on a bit.
What it can do so far:
- Enhanced Z80 ASM core used in jEnesisDS.
- SMS/GG emulation.
- 10 Savestates per game.
- Rewind and fast forward feature.
- Settings can be saved per game.
- Fully rendered by the DS 2D hardware.
- Perfect sync option, that actually syncs every scanline (emulated scanline to DS scanline).
This option is more accurate, and needed for some games to look correctly, but it can be problematic to use it, when "Rewind" is enabled.
- sample accurate (almost ;P) PSG emulation.
- Stereo sound for GG games.
Known issues:
- timing is not exactly correct yet, so some games might not work, or have glitches.
- No FM emulation (yet?)
- Sprite updates need to be improved, sometimes there can be glitched sprites atm.
- Interface practically ripped from jEnesisDS
- Many more, that i don't remember now..
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Official Release Thread
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bsnes 0.031 Released
Posted by [vEX] @ 10:17 PM CET | Comments: 0 | SNES
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| New release posted. Perhaps the most important change was fixing a bug in the Windows port when the keyboard was used for input. For some reason, the IsDialogMessage() function I use for tab key support was causing the main window to emit the Windows error beep every time a key was pressed after a few minutes of use. I do not know why this is, so I have simply disabled the tab key support to prevent this from happening.
Other than that, lots of polishing went into this release. UPS soft-patching will work with the recently released Der Langrisser v1.02 translation, for those curious. You can also store the UPS patches in GZ/ZIP/JMA support, and bsnes will detect this and decompress the patches first. Use the same ".ups" file extension for this, as it detects via file header.
If you wish to try out the newly added OpenGL support: start bsnes, go to Settings->Configuration->Advanced and set system.video to "wgl" (or "glx" for Linux users), and then restart the emulator. Please bear in mind that ATI's OpenGL drivers are an industry-wide joke, so I'd only recommend trying this on an nVidia or Intel video card.
Changelog:
• Fixed bug and re-enabled HDMA bus sync delays
• Emulated newly discovered IRQ timing edge case
• Optimized offset-per-tile rendering
• Added state-machine implementation of S-DSP core, ~5% speedup
• Added SPC7110 detection, will now warn that this chip is unsupported
• Fixed very annoying Windows port OS beeping noise when using keyboard for input
• Linux port will now save most recent folder when no default ROM path is selected
• Added OpenGL rendering support to Windows port [krom]
• Fixed Direct3D pixel mode scaling bug [krom, sinamas, VG]
• Improved SNES controller graphic [FitzRoy]
• Added UPS (not IPS) soft-patching support; UPS patch must be made against unheadered ROM
• As always, cleaned up source code a bit
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bsnes Official Site
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Ootake 1.44 Released
Posted by [vEX] @ 01:50 PM CET | Comments: 0 | Turbografx 16
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| - Processing that decided the vertical display beginning position was brought close to a real machine. In "Strider Hiryu", the problem that the high-score display in the top of the screen is lacked was solved.
- "Overscan Height 6dot" menu was added to "Screen->Overscan Customize" menu.
- Additionally, a detailed part has been improved and corrected.
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Ootake Official Site
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Nestopia 1.38 Released
Posted by [vEX] @ 08:58 AM CET | Comments: 0 | NES
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| Shell Additions:
• Option to select favored console in preferences dialog.
Shell Changes:
• Some video filtering work offloaded to the GPU.
• Most settings now stored in XML format.
• Misc launcher dialog display properties.
• Refactoring.
Shell Fixes:
• Netplay input communication.
• Netplay movie recording bug (menu item accidently grayed).
Core Additions:
• ROM sets and external database support using new XML format co-developed with Bootgod.
• Mapper 36, 103, 104, 106, 120, 126, 175, 176, 223 and 224. Info from mad dumper, CaH4e3 and Temryu.
• UNIF boards GS-2013 and BS-5. info from CaH4e3.
• Emulation of bus conflicts for certain boards.
• Database entries.
Core Changes:
• PPU power/reset timing and register states. Info from blargg.
• Misc IRQ/NMI/BRK/DMA special-case behavior. Info from blargg.
• NTSC/PAL switch during emulation will now force a hard-reset.
• Misc mapper emulation improvements. Info from Bootgod.
• NES-EVENT board timer more accurate.
• Board names. Info from Bootgod.
• Refactoring and mapper codebase overhaul.
• Speed optimizations (accuracy NOT compromised!).
• Mappers 21, 23, 25 and 185 no longer supported using plain iNES files because of format restrictions.
Core Fixes:
• MMC3 soft-reset IRQ bug.
• Database entries.
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Nestopia Official Site
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Wednesday, April 09, 2008 |
GP2X-MO5 1.0.1 Released
Posted by [vEX] @ 08:36 AM CET | Comments: 0 | GP2X
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| For those who haven't seen previous release, DCMO5 is one of the best emulator of the Thomson MO5 home computer running on many systems such as MacOS, Windows and Unix. It has been written by Daniel Coulom (see http://dcmo5.free.fr/ for further details).
GP2X-MO5 is a port on GP2X of the version 11 of DCMO5.
