GameBoy Online (2011/06/26)
Posted by Wraggster @ 12:59 PM CET | Comments: 0 | Gameboy
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via http://www.emucr.com/2011/06/news-gameboy-online-20110626.html
GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
Recent Changes:
- Emulating an undocumented behavior: HDMA becomes GDMA when LCD is disabled. This fixes Worms Armageddon. Manual disassembly + Firebug = :3
- Optimized the DMA code by inlining whole tile block loads. Kirby Tilt N Tumble can now boot, I will get the special gyro implementation landed soon, since it is running as an MBC type 5 cartridge for now.
- Updated Updating the midscanline working pixel determinism.
- Updated LYthe LY register reset write case handling.
http://www.grantgalitz.org/gameboy/
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PCSX2 SVN r4779
Posted by Wraggster @ 12:53 PM CET | Comments: 0 | Playstation 2
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News via http://www.emucr.com/2011/06/pcsx2-svn-r4779.html
PCSX2 SVN r4779 is released. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r4778
SPU2-X: Apply Neill's recommended 2/3 multiplier to the input. The results still are not like on the PS2, but we're now as good as Neill's research allows. We'll have to do our own from here on.
r4779
SPU2-X: Version bump.
Download http://www.dcemu.co.uk/vbulletin/threads/357832-PCSX2-SVN-r4779
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[Wii] [NGC] Dolphin v3.0
Posted by Wraggster @ 12:47 AM CET | Comments: 0 | Nintendo Wii
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News via http://www.nintendomax.com/viewtopic.php?t=13585&f=54&sid=66add62da70765c0722b4864a27251be
Dolphin , the "Wii and GameCube emulator for PC, now in version 3.0. In case of problems of use, please consult the FAQ .
http://code.google.com/p/dolphin-emu/
Yep, we really did it. Finally, after 20 days of string freeze and almost 3 months of feature freeze (totally worth it), we're officially declaring Dolphin "it must new" 3.0 as released!
So, what's actually new in this release?
- Tons of bug fixes: This totally deserves to be a major point for this release. There's been roughly 2500 commits between 2.0 and this release, so there are REALLY too many changes to mention. All kinds of stuff from strange UI behavior, crashes, graphical glitches and other sorts of problems were fixed. For example, many games which didn't boot at all in Dolphin are working fine now.
- Improvements to the user interface: The configuration dialogs were restructured in a more sensible manner to ease emulator usage for new users. The video config dialog received a complete overhaul and features a description panel for each option now.
- Various feature additions: This release also features support for the Wiimote speaker, EFB format change emulation, a gfx debugger, audio dumping, and many other stuff
- Low level DSP emulation: Thanks to numerous fixes to the LLE emulator engine, audio emulation in Dolphin is close to perfect now (provided that one has the necessary DSP dumps of course)
- New API support: Added a D3D11 video backend and an XAudio2 audio backend
- Removal of the plugin interface: The 2.0 release already had seen the introduction of plugin rewrites; the new plugins have been brought to feature parity and replaced them so well, that we decided to merge all plugins the Core. Further improvements are better suited as additions in the current infrastructure since this architecture allows for a much better integration with the other parts of Dolphin.
- Translation support: Recently we introduced supporting for translating Dolphin into any language. However, due to a lack of well-done translations it was decided to only ship a set of eight translations (Arabic, Brazilian Portuguese, French, Greek, Hungarian, Portuguese, Spanish, Turkish) with Dolphin 3.0.
- Performance/Accuracy: There have been some performance optimizations (especially in the texture decoder), but generally speaking performance decreased in favor of more accurate hardware emulation.
- Building Dolphin: The Windows build uses MSVC 2010 now, Linux users should use the new CMake build system. OS X people still compile Dolphin via SCons.
As (something like) the release manager for 3.0, I'm proud of this release. It's a lot more polished compared to 2.0 (especially the user interface) and should suffer from much fewer bugs. However, we of course still have a lot room for improvement, and for sure will further work on getting closer to perfect Gamecube/Wii/Triforce emulation
To bring things to a close, thanks again to everyone who helped at making this release possible and to everybody who anticipated this release!
btw: To anyone who was wondering, binary packages should soon be uploaded to our homepage. For now, this is a source only release, which can be checked out from the 3.0 tag of our project page at Google Code.
For now, these two binary packages can be used until we have some official binaries.
