Ootake v2.68
Posted by winter_mute @ 01:04 PM CET | Comments: 0 | Turbografx 16
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Ootake [pronounced oh - ta - ke] is great PC Engine/TurboGrafx16 emulator, with high compatibility, nice GUI and a lot of settings.
| + The movement of "6-Button Pad" was fixed. In the casino scene of "Emerald Dragon", the input problem was solved. In "Linda3", the input problem (generated by v2.67) was solved.
+ The speed and timing were brought close to the movement of a real machine. In the stage 8 demo of "Spriggan mark2", the problem that the screen occasionally fell into disorder (generated by a recent version) was solved.
+ Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The operation test is not done. Please see "Readme98.txt" in the ZIP file about details and notes, etc.
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Check out official website for further information and latest files.
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Project64 2.0
Posted by winter_mute @ 11:46 AM CET | Comments: 0 | Nintendo 64
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Project64 is an emulator designed to emulate a Nintendo64 video game system on a Microsoft Windows based PC. It creates an environment on your PC which real N64 software can run and be played in much the same way as it would be on the original hardware system.
It has a fantastic compatibility and is one of "if not the best" N64 emulators out there. The gameplay is a pure pleasure and is entertaining for all N64 based fans, but your computer had better meet or excel the Minimum System Specifications.
Here's release info:
| Project64 2.0 is now available and open source!
The beta program is now closed. You can now install project64 2.0 and get the clone the source if you want to.
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Grab the latest files from official homepage or clone source via git repository.
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PCSX2 SVN r5619
Posted by winter_mute @ 11:02 AM CET | Comments: 0 | Playstation 2
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PCSX2 is a PlayStation 2 emulator for Windows and Linux. Project attempts to allow PS2 code to be executed on your computer, thus meaning you can put a PS2 DVD or CD into your computers drive, and boot it up!
Here's the changelog from 5 latest SVN builds:
| + GSdx, SPU2-X: Remove old code and disable a now useless warning.
+ Soundtouch update from 1.5 to 1.71 as per patch from lincolnh_br.
+ There's been changes in the VS2008 project file which we may want to look at and port to 2010/2012 separately but it builds like this in 2010 here.
+ gcc:
* Fix a couple of GCC warning
* Fix build with gcc4.8 (issue 1392)
+ DMA/Path3 Masking: Shameful hack to make Wallace & Gromit in Project Zoo work. Game does something stupid, not sure how we will resolve it properly, but this will be harmless to any games not using Path3 masking.
+ CDVD: slightly modified the way PCSX2 checks for oddly sized DVD's. Some CD's weren't providing information as expected so it detected it as a DVD, resulting in nothing but TLB misses.
Fixes Impossible Mission, possibly other games that do nothing but TLB miss or fail to load an IRX module.
+ microVU: Parametrised D-Bit handling. This *Shouldn't* be needed in retail games, but now it's working it could be useful for homebrew and testing. By default this is now disabled, but can be enabled by editing the parameter in microVU_Misc.h
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Visit official homepage for further information and grab the latest build from automated SVN repository.
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Wednesday, April 17, 2013 |
Project64k 1.2
Posted by winter_mute @ 03:56 PM CET | Comments: 0 | Nintendo 64
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Project64k is Project64 source code compiled with some bugfixes, and netplay support added through Kaillera.
Here's full :] release info:
| Meh another update.
Put roms in Roms Folder
Click Auto Settings
Config input
Then you're done.
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Check out projects blog for further information and files.
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4DO 1.3.2.2
Posted by winter_mute @ 03:51 PM CET | Comments: 0 | 3DO
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4DO is an open-source, low-level emulator based on the FreeDO source code. 4DO was able to inherit many great features from FreeDO: high-definition rendering, clock speed adjustments, and the impressive emulation accuracy!
The development of 4DO has introduced several unique features as well: intuitive controller setup, native joystick support, and support for up to 6 players; game identification system; easy-to-use quick save/load system; game compatibility fixes, and multilanguage support.
Here's changelog for latest release:
| + Added emulation notification messages – These show up at the bottom of the screen for things such as “Save State” and “Screenshot saved”. There is also a setting under the General tab to turn them off.
+ Emulation performance optimization – about a 5-10% improvement.
+ Input/Controller setup screen now shows a textual form of what button or function you’re currently pressing (“A Button”, “Save State”) in addition to the yellow halo over the button.
+ Added ability to reset all bindings to defaults.
+ Added ability to bind to an “Exit” console function, to exit the emulator.
+ Fixed bug in which the default input bindings were blank if starting 4DO for the first time.
+ Fixed bug in which controller 6 input bindings were unavailable.
+ Some minor usability improvements to file browser (added “x files selected” message, and using “up directory” button will highlight the folder you came from).
+ Chinese translation improvements
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Visit official homepage and sourceforge repository for latest files and further information.
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ePSXe for Android v.1.8.9
Posted by winter_mute @ 01:44 PM CET | Comments: 0 | Playstation
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ePSXe for Android is a Playstation emulator (PSX and PSOne). It is a port from the famous ePSXe for PC. ePSXe provides high compatibility and good speed. It is designed for smartphones and tablets, including a fun 2 players option for tablets using split screen mode. Games must be provided by user. Include virtual touchscreen pad support, and hardware buttons mapping (Xperia Play, Phones with keyboard, and external pads like WiiMote or Sixaxis).
Here`s list of changes for latest version:
| * Added experimental multitap support (4 players). Depending on the game you need to enable multitap port 1 or 2. Dont enable if you aren't going to play >2 players.
* Added xperia play touchpad support (enable on preferences-pad1-map axis)
* Optimizated opengl plugin for 2d games (Chrono cross/Valkyrie Profile)
* Fixes some core bugs (sf2 alpha, nba live 98)
For help, mail us: [email protected]
Note: Do NOT use Androzip (reported to corrupt games), instead to use 7zipper.
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Visit developers homepage and Google Play app page for further informations.
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Jpcsp SVN r3086
Posted by winter_mute @ 01:40 PM CET | Comments: 0 | PSP
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Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.
Here's the changelog from 3 latest SVN builds:
| + Added new VFPU test sequence from "Rush - USA - ULUS10174 " in vfputest.pbp. Jpcsp implementation in r3083 was correct.
Thank you to nash67 for providing the log files.
+ Improved timing of sceIoIoctl.
+ Implemented results from new vfputest: added support for vfpu register index >= 64 in vector-4 instructions (.q).
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Visit official homepage for further information and grab the latest build from automated SVN repository.
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Stella 3.8.1
Posted by winter_mute @ 01:32 PM CET | Comments: 0 | Atari
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Stella is a freely distributed multi-platform Atari 2600 VCS emulator; originally developed for Linux by Bradford W. Mott, it is now maintained by Stephen Anthony. Stella allows you to enjoy all of your favorite 2600 games once again by emulating the 2600's hardware with software. Stella is written in C++, which allows it to be ported to other operating systems and architectures. Since its original release Stella has been ported to AcornOS, AmigaOS, DOS, FreeBSD, Linux, MacOS, OpenStep, OS/2, Unix, and Windows, as well as consoles such as Sega Dreamcast, GP2X, Nintendo DS and Playstation Portable (among others).
Here are changes presented in 3.8.0-1
| + Added support for TIA RSYNC writes, thanks to Omegamatrix of AtariAge. This allows the recently released "Extra Terrestrials" ROM to run, as well as improving emulation of "Fatal Run" and several other test ROMs.
+ Fixed typo in TIA HMOVE writes, thanks to Thomas Jentzsch. This fixes the constant collision issues in "Kool-Aid Man", and several other homebrew ROMs.
+ Fixed sound issues on OSX PPC machines (all sound was in little-endian format, but PPC is big-endian).
+ The OSX DMG archive now contains proper modification dates.
+ Huge changes to the sound system:
- The sound code now uses 16-bit signed samples instead of 8-bit unsigned samples, making it more compatible with a wider variety of systems.
- Improved sound output for several ROMs, including "Space Rocks" (the 'heartbeat' sound can now be clearly heard).
- The 'volume clipping' option has been removed, since in 16-bit mode it's no longer needed.
- The 'Tia freq' option has been removed.
- Selecting more common sample rates (other than 31400) now works much better, but there are still a few ROMS (like Quadrun) where 31400Hz still works best.
+ Many changes to handling ZIP archives:
- Files in multiple levels are now recognized. This fixes issues in Windows where such files couldn't be loaded at all, and in all systems where ROMs with the same name (but in different directories) weren't being recognized.
- ZIP contents are now handled more intelligently. Archives containing only one ROM are automatically loaded, whereas those with multiple files are treated as directories.
- Opening an archive from the commandline now works as in the UI, where opening a multi-ROM archive will pop up the UI and show the archive contents (as a directory).
- The ZIP code behind the scenes is now much faster by making use of caching (the old code was actually from 1998!).
- This new 'archive' infrastructure may eventually lead to 7-Zip support, as well as 'virtual' formats (such as showing the list of files for 2in1/4in1/8in1/etc within the UI).
+ Improved bankswitch autodetection for FA2 ROMs; 29K and 32K versions (meant for Harmony cart) are now recognized.
+ Improved bankswitch autodetection for X07 ROMs (although there's only two known ROMs in existence, so the detection probably isn't robust).
+T weaked bankswitch autodetection for the 0840, F8 and FE schemes; several homebrews that didn't run before now work correctly.
+ Fixed regression in RIOT INTIM reads; at least one known ROM (Mr. Roboto Berzerk hack) wasn't working properly.
+ Fixed bug in the debugger with RIOT INTIM/TIMINT display; reads were being done multiple times, changing the state of the registers and resulting in incorrect emulation.
+ Worked around bug in debugger disassembly of zero-page RAM; for now, the resolving of address vs. data sections is turned off in such a case. This fixes lockups in 'Meltdown' ROM.
+ Added support for different directories for saving/loading PNG files. These are set with the 'snapsavedir' and 'snaploaddir' commandline arguments (which replace the old 'snapdir'), and are also available within the UI.
+ Changed 'eepromdir' commandline argument to 'nvramdir', and changed the default location to BASEDIR/nvram (where BASEDIR depends on your OS). This means all your EEPROM and Flash files will have to be manually moved to this new directory. This affects developers, and those people playing ROMs with AtariVox/SaveKey support as well as the newer 'Star Castle' FA2 ROMs.
| Check out official website for further information and latest version of emulator.
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