How to use it ? Everything is in the README.txt file.
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GP2X-MO5 Official Site
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ePSXe WIP news
Posted by [vEX] @ 01:44 PM CET | Comments: 18 | Playstation
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| It has been long time since the previous ePSXe status update. During this time the ePSXe development has been on hold and our lives have changed a lot, probably just like yours. In summer 2007 we decided to continue working in ePSXe encouraged by the users support even after 4 years without updates. ePSXe is currently in final testing and we hope to release a new version very soon. We wanted to thank you for your support and show you some screenshots from games that should work better in the next release.
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Head over to the official site to view the image.
ePSXe Official Site
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Ootake 1.43 Released
Posted by [vEX] @ 01:43 PM CET | Comments: 0 | Turbografx 16
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| - "Screen->Show Overscan Area" menu was added. When the check is put on this menu, over scanning area (part not seen in edge usual TV of the cathode-ray tube almost) is displayed. I think that the person who was handling the monitor where the over scanning area is seen feels the atmosphere.
* When the game is made, the over scanning area assumes the possibility of not seeing it. There is no problem even if it doesn't see it. Therefore, in some games, the noise image is displayed in the over scanning area.
* The display can be switched by even pushing "F11" key. The switch of "TV Mode" changed to "F11" while pushing "Ctrl" key.
* At "Setting->Screen->Start Overscan Customize" menu, the setting for the start is possible.
- The processing speed and timing were elaborately brought close to a real machine. In "Metal Angel", the problem that the screen has blinked was solved.
- In "Dragon Spirit", "Ys IV", "Youkai Douchuuki" and "Legend of Hero Tomma", even when the turbo-button(auto-fire) setting was set to "High Speed", the function became effective.
- With the game for "PC Engine Mouse", the click operation can be done by even pushing "I" button and "II" button of the joypad (controller 1). And, a wrong reset operation was prevented when the wheel(SELECT&RUN) is operated.
- In "Side Arms (Hu-Card)", the problem that some raster scrolls fell into disorder occasionally was solved.
- Additionally, a detailed part has been improved and corrected.
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Ootake Official Site
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MAME4ALL for GP2X Released
Posted by [vEX] @ 01:41 PM CET | Comments: 0 | GP2X
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| Changes by Headoverheels:
- New Gaelco games added (MAME 0.37b7): Big Karnak (bigkarnk) and Biomechanical Toy (biomtoy).
- New SunA 8 bit games added (MAME 0.37b15): Hard Head (hardhead), Hard Head (Bootleg) (hardhedb) and Rough Ranger (rranger).
- Optimizations in Xain'd Sleena.
- Fixed the NEC cpu bug that caused slowdowns in Raiden (MAME 0.37b15).
- Fixed some bugs in the I86/NEC cpu emulation. This includes raster effects problems in Geostorm and the 99 credits bug in Lethal Thunder (MAME 0.66).
Changes by Franxis:
- Cheats support added.
- Auto-fire support. Thanks to the code by AGAWA Koji.
- Jackal has been corrected.
Changes by Slaanesh:
- Optimizations in Commando (now it uses tilemaps).
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MAME4ALL for GP2X Official Site
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Raine 0.50.12 & NeoRaine 1.1.4 Released
Posted by [vEX] @ 01:40 PM CET | Comments: 0 | Arcade
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Raine 0.50.12:
| • A better fix for the problem in the cave driver, and this time I found and fixed a bug with disappearing sounds. It was most noticeable with guwange, after a while you didn't hear your own shots anymore !
• fix 8bpp mode (when launching raine on an 8bpp desktop), broken in many places (crashes, palette, etc...).
• There was a possibility of crash when reseting a game with f1 and sound was playing.
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Raine Official Site
NeoRaine 1.1.4:
| • Fixed a few problems when switching between yuv layers and normal blits
• Disabled double buffer for the gui in windows, this makes a lot of things much easier and already improves the look of some parts of the gui
• Fixed the message "loading error" on some games.
• neoraine could crash on a cd song change sometimes (thread bug - it's a one which happens only if you are unlucky !). It's fixed now.
• The colors selection dialog gains some sliders controls, and you can now change the fg color to any color (if you chose a dark color in previous versions, you got something very ugly !). Notice that alpha is ignored for fg color, but it's better this way, transparent text becomes unreadable !
• fix 8bpp mode (when launching neoraine on an 8bpp desktop), broken in many places (crashes, palette, etc...).
• Prevent a possible crash when reseting a game, and prevent graphics corruption when reseting during the 1st animation while the fix area is being loaded
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NeoRaine Official Site
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GP2X-THOM 1.0.4 Released
Posted by [vEX] @ 01:38 PM CET | Comments: 0 | GP2X
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| Load and save state !
- Speed improvements
- Display and save thumbnail images for each save state
- Auto-fire mode, press RTrigger+X to switch it on/off
- RTrigger/LTrigger keys can be used in the keyboard settings menu to navigate between Normal, LTrigger and RTrigger compose mapping.
- Add several hotkeys :
. settings such as fps, auto fire speed can now be directly modified inside the emulator (no need to enter in the settings menu)
. quick save / quick load current state (no need to enter in the main menu)
- Default Hotkeys can now be set in the keyboard mapping menu (useful to add hotkeys on existing/previous keyboard files)
- Option to prevent the blue led to be displayed when L or R are pressed
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GP2X-THOM Official Site
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GP2X-MSX 1.0.6 Released
Posted by [vEX] @ 11:04 AM CET | Comments: 0 | GP2X
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| - Speed improvements in CPU and sound emulation
- Add missing keys such as HOME, GRAPH, STOP
- Add option to increase emulated sound volume (different from gp2x volume)
- Auto-fire mode, press RTrigger+X to switch it on/off (useful for games such as 1942)
- RTrigger/LTrigger keys can be used in the keyboard settings menu to navigate between Normal, LTrigger and RTrigger compose mapping.
- Add several new hotkeys :
. settings such as fps, render mode, auto fire speed can now be directly modified inside the emulator (no need to enter in the settings menu)
. quick save / quick load current state (no need to enter in the main menu)
- Default Hotkeys can now be set in the keyboard mapping menu (useful to add hotkeys on existing/previous keyboard files)
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GP2X-MSX Official Site
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Mednafen 0.8.8 Released
Posted by [vEX] @ 08:55 AM CET | Comments: 0 | Multi System
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| Added <string.h> to the global include list in mednafen.h.
Added boolean setting "debugger.autostepmode" that, when set to 1, will cause Mednafen to automatically start the debugger in step mode after a game is loaded(only if Mednafen has a debugger for the emulated system, of course).
NES: Fixed CNROM emulation initialization bug.
PCE: ADPCM software reset was erroneously also resetting the playback frequency. Fixed. (Fixes ADPCM voices in Gulliver Boy)
PCE: Fixed disassembly of the JMP $(AAAA, X) instruction.
PCE, PC-FX: Improved PSG LFO emulation.
PC-FX: Emulated gamepad button presses weren't being decoded from the driver-side data correctly(causing problems on big-endian platforms). Fixed.
PC-FX: Improved the logging of the ROM font system call in the debugger, to also include the callee address and the size of the glyph being requested.
PC-FX: Disassembly of the "nop" instruction will no longer show the virtually meaningless operand.
PC-FX: Fixed alignment and prettified the disassembly of LDSR and STSR instructions.
SMS: SMS pause and 2-player support were erroneously commented out. Fixed.
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Mednafen Official Site
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It Might Be NES 1.3.2 source Released
Posted by [vEX] @ 08:54 AM CET | Comments: 0 | NES
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| imbNES is now open source! That's the good news. The bad news is that due to time constraints, I personally won't be able to work on it anymore. I hope that someone out there has the desire to take this project and do something interesting with it. Especially if you're a programmer who is interested in working in the video game industry some day, the knowledge that you'll pick up working on an NES emulator that runs on the PSX will be extremely useful even today in terms of understanding how this stuff all works.
If anyone is looking for ideas on where to get started, I could suggest a couple. First, the CD reading code could use a bit of error checking and retry logic. It's pretty dumb right now and it causes imbNES to freeze at the intro screen on some people's consoles with old lasers or poor quality CDR media. Also, the CPU and the GPU on the PSX could be made to run a little more asynchronously than they currently are. That should do a lot to get those games that just barely miss a solid 60fps up to speed. Of course, there's always more mappers to add, bugs to fix, and code to refactor.
Thank you to everyone who has used imbNES over the years. It was a lot of fun developing it and I can't wait to see version 1.4!
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It Might Be NES Official Site
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clrmamepro 3.113 Released
Posted by [vEX] @ 08:46 AM CET | Comments: 0 | Arcade
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| • misc: reduced database memory footprint a bit
• misc: reduced cache file size slightly
• added: dat output format selection
• fixed: xml header parser only accepted 'forcepacking' but not 'forcezipping'
• fixed: bios-only dats can't be loaded
• fixed: header element "email" had too many spaces
• fixed: wrong "sharing issue" message for some chds
• fixed: batchrun - min/max progress window in progress-only mode shows scannerwindow, too
• fixed: batchrun - rebuilder progress window assertion when switching profiles
• fixed: batchrun - pause value is only kept when hitting ok
• fixed: batchrun - "for default setting use" is not initially set
• fixed: batchrun - profiles get reset to 'not scanned' when using a rebuilder-only run
• fixed: batchrun - profiler doesn't do a refresh when stopping batchrun during cache read or import
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clrmamepro Official Site
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Wednesday, April 02, 2008 |
Ootake 1.42 Released
Posted by [vEX] @ 08:25 AM CET | Comments: 0 | Turbografx 16
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| - Some overall processing speeds were sped up (The optimization option of the development compiler was changed). Especially, processing might have lightened in some measure on the personal computer environment with a not high spec.
- It corresponded to software that had changed the width of each line of the screen display. In Chapter-4 of "Yami no Ketsuzoku", the message came to be displayed correctly.
- Additionally, a detailed part has been improved and corrected.
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Ootake Official Site
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