Download http://www.dcemu.co.uk/vbulletin/threads/357797-Wii-NGC-Dolphin-v3.0
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DaedalusX64 rev 719
Posted by Wraggster @ 12:18 AM CET | Comments: 0 | PSP
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Heres a new release of the N64 Emulator for the PSP:
What's changed in this revision:
Revision 719
[=>] Merged from Dev branch:
Rev 309 - Salvy
[+] Use sscanf to speed up parsing of addr and value for cheats (Now both addr and value are retrieved in one go, and also avoids unnecessary conversions)
Rev 310 - Salvy
[!] Made WarnMemoryErrors debug only
Rev 311
[~] Silly error that broke sram saving
Rev 312 - Salvy
[!] Trap r0 write in LW (fixes San Francisco 2049 crashing when race is about to start)
[+] Added debug code to detect r0 writes
Download http://www.dcemu.co.uk/vbulletin/threads/357791-DaedalusX64-rev-719?
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DSx86 0.35 released!
Posted by Wraggster @ 12:06 AM CET | Comments: 0 | Nintendo DS
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Heres a new release of the Dos Emulator for the Nintendo DS:
I decided to take a break from getting frustrated with the problems in DS2x86 and work on DSx86 instead. This version has various small fixes, mostly for specific games but all of these fixes were actual bugs in the emulation, so they might fix problems in other games as well. Here is the list of the fixes:
Dune 2 has had a problem since version 0.30, where giving a MOVE command to an unit makes the unit vanish. This was caused by a bug in one of the macros I changed when enhancing the memory access system to be able to handle 16MB RAM.
Populous II always exited to DOS immediately after moving the mouse. This was caused by my emulated mouse callback function not saving and restoring the ES register. This problem may also have affected Battle Chess 4000, and possibly other games as well.
Battle Bugs gave an unsupported INT call, and then hung. The INT call was simply an unsupported mouse command "LIGHT PEN EMULATION OFF", which I now ignore, but the hanging was caused by some missing features in my emulation of I/O port 0x61 reading.
Battle Bugs also played PC Speaker sounds (before configuring the audio) and at times changed the speaker frequency so fast that it caused the ARM7 FIFO buffer to overflow, which in turn caused the touchpad to seem to stop working. I fixed this by changing the PC speaker frequency handling to use a shared memory location instead of the FIFO system. Now ARM7 reads that memory location 512 times per second (once per each AdLib music buffer fill cycle) and adjusts the PC Speaker channel frequency by the read value. This is not yet quite fast enough for PC Speaker digitized audio emulation, but at least it fixes the touchpad hanging problem.
Battle Bugs also needed various enhancements to the VGA 640x480 screen handling. It uses split screen mode and a non-standard display pitch value, both of which were still unsupported in my 640x480 mode screen blitting code. I added support for those features to the Zoom, Scale and Jitter modes, but did not have time to add them to the Smooth scaling algorithm yet. I don't actually know how to play Battle Bugs, or Populous II for that matter, so I don't know how playable those games are, but at least they start into the actual game.
Just before this weekend my NAS server machine died. I had all the backups and previous version source codes for DSx86 and DS2x86 in a RAID 5 disk array on that machine, along with all the debug logs and such you have sent me. It looks like the motherboard of that machine is dead, and I don't have a suitable RAID controller in my other machines, so I can not access the old version sources or debug logs at the moment. I have ordered a new motherboard, so hopefully I can get my RAID 5 array up and running again when the new motherboard arrives.
My summer vacation begins after next week, so then I should have more time to work on DSx86 and DS2x86. There are still a lot of things missing from DS2x86 that I would like to add to it, but before that I would want to fix the problems with the DSTwo I/O layer which are the source for the constant frustration. Perhaps I will have time to really dig into this problem during my summer vacation.
http://dsx86.patrickaalto.com/DSblog.html
Download http://www.dcemu.co.uk/vbulletin/threads/357787-DSx86-0.35-released!
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GameBoy Online (2011/06/20)
Posted by Wraggster @ 12:44 PM CET | Comments: 0 | Gameboy
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News via http://www.emucr.com/2011/06/news-gameboy-online-20110620.html
GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
Recent Changes:
- Worked around a problem of incorrect timing of setInterval in Google Chrome JavaScript engine V8.
- Update the algorithm automatically jump frame.
- Remove mozBeforePaint as Mozilla miscalculates the maximum rate of frames per second supported on newer operating systems.
- Changing the timing of the internal loop of the interpreter to 17ms 16ms.
- Added library support swfobject 2.2 for Internet Explorer.
- Update the default color of the background when it is cut and the boot ROM is disabled and the emulator is not in CGB.
- Remove unused characters in the code.
- Fixed a regression in the opcode ADC A, A '.
- Small update of the HALT opcode.
- Ensuring that the way the special case of the HDMA HALT is taken into account instead of the normal path when necessary.
http://www.grantgalitz.org/gameboy/
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Jagulator v2.0.1
Posted by Wraggster @ 12:40 PM CET | Comments: 0 | Jaguar
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News via http://www.emucr.com/2011/06/jagulator-v201.html
Jagulator v2.0.1 is released. Jagulator is an Atari Jaguar console emulator. Jagulator is designed to be run on the Microsoft Windows range of Operating Systems and uses OpenGL as the graphics subsystem.
Jagulator v2.0.1 Changelog:
- now setting the correct video screen sizes and not clipping the right hand size of the screen.
- Long filenames are not supported so you will need to ensure any rom images you attempt to load do not have 'spaces' in the name.
- Jagulator has a command window style interface (what no fancy GUI!!!)
- Typing help will show you the available commands.
- To load a rom from the command line, type; rom ; For example; rom tempest
- To start the rom executing after it is loaded, press F5.
- Homebrew roms are supported but must be absolute binary files. File types with headers are not currently supported. To load these you will need to know the hexadecimal load address. Those of you who have used tools such as the Skunkboard will be familiar with this. For example, say we have a binary file of BadCoders 4m(Metal) demo with a filename of 'badcode4m' and we know the load address is $4000, we would type; rla 4000 badcode4m.
- Again, to start a homebrew binary, press F5.
- I have included a compatibility list of the roms/homebrews I have tested against here in the zip distribution and on the Status Page of this site. If you would like software tested against Jagulator then please send me your binary.
- Video windows are currently a set size and I know they are not all accurate but work for now.
- The debugger is not present in this build.
- There is no audio or CD emulation in this build.
- Oh, before I forget, there are not commercial or homebrew rom images supplied with this distribution. Those you will have to obtain for yourself.
- Controller 1 is supported only in this release and it is currently a non-configurable set of keys, as follows;
A, B, C Buttons - 'A', 'S' and 'X'
Option Button - 'O'
Pause Button - 'P'
Joypad Numeric Buttons - '0' thru '9' on the numeric key pad
# and * Buttons - '/' and '*' on the numeric key pad
Download http://www.dcemu.co.uk/content/92515-Jagulator-v2.0.1
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PCSX2 SVN r4751
Posted by Wraggster @ 12:38 PM CET | Comments: 0 | Playstation 2
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News via http://www.emucr.com/2011/06/pcsx2-svn-r4751.html
PCSX2 SVN r4751 is released. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r4748
onepad:
* test the reading of the configuration file (will be safer with the previous configuration format).
* bump the version
r4750
onepad:
* fix forcefeedback. It works now, albeit it slow down the emulation...
* Add an option hack for ds3 usb drivers
r4751
cmake: * improve gtk hack to be compatible with previous cmake version.
* Add some number to the plugin .so file.
Download http://www.dcemu.co.uk/content/92514-PCSX2-SVN-r4751
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HalfNES v0.036
Posted by Wraggster @ 12:34 PM CET | Comments: 0 | NES
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News via http://www.emucr.com/2011/06/halfnes-v0036.html
HalfNES v0.036 is released. HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application.
Current Features:
-Now cropping off the top and bottom 8 pixels of the video output, since these are
not visible on most TVs and a lot of games render garbage on those lines.
-Added volume slider to options dialog (and rewrote the sound output code as well.)
-Fixed a lot of sound bugs. Crystalis, Zombie Nation, A Boy And His Blob etc. all sound right now.
-Fixed Twin Cobra
HalfNES v0.036 Changelog:
-Added Mapper 9 (Punch-Out!!)
-Fixed Teenage Mutant Ninja Turtles (leftover bug from last PPU rewrite)
-Fixed Jurassic Park (same problem as Twin Cobra, changed the code so both worked)
-Increased audio volume
-Added greyscale and color emphasis to PPU
(Noah's Ark is maybe the only game this is visible in)
-Fixed off-by-one error causing scanline 261 to be run twice
(fixed some timing issues, maybe caused a few more)
-Completely changed the way the PPU renders sprites - broke some games (Guardian Legend and
some Codemasters games that never looked right anyway) but fixed screen shaking and
single scanline glitches in a LOT of games.
-Also, sprite flicker is back from the old days.
Download http://www.dcemu.co.uk/content/92513-HalfNES-v0.036
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bsnes v079.04
Posted by Wraggster @ 12:29 PM CET | Comments: 0 | SNES
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News via http://www.emucr.com/2011/06/bsnes-v07904.html
bsnes v079.04 is released. bsnes is an emulator for the Super Famicom and SNES video game systems. The purpose of the emulator is a bit different from other emulators: it focuses on accuracy, debugging functionality, and clean code.
bsnes v079.04 Changelog:
bsnes v079.04 - Cx4 LLE support2011-06-20
Back from vacation. We were successful in emulating the Cx4 using LLE during my vacation. We finished on June 15th. And now that I'm back, I've rewritten the code and merged it into bsnes official. With that, the very last HLE emulation code in bsnes has now been purged.
I still have some more plans for bsnes v080, so I'm not going to bump the version number just yet. Plus I would like it if we could thoroughly test the new Cx4 LLE support to ensure it is bug-free. To that aim, if you have some time and would like to help test: please download bsnes v079.04 and cx4.bin. Place cx4.bin in the same folder as "Mega Man X 2 (U).sfc" and "Mega Man X 3 (U).sfc", and then do your best to play through the entire games with no cheat codes, and uncover all of the secrets that you can.
If you find any bugs, or if the console window prints "invalid opcode" at any time, please send me a note on my forums. Thanks in advance to anyone who can help test this.
Well then, moving on ... all that's left is the ST-0018. Dr. Decapitator is currently busy with the N64 CIC, but after that we should hopefully make some progress in dumping its internal ROMs.
Download http://www.dcemu.co.uk/content/92511-bsnes-v079.04
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MAME 0.72 Release 2 for Xbox 360
Posted by Wraggster @ 12:16 AM CET | Comments: 0 | xbox360
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MAME 0.72 Release 2 for Xbox 360 is released. This is a port of MAME v0.72 for your Xbox 360 Console.
[Xbox 360] MAME 0.72 Release 2
==============================
This is a port of MAME V0.72 for your Xbox 360 Console.
Whats New
=========
- Fixed sound issues
- Added basic options screen.
- Removed software filters and Added Pixel shaders. Additional filters will be added later.
- Source code has been included in this release.
Features
========
- Easy to use UI
- Previews
- Full graphics and sound
- 4 players supported
- Cheat menu support
- Hiscore.dat support
- Pixel shader filters
Usage
=====
You will need to find roms that work with MAME 0.72
By default roms will go into GAME:roms
The mame.ini [Directories] option can be modified so that will hold up to 4 seperate rom paths. Valid devices are:
Usb0:
Usb1:
Usb2:
Hdd1:
Memunit0:
Memunit1:
DVD:
Controls
========
Controls can be configured easily via the mame configuration menu. The defaults set are:
- Back + Start to exit back to menu
- Right Thumb to enter Configuration Mode
- Left Thumb for On Screen Display
Todo
====
- Add additional UI options
- Additional graphics options. Resizing/scaling etc.
Bugs
====
- A small number of roms will crash with a 'Fatal Exception' error.
- Some roms have palette/sprite (endian) issues.
- Some roms have screen aspect ratio issues.
Credits and Thanks
==================
- Thanks to Artik and Logic Sunrise for their continued support.
- Portions of the code is based on MameOX. Credits to the team.
http://www.emucr.com/2011/06/mame-072-release-2-for-xbox-360.html
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Fceux SVN r2206
Posted by Wraggster @ 12:13 AM CET | Comments: 0 | NES
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News via http://www.emucr.com/2011/06/fceux-svn-r2206.html
Fceux SVN r2206 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2206
win32: poll hotkeys while no rom is loaded
Download http://www.dcemu.co.uk/content/92487-Fceux-SVN-r2206
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SPU2-X v1.5
Posted by Wraggster @ 12:01 AM CET | Comments: 0 | Playstation 2
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News via http://www.emucr.com/2011/06/spu2-x-v15.html
SPU2-X v1.5 is released. SPU2-X is a pcsx2 sound plugin for PCSX2.
SPU2-X v1.5 Changelog:
Hey guys,
In light of recent fixes and additions we prepared a new SPU2-X release for you
This one focuses on SPU2 emulation accuracy but there's also the much requested volume adjustment feature included.
You can now try a fake SPU2 reverb mode that may sound better than the (still somewhat broken) original reverb.
Emulation improvments:
- Reverb engine reviewed and mostly rewritten.
- Initialisation modified to reflect test results, including a critical portion of the BIOS initialisation sequence to support fast boot.
- Hardware reset feature removed because tests failed to prove its existence.
- Possible null pointer access eliminated.
- Added support for reading KON and KOF registers, which is used in the BIOS.
- Improved voice loop logic based on tests.
- Constantly mix the input area and generate IRQs from accessing it.
Among the fixed games are titles such as:
- F1 2005
- Burnout in-game music
- Tomb Raider (the whole series)
- Spyro the Dragon
- Gauntlet Dark Legacy
- Legacy of Kain Soul Reaver 2
- etc
Hope you enjoy, and please report all (new) bugs if you find them!
Download http://www.mediafire.com/?l66yfukduixr0fb
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PS3 MAME v0.142 (Preview).
Posted by Wraggster @ 11:52 PM CET | Comments: 0 | PS3
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News via http://www.emucr.com/2011/06/ps3-mame-v0142-preview.html
PS3 MAME v0.142 (Preview) is released. It's a PS3 MAME arcade game emulator GameOS port by the PS3 developer Robo Hobo.
Attached is a preview release of MAME 0.142. It's still a little rough around the edges, but it is usable. I hope to improve it greatly over the next couple of weeks, so please post any issues, feature requests, or complaints to the issue tracker on the google code page.
Due to the large file size a version run through package-finalize is not provided. If you use a CFW where this is required you will need to run it yourself.
Unofficial MAME 0.142 PS3 GameOS port
http://code.google.com/p/psmame/
Installing:
Install the psmame package onto your jailbroken PS3 using normal means.
By default all data paths for mame are located under /dev_hdd0/ROMS/mame_data.
ROMS themselves can be placed anywhere and their location chosen with the frontend. The recommended path is /dev_hdd0/ROMS/mame.
Default controls:
As of right now the only defined controls are R3 to open the MAME config menu, Select for coin, and Start for starting the game.
Further control changes can be made in the MAME config menu as needed.
Up to four controllers can be used at one time.
Frontend:
The frontend can display screenshots of games, these should be placed in /dev_hdd0/ROMS/mame_data/snaps. You can find a full set at http://www.progettosnaps.net/snaps_en.html
Paths:
Under /dev_hdd0/ROMS/mame_data
hash: path to hash files
samples: path to samplesets
artwork: path to artwork files
ctrlr: path to controller definitions
ini: path to ini files
font: path to font files
cheat: path to cheat files
crosshair: path to crosshair files
snaps: path to screenshots for frontend
Under /dev_hdd0/game/MAME90000/USRDIR/data
cfg: directory to save configurations
nvram: directory to save nvram contents,
memcard: directory to save memory card contents
inp: directory to save input device logs
sta: directory to save states
snap: directory to save screenshots
diff: directory to save hard drive image difference files
comments: directory to save debugger comments
Known issues
When adding ROMs into your ROM dir, you must tell the frontend to rescan them. This can be done in the R3 menu.
The display currently only supports scaling by pixel aspect ratio. Future versions will support various aspect correction modes.
Changing video settings in the menu may crash MAME, they don't work anyway so don't bother.
Games which require a recompiler will not run.
Games which have high memory requirements will not run, the PS3 only has a little of 220MB of RAM available.
The default controls will need to be tweaked by the user
Download http://www.mediafire.com/?wbdrjtbnk8sbm1n
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Cxbx SVN r169
Posted by Wraggster @ 11:49 PM CET | Comments: 0 | Xbox
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News via http://www.emucr.com/2011/06/cxbx-svn-r169.html
Cxbx SVN r169 is released. Cxbx is an Xbox emulator for the Microsoft Windows operating system developed by a group of programmers led by a hacker named Caustik and written in the C++ programming language. Cxbx's goal is to convert a game from an Xbox executable to a native Windows executable.
Cxbx SVN Changelog:
r164
Whacked is playable + lots of other random updates!
r165
Added XG for 4432.
r166
Added XG for 4432.
r167
Added XG for 4432.
r168
Quick update
r169
Added preliminary native XInput support files and new HLE database files.
Download http://www.dcemu.co.uk/content/92482-Cxbx-SVN-r169
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gbpablog v0.9
Posted by Wraggster @ 11:43 PM CET | Comments: 0 | Gameboy
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News via http://www.emucr.com/2011/06/gbpablog-v09.html
gbpablog v0.9 is released. gbpablogis a Game Boy Emulator written in C++ with wxwidgets and sdl. Cross-platform: Windows, Linux and MAC. It's only for learning purposes.
gbpablog v0.9 Changelog:
- Added sound (*)
- Added support for savestates
- Improved the way the frames are drawn
- Fixed bug in MBC
- Implemented serial port interruption (needed by some games)
- The SDL library is no more needed to be installed in MacOSX, is included in the app bundle
- