Sunday, December 31, 2006 |
WinUAE 1.3.4 Released
Posted by [vEX] @ 10:53 AM CET | Comments: 0 | Amiga
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| Bugs fixed:
- Improved bsdsocket emulation stability
- Winuaeclipboard crash fix
- Windows Vista compatibility problems fixed
- Filesystem flag handling on FAT volumes
- Page Down-key Input panel remapping works properly
- Sound system improved
- ECS Denise/AGA borderblank feature works properly
- Dualcore/SMP random freezes properly fixed
and more minor fixes..
Bugs introduced in 1.3.3 fixed:
- AVIOutput out of sync fix
- CPU emulation condition code fix
- Fixed handle leak in bsdsocket and AHI
- Sound pitch shifting in VSync-mode and more..
- Catweasel MK4 mouse support
New features:
- Improved emulation of AGA sprites outside display window
- uaeserial.device introduced. Multi-port serial device, unit numbers are directly mapped to PC serial ports (unit 0 = COM0, 1 = COM1 etc..)
- Improved serial port detection, virtual devices also supported
- Improved Catweasel MK3/4 support without Windows driver installed (requires TVicPort, http://www.entechtaiwan.com/dev/port/index.shtm)
- Improved debugger features
- Sound system is not anymore reinitialized when losing/gaining focus
- 1M (1024KB) ROM image support
- Sound volume configuration setting also sets AHI audio volume (previously was Paula audio only)
- Custom chipset interrupt timing improved
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WinUAE Official Site
WinUAE 1.3.4
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Friday, December 29, 2006 |
Gcube back from the dead!
Posted by ShizZy @ 10:28 PM CET | Comments: 5 | GameCube
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It seems this awesome GameCube emulator is back and being worked on. From monk himself...
| So... gcube did mean to die at o.4, but after a long while of complete inactivity, I picked it up again and made a bunch of improvements. Unfortunately I'm not able to release the newest version just yet. I was trying to make it a Christmas gift this year, but the university took all of my time. Fortunately I graduated this week so that's out of the way. In January I will start looking for a job, and after I get one, again I won't have so much time to work on this project, but I will definitely release 1.o version in the few upcoming months. Keep in mind 1.o doesn't mean it will be finished, or even fully functional. It just means gcube has reached the goals I set up for it...
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Link
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Sunday, December 24, 2006 |
Yabause 0.8.0 Released
Posted by [vEX] @ 11:03 AM CET | Comments: 0 | Saturn
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| cart:
- Moved Netlink code to its own file: netlink.c
- Improved Netlink AT command handling. Most games using the X-Band software should work now.
- Fixed a number of bugs that were causing strange behaviour in Netlink emulation.
- Added Modem states. Online Mode is now handled correctly.
- Added Networking code that allows two Yabause instances to communicate with each other. Still somewhat buggy.
cd block:
- Fixed an issue where games that didn't specify an index along with the track when playing cd audio didn't work correctly.
vdp1:
- Code cleanups.
vdp2:
- Code cleanups.
- Adjusted frameskip code so it skips up to a maximum of 9 frames at a time.
direct sound core:
- Fixed a bug that was screwing up the buffer position. Now it's almost perfect(at the very least there's no clicks or pops anymore).
sdl sound core:
- Fixed a bug that was screwing up the buffer position. Now it's almost perfect(at the very least there's no clicks or pops anymore).
software video core:
- Polygon drawing improvements
- Removed the silly y-axis clipping technique
- Added a filter for clipping detection
- Added vdp1 "end codes" in textures, but didn't find a game that use it yet, please report bugs.
- Code Cleanups
- Fixed a potential bug in polygons
- Fixed a bug in polygon clipping
linux port:
- Code cleanups
- Changed a few things in configure script to fix compilation problems when OpenGL and/or gtkglext were not present.
- Added a log popup window.
- Added a screenshot window on gtk port.
- Fixed Pause/Screenshot bug.
- Removed the "Keep ratio" setting as it can't be done in gtk and replaced it by a "Fullscreen" setting.
- Added a yabause entry in gnome and KDE application menus
- Changed configure script so it fails on linux if --with-opengl is used
and gtlglext is not installed.
dreamcast port:
- Compiles and runs again.
- Added Normal Sprite support.
- Added Distorted Sprite support.
- Added Scaled Sprite support.
- Added in YabauseGetTicks support.
- Ported VDP2 portion of software renderer.
- Added new cd core.
- Added very simple GUI.
- Other bug fixes.
netbsd port:
- Added patch to get yabause working on netbsd with cd support thanks to Takashi Kyohara.
windows port:
- Added pad configuration(first pad only).
- Added support for gamepads/joysticks.
- Removed duplicate cd code.
- Added a separate thread for cd access. SPTICDGetStatus is the only function making use of it for now.
- Fixed fullscreen bug
- Added dialog and settings saving/loading for Netlink stuff(disabled for now).
- Other bug fixes.
general:
- Commited mac port fix by Antime.
- Coordinate Increment Registers are now set to 1 when using the quick load function. It seems there's at least one game out there that doesn't want to set it.
- Improved Backup Ram bios emulation functions. The only functions that still aren't functioning correctly are Bup Write, Bup Read, Bup Verify, and Bup Set/Get Date. So still no saving, but at least there's no errors when running games now.
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Yabause Official SIte
Yabause 0.8.0
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Mednafen 0.7.1 Released
Posted by [vEX] @ 10:53 AM CET | Comments: 0 | Multi System
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| • Began work on an experimental stdio interface, see drivers/remote.cpp if you are a frontend author and can read C code, though it is disabled for now. Documentation for it will be written when it is closer to completion.
• Switched to trio_snprintf() from snprintf() in the input configuration code, this should fix problems under Windows (and any other OS with a lame snprintf() implementation) with joystick button configurations not saving properly.
• Fixed parsing of the "sounddevice" setting (it was erroneously being compared to the long, descriptive name of the driver instead of the short name).
• PC-FX: More changes.
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Mednafen Official Site
Mednafen 0.7.1
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DeSmuME 0.5.0 Released
Posted by [vEX] @ 10:49 AM CET | Comments: 2 | Nintendo DS
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| Well, it’s been a long, hard road since we started working on DeSmuME back in April. And now you too can enjoy the fruits of our labor.
So what’s new? The main things that were done were rewrites to the code(it’s now 100% C code, compiles and runs on 64-bit compilers, and is almost big endian safe), FAT/CompactFlash emulation, framebuffer emulation, sound emulation, backup memory emulation, and save states.
Anyways, the source, windows binary, and linux binary are all available on the downloads page. Merry Christmas :)
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DeSmuMe Official Site
DeSmuME 0.5.0
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Saturday, December 23, 2006 |
Ootake 0.88 Released
Posted by [vEX] @ 10:56 AM CET | Comments: 0 | Turbografx 16
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| - Operation speed & timing of CPU has been elaborately adjusted. (In "ZIPANG", the problem that the screen falls into disorder uncommonly by one frame was solved. I think that it approached a real machine by operation about other softwares, too.)
- Additionally, a detailed part has been improved and corrected.
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Ootake Official Site
Ootake 0.88
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Friday, December 22, 2006 |
MAME4ALL Alpha2 released !
Posted by Wraggster @ 04:44 PM CET | Comments: 0 | Dreamcast
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News from Chui of a new release of Mame the Arcade emulator for the Dreamcast.
- Fast FAZE Z80 core for all systems.
- Lastest FAME M68K core.
- Q-Sound for CPS1 games supported.
- ArcadeSticks bug fixed (L+Start for exit).
- Rest of fixes and new features of MAMEGP2X incluyed.
Download Release Page
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SainT 2.00 Released
Posted by [vEX] @ 11:46 AM CET | Comments: 0 | Atari
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| * Great speed up for video recording !
* Video recording support both 25 and 50Hz rate
* Screen is now 400*274, no more black lines at top and bottom in fullscreen (in GPU mode, enjoy fullscreen demos !)
* More pixels detail in "sound output debug" graphical view
* CPU rendering finally compatible with 16 and 32bits rendering, should run in windowed mode on more machines !
* CPU rendering enanced, SainT should work on software DirectX machine (some laptop)
* faster and cleaner low-pass filter routine
* removed old code path for dynamic texture
* removed all old-fashioned CPU rendering modes (blend, interlace)
* fixed "msvcr71.dll" missing message.
* Again a new 68000 prefetching routine
* fixed nasty bug if any shifter write at the very end of the frame
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SainT Official Site
SainT 2.00
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Mednafen 0.7.0 Released
Posted by [vEX] @ 11:33 AM CET | Comments: 0 | Multi System
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| *** Network play with this release requires Mednafen Server >= 0.3.0 ***
PCE: Fixed a timer reload bug.
Added the following configure script options:
--enable-debugger build with internal debugger [default=yes]
--enable-cjk-fonts build with internal CJK(Chinese, Japanese, Korean) fonts [default=yes]
--enable-gb build with GameBoy emulation [default=yes]
--enable-gba build with GameBoy Advance emulation [default=yes]
--enable-lynx build with Atari Lynx emulation [default=yes]
--enable-nes build with Nintendo Entertainment System emulation [default=yes]
--enable-ngp build with Neo Geo Pocket emulation [default=yes]
--enable-pce build with PC Engine(TurboGrafx 16) emulation [default=yes]
--enable-pcfx build with PC-FX emulation [default=yes]
Moved the save states display and info text message display to blit directly to the framebuffer, rather than to the general OSD layer(which is now only used for cheat console and debugger).
Reworked the network play console interface to be more...usable. It takes up much less space, is centered at the bottom of the screen, the "t" button now activates text input, pressing "Enter" exits netplay console mode, and it will automatically pop up(though without user input possible, unless you press "t" while it's up) for 2.5 seconds when a new message is received.
Added support for all possible input devices to be used with network play.
Command-line arguments can now be prefixed with either "-" or "--".
Fixed "--help/-help" parsing from command-line.
PC-FX: Increased emulation accuracy, most games still don't work correctly, if at all.
PCE: Fixed VRAM->VRAM DMA when destination writes occur outside of VRAM space(they're now ignored). Fixes "Ruin - Kami no Isan".
OpenGL page flips will now try(it doesn't seem to work with nvidia's binary driver under Linux, so use "nvidia-settings" utility instead) to be synchronized to vertical retrace/blanking period if Mednafen is compiled against SDL >= 1.2.10, controllable by the setting "glvsync", enabled by default.
The "sounddriver" setting is now honored. Values you can try are "default", "oss", "alsa", "dsound", and "jack".
Added support for JACK and ALSA sound output, ALSA sound output is now preferred over OSS.
Mednafen will now exit properly if it receives a not-fatal signal, such as SIGTERM or SIGINT.
NES: Fixed noise and DMC playback frequencies with PAL emulation. Thanks to blargg for the information.
Due to internal changes, and wanting to clean up code, save states created in versions older than 0.6.0 are no longer supported(if you have any old save states you absolutely must have, load them in 0.6.5 and save them, then load them in 0.7.0).
Added keys to increment(though a predefined list of possible devices) the currently selected device on an input port(CTRL+SHIFT+1 through CTRL+SHIFT+5); note that this WILL change the setting for this port saved in the configuration file.
PCE: Added mouse support(use "-pce.input1 mouse"). To use it properly in windowed mode, you will need to press the "Scroll Lock" key.
PCE: Added 6-button pad support. By default, the "M" key will switch between 2-button and 6-button modes(this is necessary because most non-supporting games will break horribly in 6-button mode, which happens on a real system as well).
Revamped much of the internal input device handling. Important user-visible changes:
Button configuration order is slightly different, with the rapid-fire instances of buttons immediately coming after normal instances of the buttons.
More buttons can now be configured for rapid-fire.
A virtually unlimited number(instead of 4 in previous versions) of physical buttons may now be assigned to a virtual button or command.
Input button settings are now saved in the text-format mednafen.cfg file.
Famicom input devices that were previously not configurable, such as the Family Keyboard, now are; however, it would be unwieldy to configure the Family Keyboard using the in-emulator configuration process, so edit the configuration file instead.
The NES Zapper and other devices that are emulated using the mouse can now have their buttons configured.
The setting to manually set an input device on the Famicom expansion port has changed from "nes.fcexp" to "nes.input5".
Gameboy and Gameboy Advance pad button configurations are now independent of each other.
Save states and movies can't be accessed during HES/NSF/GSF playback anymore(does this hurt anyone?).
Button configuration hotkey functions are now mapped to ALT+SHIFT+1 through ALT+SHIFT+5(for input ports 1-5) instead of F3, F4, and various convoluted combinations of F3 and F4 with CTRL and SHIFT.
The NSF/HES/GSF player graphical code now all use the same resolution and video settings("player.*").
Replaced the internal fixed-width 6x13 and 12x13 fonts with 9x18 and 18x18 fonts, respectively, and increased the general OSD layer size to 384x336 from 256x224(which has a side effect of allowing more detailed save state previews for NES and PCE). The new fonts provide about 10,000 more glyphs (for a total of about 32,000 glyphs), mostly for east-Asian languages (I think this MIGHT be slightly overkill, but, eh...*flees*).
PCE: The timer counter was being updated one instruction too late. Fixed. (This problem probably didn't affect any games, but it could have resulted in confusion while using the debugger.)
Remapped the state rewind key to ALT+S, and added a new help screen triggered by pressing "F1".
PCE: The disassembler was missing opcode 0x3A, DEC. Fixed.
NES: A few sound variables weren't being saved in the VRC6 and FME7 sound code. Fixed.
PCE: Fixed disassembler decoding of ZP indirect addressing mode.
NES: Fixed unofficial opcode 0xE2 cycle timing.
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Mednafen Official Site
Mednafen 0.7.0
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ZSNES 1.50 Released
Posted by [vEX] @ 11:22 AM CET | Comments: 12 | SNES
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| All Ports:
For this release we spent much time rewriting, porting, improving many internal subsystems. ZSNES is a program with over 200,000 lines of source code and in this release, over 25% of that has been modified. Also around 15% of assembly has been ported to C. The upcoming list while large can't fully describe the amount of work and the amount of improvements made. Make sure to see the readme to find out how to use all the new features.
Subsystem Additions/Updates/Rewrites/Fixes/Improvements
* Ryan C. Gordon's ManyMouse support added. [Nach, pagefault]
This allows the systems compatible with ManyMouse ((Windows XP, Linux via evdev if read permission set, Mac OS X) to handle each mouse plugged into the system separately. So now games with two mice using devices can be played with 2 player (or 1 player controlling both) on a single PC.
Left Handed Mouse Support. [Nach, Deathlike, Jonas Quinn]
So lefties can have the buttons for a particular mouse swapped if they so desire.
* Rewrote directory handling system. [Nach, Jonas Quinn, grinvader, Deathlike]
The old system dubbed "ZFile" only kept track of files in a limited manner allowing for many many bugs. The new system dubbed "ZPath" now tracks files and paths in a clean systematic manner to eliminate all file/path related bugs that have made previous versions annoying. All file handling code is now done in C and has many functions to make it easier for anyone else to jump right into this bit of development. This also allows for many new features to be written, and we wrote quite a few. A debug system has also been added making it easy to track file issues regardless of the operation system in question.
* ZMV Rewritten - Movie Support. [Nach, grinvader, ipher]
Added support for subtitles while playing a ZMV. [Nach]
Can now load movies via command line parameter. [Nach]
Added parameter to close ZSNES when movie is closed. [Nach]
Our movie subsystem - ZMV has been completely rewritten from the ground up. Now features such as rerecording (via states and rewind), appending, mouse recording, Super Scope recording (buggy), chapters, start types, frame count, input compression, among other things is now all supported. Note ZSNES can still load old ZMVs, however it should be noted that ZMVs are somewhat version reliant and may desync on a version it was not recorded with. Also most of the new features will not work when using an old ZMV.
* Can now dump ZMVs to AVI and WAV. [Nach, Bisqwit]
For years users have requested being able to convert a ZMV to something else, it is now possible.
* Added IPS multipatch support. Goes from IPS, IP0, IP1, IP2, ..., IP9. [Nach]
So you can have IPS autopatching apply more than one to a game loaded.
IPS files now loaded from save directory then ROM directory. [Nach]
Making it easier for a user to auto patch.
Fixed silly mistake with size adjustment of IPS patches. [Nach]
So now the very rare broken IPS should work.
* Rewind and ZST code fully merged rewind should now work where save states do (Fixes rewinding in Super Bomberman games). [grinvader, Nach]
Can now use 100 save states instead of 10. [Deathlike, Nach, Jonas Quinn]
SRAM is now stored in save states and can be optionally loaded from them. [grinvader, Nach]
Can now select how many rewind states you want. [grinvader, Nach, ipher]
Can now select how much time is in between rewinds. [grinvader, Nach, ipher]
Our state saving subsystem has been completely rewritten (although another rewrite is planned) to fix many bugs that used to be present. With the ZST and rewind code merged, it also means no more issues where one works but not the other. This is also now all done in C making it easier to deal with, as well as allowing many new features as listed above.
* Parsegen invented (thanks grinvader, gladius). [Nach]
Binary and text config files merged into one and heavily updated. [Nach, grinvader, Deathlike]
We invented a new programming language (PSR), and a compiler for it (parsegen), which allows one to keep track of variables in a simple manner for both developers and end users. Developers can just declare a particular variable to be tracked and forget about it, letting the system manage everything else, making it easy to add as many configuration options as one likes. For the end user, the config file is all in text, making it easy to modify any feature they like or features for advanced users not changeable from within the GUI. It also provides a level of future compatibility so users should normally not have to delete config files between versions. It also allows partial config files, so users can delete certain settings and have them restored to their defaults. All this is possible while maintaining a high level of flexibility.
* Netplay, Modem, IPX code removed. [grinvader, Nach. ipher]
As much as we hated to, we had to remove all computer to computer playing options in order to fix up the other subsystems since the code was spread throughout ZSNES. We hope to in future versions to reimplement it and also provide new features.
* Created new macros and greatly eased GUI development and cut down on size of GUI code. [ipher]
Cleaned up GUI and reorganized it. [ipher, Nach, grinvader, Deathlike, Jonas Quinn]
Added tab support to the GUI and made good use of it. [grinvader]
Rewrote the load game menu, it can now handle thousands upon thousands of ROMs at a time. [Nach, grinvader]
Added a custom font system. [ipher, Deathlike]
Nach input boxes (video, path) now have a normal blink rate. [Nach]
Now using our custom GUI should be easier and more straight forward. Almost everywhere you look you should see a cleaner design and new features, and less bugs. See below for more specifics.
* New unified ZSNES loader which is also less buggy. [Nach, grinvader, Deathlike, Jonas Quinn]
Now command line options are handled in a more efficient manner, as well as making it much easier for us to add more.
* Committed the ZSNES development toolkit. [Nach, grinvader]
Code is now always in executable sections, fixes NX and many other issues. [Nach]
Added utility to auto detect best -march option to compile with, SDL port uses it automatically. [Nach, grinvader]
For various developers, we now added many utilities to make working on ZSNES much easier. Some of these utilities should be built into the assembler but aren't. These new utilities have also allowed us to easily track down several critical bugs and fix them effortlessly. We also have a utility now to aid the person compiling to get the best optimization out of their build perhaps now allowing them to use HQ4x or other filters that weren't possible before.
* Updated build setups. [grinvader, Nach]
Added file dependency utility. [Nach]
All the build setups have been updated to make it easier and more flexible for one to compile ZSNES and encounter less bugs along the way. File dependencies can now also be calculated automatically (most notably for SDL), so one updating ZSNES doesn't run into weird issues with only half of a fix being compiled.
* Ported much assembly to C. [grinvader, Deathlike, Nach, Jonas Quinn, theoddone33, pagefault, byuu]
Removed dead code. [grinvader, Nach, pagefault, Jonas Quinn, Deathlike]
Lastly on our big rewrite, a lot of old junk went, and many complex are annoying features are now in C meaning if you know C, now is a good time to start helping out ZSNES development.
Special Chips:
* Fixed all remaining bugs with the SPC7110. SPL4 and MDH are working correctly, now. Special thanks to John Weidman and Dark Force for working on reverse engineering. [Jonas Quinn]
* Super FX updates (Starfox 2 now 99% working). [pagefault]
* OBC-1 code ported to C and integrated properly, Metal Combat doesn't have graphical problems anymore, thanks Nach. [Jonas Quinn]
* DSP-1 finished. [The Dumper, Andreas Naive, Nach]
* SA-1 detection updated (Fixed loading of SD F-1 Grand Prix (Sample)). [Nach]
* Partial Seta 11 emulation (thanks anonymous and Jonas Quinn). [Nach]
* DSP-3 support (opcodes RE'd by Overload and Feather). Thanks Jonas Quinn for finding a bug in my glue code. [Nach]
* DSP-4 Support (Top Gear 3000). [Nach, pagefault]
* C4 emulation should be virtually perfect now. [Nach, Jonas Quinn]
* Now got mapping done correctly for dual Sufami Turbo (thanks byuu), now have two sets of SRAM. [Nach, Jonas Quinn]
As for everything else, much was done including a multitude of emulation updates, it is even hard to count how many emulation bugs are no longer present. Several new features were also added.
* Many Mode 7 fixes, also implemented anomie's Matrix formula (Fixed Energy Breakers world map, IOG intro, Battlemanicas Battlecoptor intro). [Jonas Quinn]
* Added some preliminary NMI and IRQ timing, proper behavior of H-IRQ when V-IRQ is active, flickering fix in H-IRQ timing. [pagefault]
* Fixes for DMA, HDMA, so we can have the recent improvements without breaking tons of other game. (SSF2, SFA2, FFMQ, TOP, CT, YI, Probably others). [pagefault]
* Init DMA values to FF, thanks Overload. [pagefault]
* Fixed windowing issues in Dragon Quest, Star Ocean, Final Fantasy V, Gradius and probably other games. [Jonas Quinn, pagefault]
* Fixed transparency issues in several games including U.N. Squadron, Final Fantasy 3u/6j and Star Ocean. [Jonas Quinn, pagefault]
* Fixed SRAM Mapping. Ys III, Dezaemon, Tokimeki Memorial, Dragon Knight 4, Fire Emblem - Thracia 776, *should* all work nicely now. [Jonas Quinn, Nach]
* Fixed a special chip SRAM bug. [Nach]
* Fast ROM is now actually set. [Nach]
* Straightened out the 48Mb/64Mb ROM map. [Jonas Quinn, Nach]
* Fixed Uchuu no Kishi Tekkaman Blade. [Jonas Quinn]
* Fixed ENVxbehavior. [pagefault]
* Some fixes regarding WRAM. Some Open Bus. Thanks _Demo_ & byuu. [Nach, pagefault]
* Fixed the source of the Super Turrican crash. It also fixes my current Robotrek game. I pray this doesn't break anything else... [Deathlike]
* Behold true ROM mirroring. If your translation breaks now, fix it. [Nach, grinvader]
* Evened out ROM scoring quite a bit. A bunch of beta ROMs which didn't load before now should. Special thanks to Cowering for the Reset Vector Popular Opcode Check code. [Nach]
* Say goodbye to speedhacks. [pagefault]
* Changed cycles for scanline 0. [pagefault]
* Removed special timing for EHi roms. [Jonas Quinn]
* Fixed game title in SPC files for EHi Roms. [Jonas Quinn]
* Workaround to fix crashing of certain games (Sim City Pal and Super Tetris 2 + Bombliss) on resolution change. [Jonas Quinn]
* Silly DSP code removed, should fix a lot of games (including EWJ2) [pagefault].
* Fixed program counter in RET macro, Dirt Racer now plays with some blinking, making progress :) [pagefault]
* Implemented some RTO (fixes some FF3 issues). [pagefault]
* Many hacks removed (we now have less than a dozen, and we have the least of all the emulators that use hacks). [pagefault, grinvader, Nach, Jonas Quinn]
* Fixed small screen extra line issues (fixes Super Metroid annoying line issue, so now that guy who keeps on coming into the channel annoying us about it can rest in peace). [pagefault, Nach]
* Fixed bug in hires mode (for example Lufia 2 ending). [MaxSt]
* Fix some randomness in the SPC core for now. [pagefault]
* Fixed loading of small ROMs. [Nach]
* Fixed a bug when the background was cleared to a strange color. [pagefault]
* Updated the bg scroll registers, fixes a couple of games (thanks anomie, byuu). [pagefault, grinvader, Jonas Quinn]
* Memory mapping code is now somewhat sane and can be followed. [grinvader, Nach]
* Updated timing. [pagefault]
* Readded corrected noise frequencies. [TRAC]
* SPC RAM cleared properly on soft reset. [pagefault, Nach]
* Fixed some init glitches. [Nach]
* Pass some more tests on the test cart. [pagefault, Jonas Quinn]
* SPC700 init to ffc0. [byuu]
* Proper logic when when drawing sprites while subscreen is present, fixes SMRPG characters disappearing when entering buildings. [pagefault]
* Removed the Sound Buffering option because it isn't doing anything. [Jonas Quinn]
* GUI/Exiting SRAM saving only saves if SRAM Check+Save is off or it's on and SRAM has been modified recently without save. [Nach]
* Super Scope buttons are now configurable. [Deathlike]
* srand() is performed once! and always once per z execution. Water effect B now also has a lot more effecting. [Nach]
* Cleaned up GZip reader. GZip reader now also support transparent reading, namely a regular file with a .gz extension for no apparent reason. [Nach]
* Added "Show Clock Box" and "Show Rom Info On Load" to the Options menu. [Deathlike]
* Fixed some bugs that were discovered with Valgrind. [Nach]
* Changed the default keys for Player 2 to saner defaults. [Deathlike]
* Fixed some memory leaks. [Nach]
* Remove B CPU core. [pagefault]
* No more TURB! [Nach]
* FPS now displayed correctly for large numbers. [grinvader]
* Fixed crash after SuperFX savestates are loaded. [Jonas Quinn]
* No more alpha for PNGs. [Nach, grinvader]
* Removing unused and probably out of date SPCDUMP. [Nach]
* Prevented 'auto state save/load' & 'auto increment state slot' from interacting. Former takes precedence. [grinvader]
* ZSNES will no longer jump back into the GUI randomly if you press F2 / F4 or some other buttons repeatedly. Special thanks to Dan for the clues on how to recreate it. [Jonas Quinn]
* Added 12 hour clock toggle. [pagefault]
* GUI special case horizon fixed, thanks Motley, Dan. [Nach]
* Crammed a "Documentation" button right below the "WWW.ZSNES.COM" button. [ipher, Nach]
* Fixed crash after enabling Sound Interpolation mid game. Fixed Gaussian always selected bug when MMX Support is disabled. Some options that are only available with MMX enabled are now hidden if MMX is disabled. [Jonas Quinn]
* Fixed Clear2xSaIBuffer to clear the first line, too. [Jonas Quinn]
* Removed off by 1 line fix. [Jonas Quinn]
* Fixed burning effect in executables compiled with GCC. [Jonas Quinn]
* Removed some DOS only code from other ports and vica versa. [Jonas Quinn]
* Added "+ Gamma" and "- Gamma" hotkeys to the Misc Keys menu [pagefault, ipher]
* Hacks can now be disabled via command line (-dh). [Jonas Quinn]
* Get_Date returns correct year now. [Jonas Quinn]
* SPC filenames are no longer truncated if there is a dot in the filename. [Jonas Quinn]
* Made gui option save config override dontsave option. Fixed bug #13. [Nach]
* Fixed crash when mmx is disabled and 25% scanlines with interpolation is enabled (bug #142). [Jonas Quinn]
* Fixed corrupted graphics when alt-tabbing. [pagefault]
* Can now display batter power status on laptops. [Nach, pagefault, ipher, David Lee Lambert, drizztbsd]
* Stupid (and old) mistake successfully corrected after manual tracking, fixed bug #52, and probably lots of other sound issues upon state load... [grinvader, Jonas Quinn]
* Added new video modes. [Aerdan]
* Fixed vars in bss section that had no space reserved. Fixed bug #18 on bug tracker. [Jonas Quinn]
* ZSNES now decodes shift-jis headers correctly... but the font is still limited to 5x5. [grinvader]
* GCC 4.0 support. [Nach]
* Fixed a jump to not disable ENV when it shouldn't. [Jonas Quinn]
* Optimization to frame draw code, only draw frames that change. [pagefault, Nach]
* Added error message if hard patching fails. [Nach]
* Fixed the exit procedure. [Nach, Jonas Quinn]
* Updated license. [Nach]
* Option to allow Up+Down/Left+Right for speedruns' sake. [grinvader]
* New variable slow down/speed up options. [grinvader. ipher]
* Lower memory usage. [Nach, Jonas Quinn, Deathlike]
* Panic key now resets offset mode and windowing state. [pagefault]
* Primary Buffer option shouldn't be reversed anymore. [Jonas Quinn]
* Added pause and frame increment options (buggy). [Nach, grinvader, ipher]
* Key combos for player 5. [ipher]
* Mode 4 offset change overflow fix in rendering code. [pagefault]
* Fixed crashes related to wrong MMX detection. [Jonas Quinn, Deathlike, hector]
* Major framerate improvement when using new graphics engine. [pagefault]
* JMA: Fixed some bugs in decompression. Improved performance. Lower memory requirements. Support for JMA v1 files. [Nach]
* Changed video change accept key to spacebar. [Nach]
* Added info on load if ROM is patched. [Nach]
* Fixed 100% CPU usage when no game is running. [pagefault]
* ZSNESW can now be compiled in MinGW without any fancy NASM patches. [TRAC, Nach]
* Fixed bugs with SRAM Check+Save option. [grinvader, Nach, Jonas Quinn]
* Initialized many vars which were not. [Nach]
* Added comments so people have more of a clue. [pagefault, grinvader, Nach, ipher]
* Fixed warnings. [Nach, theoddone33, grinvader, Jonas Quinn]
* Configure script fix for Gentoo users, and debug builds now use -O0, because we can. [grinvader]
* Partial scons support [theoddone33, Aerdan, Snarius]
* Added CPU parameter for specific CPU optimizations when compiling for an MS platform. [Nach]
* Added debug build support for MS ports. [Nach]
* Can now compile without JMA support. [Nach]
* Greatly updated, overhauled, and unified documentation. [AspiringSquire, Deathlike, Nach, Jipcy, Noxious Ninja, Richard C., xamenus, and others]
DOS Port:
* Fixed sample rate to not be able to select 32000 Hz or bigger rates when they are not available under certain circumstances. [Jonas Quinn]
* 8 bit modes now save images as BMP. [Nach]
* Can now compile without a debugger. [Nach, Jonas Quinn]
* Can choose old or new debugger. [SamB]
* Fixed ROM loading from the command line for DOS when a VESA2 mode is selected. [Jonas Quinn]
* Now runs proper clean up code on exiting. [Nach]
* Updates to input code, now supports more parallel pads. [Deathlike]
* Can now set via command line player 1 and 2 to any input.
* Rewind can now be used. [Nach]
* Quick load menu now shows full internal names or if LFN, as much as the other ports show. [Nach]
Win Port:
* Fixed a really strange crash problem on Windows 2003 systems. [pagefault]
* You can now use gamepad in the background without ZSNES having focus. [pagefault]
* Fixed bugs so ZSNES can be ran in VMWare. [pagefault]
* Can pause emulation in the background. [pagefault]
* Fixed black screen after the computer was locked. [Jonas Quinn]
* Fixed inline assembler in winlink.cpp when compiled with optimizations. [Jonas Quinn]
* Added custom video modes. [Deathlike2, Nach]
* Debugger now works in this port. [SamB, pagefault]
* Added KitchenSyncPal and fixed a lot for KitchenSync issues [Deathlike, Poobah]
* Added ForceRefreshRate as a replacement for Force60Hz. I'm sure someone will fail reading the cfg file for help. [Deathlike]
* Added Keep 4:3 ratio as requested a while back by gltamarin. This is useful for laptops/LCDs that use non 4:3 resolutions. [Deathlike]
* Can now set joystick sensitivity. [Deathlike]
* Can now view ROMs by SNES internal name. [Nach, Deathlike]
* Changed default option the Windows port uses due to sanity reasons. Also, a check was added to prevent the black screen (and maybe double vision) issue. A message box will now pop up to tell you what options you have. [Deathlike]
* Disable Screensaver Option now disables all annoying power management stuff. [Deathlike]
* Changed "High Priority Mode" to "Use A Higher Priority" and Above Normal Priority is used on NT. [Deathlike]
* Nach input boxes (video, path) now allow pasting via ctrl+v. [Nach]
* Added NTSC filter. [Blargg, pagefault, ipher]
* Fixed strange sprite priority bugs after switch to window/fullscreen. [Jonas Quinn]
SDL Port:
* Fixed bilinear filter in GUI [grinvader]
* Fixed video change freeze problems in port. [Nach]
* Make sound processing use less CPU cycles. [Nach]
* Fixed input responsiveness for controllers 3+. [bssteph]
* Added freedesktop.org file [pagefault]
* Fixed screen refresh for SDL software modes when toggling hq2x. [grinvader]
* Fixed a key repeating bug when changing resolutions. [grinvader]
* Fixed bug where mouse buttons were conflicting, right mouse click by itself on 3+ button mouse. [Nach]
* Updated wheel handling. [Nach]
* Added a Variable OGL mode to center ZSNES output with proper ratio. [NBondoux]
* Added custom video modes. [Deathlike2, Nach]
* New scancode handling system, should fix problems with non US keyboard and Mac OS X. Thanks hector.
* Debugger now works in this port. [SamB]
* Can now set joystick sensitivity. [Nach]
* Added Keep 4:3 ratio as requested a while back by gltamarin. This is useful for laptops/LCDs that use non 4:3 resolutions. [Deathlike]
* Can now view ROMs by SNES internal name. [Nach, Deathlike]
* Hopefully fixed numlock keypad quick select in the F3 menu. [Deathlike]
* Fixed bug when trackballs are present, also cleaned up joystick code a bit. [spoon0042]
* Make stack non executable for ELF. Thanks drizztbsd. [Nach]
* Mac OS X support. [Nach, hector, BRPXQZME]
* Removed dangerous checking of environment variable for user's home path. [Nach]
* Fix compilation on OpenBSD. [pagefault, Nach]
* Added NTSC filter. [Blargg, pagefault, ipher]
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ZSNES Official Site
ZSNES 1.50
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Thursday, December 21, 2006 |
clrmamepro 3.97 Released
Posted by [vEX] @ 11:42 AM CET | Comments: 0 | Arcade
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| • Made the packer classes more generic, automatically adding rar/7z support to:
• about: drag'n drop info lists rar/7z & search crc in folder supports rar/7z
• profiler: online xmlfile can be compressed and xmlfile creator scans rar/7z
• profiler: datfiles can be compressed to rar/7z
• dir2dat: reading rar/7z while building the dat
• Scanner, Rebuilder and Merger automatically supports them too now but I need some more time to fully enable it there. Of course you still got the rar/7z support for rebuilder source.
• misc: improved speed of chd scanning
• misc: folder browser takes parent folder if init folder doesn't exist anymore
• misc: some cleanup
• fixed: wrong dupe complain for full merged sets where only clones have chds
• fixed: no grey profile when you download and directly replace the old one
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clrmamepro Official Site
clrmamepro 3.97
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Sunday, December 17, 2006 |
MEKA WIP 2006-12-17 Released
Posted by [vEX] @ 06:08 PM CET | Comments: 0 | SMS|GG
|
| - Updated k.
Emulation:
- Fixed data corruption/overflow in VDP emulation when seeking and writing to an invalid palette address. Thanks Maxim. [Omar]
- VDP palette write do not mask out current VDP address, so performing the (unprobable) set address/access palette/access VRAM sequence will keep address in the full 16KB range. [Omar]
- Fixed VDP line interrupts not properly running in overscan area in 224 lines mode. Fixes bottom of the screen in Charles Mac Donald's BB2K6 demo. [Omar]
Video:
- Changed default fullscreen blitter configuration in the hope of getting something more compatible (640x480 by default), as so many people have problems with fullscreen modes.
- Got rid of "parallel" blitter that displayed both odd and even frame next to each other. Seems useless now. Could be brought back if some four-eyed person request it. [Omar]
Debugger:
- Added "CLOCK" command, to display/reset a Z80 cycle counter. Very simple but can be helpful to time Z80 routines. [Omar]
- (Win32) Forward debugging log to Windows debugging stream via OutputDebugString(), so running MEKA from Microsoft Visual studio will display log in the 'Output' window. [Omar]
Project:
- (Win32) Added new targets supporting shared standard libraries. [Omar]
- Updated SOURCES.TXT documentation. [Omar]
GUI:
- Fixed background picture not loading on startup. [Omar]
- Removed closing fadeout since the current implementation is way inefficient and cannot garantee proper speed. [Omar]
- Added and modified entries in the checksum and compatibility lists. [Omar]
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MEKA WIP Site
MEKA WIP 2006-12-17
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Friday, December 15, 2006 |
Ootake 0.87 Released
Posted by [vEX] @ 07:35 PM CET | Comments: 0 | Turbografx 16
|
| - The problem that "Kabuki Ittouryoudan" was not able to be started (generated from v0.80) was solved.
- In "Ys IV", the problem that some pictures and the sounds shifted was corrected. * Even ending did the confirmation completion. When CD drive environment not fast is used, the noise might enter the sound. In that case, please use virtual CD drive software.
- Operation speed & timing of CPU has been elaborately adjusted. (I was going to refer to experiment information on PC2E author's Mr.Ki.)
- "TurboButton(AutoFire)" timing of "LowSpeed" has been readjusted. (In "Ys IV", AutoFire has been Ok.)
- Additionally, a detailed part has been improved and corrected.
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Ootake Official Site
Ootake 0.87
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Thursday, December 14, 2006 |
SSF 0.08 alpha r2 - Compat List US region games
Posted by Falcon4ever @ 01:52 PM CET | Comments: 0 | Saturn
|
Flow`` from saturn shack just released his compatibility list of SSF 0.08 alpha r2.
You can find the compatibility list here.
His notes:
| • All netlink games crash, go figure.
• I don't have Winning Post so it was the only game not tested.
• All games are US region, bin/cue format.
• Test on Dell E512 (athlon 3500 / integrated nvidia 6150 / gig of ram)
• Thanks to linlhutz at segasaturn.org for his list to refer to
• Took roughly 10 hrs to do (246/247 games tested), so don't expect this for every release
• No demos or netlink software included, might test them later on but I'm burnt out for now
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B-EM 1.3 Released
Posted by [vEX] @ 11:27 AM CET | Comments: 0 | BBC Micro
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| • Better sound in Windows version
• Better CSW support
• Bugfix in mode 7
• Bugfix in cursor handling - Frogman works again, no more random crashes in some games
• Periodic noise pitch now correct - see Icarus, Cute To Kill
• Video can now use hardware scaling - should be faster
• Removed colour errors with 2xSaI filter
• File dialogs now (finally!) work properly
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B-EM Official Site
B-EM 1.3
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Wednesday, December 13, 2006 |
Glide64 Wonder new release!
Posted by Allnatural @ 01:34 AM CET | Comments: 4 | Nintendo 64
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| More than a year since the last release, Gonetz assures us his plugin is still alive.
• Improvements in hardware frame buffer emulation for Banjo Kazooie, Banjo Tooie, Mickey's Speedway USA
• Added support for highlighted objects in Perfect Dark. Added support for coronas in this game (requires software depth buffer rendering). Both features are very important for correct emulation. Now Glide64 emulates PerfectDark nearly perfect, only sky is still missing. Needless to say, that all frame buffer based effects work too (there are many of them in this game).
• Fixed combiners in several games.
Hacktarux's glide wrapper has seen some improvements as well.
• fixed dithered alpha emulation on ATI cards
• fixed chromakey functions
• fixed Lens of Truth problem in Zelda MM
• added some missing combine modes
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Read more at the official site:
Glide64 official site
Glide64 Wonder ++ download
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Monday, December 11, 2006 |
GameEx 7.09 Released
Posted by [vEX] @ 08:12 PM CET | Comments: 0 | Arcade
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| Enhancments:
• Plugin system 1.1:
• Enhanced timer event
• Updated C# Template
• A Visual Basic .net template now included
• New Plugin included, Just for fun and the source code is included. Small tribute to Dig Dug
• Theres a new setting - cab control friendly. This makes navigation of the user interface easier when using sensitive joysticks and gamepads. With this turned on, controls have to be held down to navigate left and right. So it should resolve accidentily navigating outside the game list or menus. Something I should have done a long time ago. I am sure some people did not use GameEx in their cab because of that
Optimisations:
• Lots of optimisations in this release
• GameEx starts up quicker uses less memory and may run a little quicker
• The configuration application starts up and runs significantly faster
• The gameex install should finish installation quicker
Fixes:
• Fixes English (Default) selection missing from install in recent versions
• Fixes to emulator caching. This should fix all issues with lists not refreshing and changes to settings not taking affect
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GameEx Official Site
GameEx 7.09
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Friday, December 08, 2006 |
Ootake 0.86 Released
Posted by [vEX] @ 09:33 PM CET | Comments: 0 | Turbografx 16
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| - In "Star Parodia", after the middle boss who has shape of tree (on the "Battle Stage" mode) is defeated, the problem that BGM of CD-DA stopped was solved. As for other games, a similar problem might have been solved, too.
- In "Ys IV", the problem that some pictures and the sounds shifted was corrected.
- Additionally, a detailed part has been improved and corrected.
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Ootake Official Site
Ootake 0.86
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Sunday, December 03, 2006 |
nullDC Progress Report
Posted by PsyMan @ 11:23 PM CET | Comments: 6 | Dreamcast
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nullDC has some quite impressive progress these days. After the recent changes and additions more games start to become playable. CDDA support was implemented so games with audio tracks now have music. nullDC also run Virtua Cop 2, its first Windows CE game (Tomb Raider Chronicles was booting before, but it wasn't playable). Some sound and GD-ROM changes also made Bangai-O playable.
Here are some screenshots of Bangai-O, Half Life and Virtua Cop running in the latest (unreleased) nullDC BETA. Click on the links to see the images.
Bangai-O:
Picture 1, Picture 2, Picture 3, Picture 4, Picture 5
Half Life (Windows CE):
Picture 1, Picture 2, Picture 3, Picture 4, Picture 5, Picture 6, Picture 7
Virtua Cop 2 (Windows CE):
Picture 1, Picture 2, Picture 3, Picture 4, Picture 5, Picture 6, Picture 7, Picture 8, Picture 9
Good work nullDC team!
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Saturday, December 02, 2006 |
Friday, December 01, 2006 |
Ootake 0.83 Released *updated to 0.85*
Posted by [vEX] @ 12:32 PM CET | Comments: 0 | Turbografx 16
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| 0.85:
- In version0.84, the bug of the CD access processing existed. Because of that, in some games, "the trouble that fell into disorder the game screen, and stopped" was corrected.
0.84:
- When CD-ROM was accessed in some games, the bug that a noise mixed with ADPCM sound occasionally was corrected.
0.83:
- In "Ginga Fukei Densetsu Sapphire", it mounted so that "ADPCM voice" is played before "2-Stage is started". As a result, other Game with the problem that ADPCM is not played might have been corrected.
- The CD access processing has been improved so that it emulated as the same as possible as for any personal computer environment. As a result, at the access speed of a variety of CD drives, it was solved that the sound shifted. (Visual scene of "Ys IV" and "Popful Mail", etc.)
- "Popful Mail" came to operate(v0.82). Moreover, it was made not to freeze even if CD drive not fast was used.
* "Popful Mail" needs "CPU power" more than other games. When used with a personal computer not fast, it doesn't operate well.
- The operation speed of CPU (consumption cycle) was approached to a real machine. (Certain experiment information from PC2E author's Mr.Ki)
- In specific foreign language input environment (IME), the trouble to which the Joypad was not able to be set was corrected.
- In "Rainbow Island", when the display of "Hurry!!" appears, the problem that the screen had become one light blue color (generated by v0.81) was corrected.
- In "Fighting Street", at the match conclusion (chiefly at "Time Over"), the problem that ADPCM voice was not occasionally played was solved.
- In opening demo of "Dragon Slayer: Eiyuu Densetsu II", the problem with not correct vertical position where a part of screen was displayed was corrected.
- In the software for mouse, when mouse's wheel was moved up and down quickly, the problem that had become reset operation of PC Engine (SELECT+RUN) occasionally was corrected.
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Ootake Official Site
Ootake 0.85
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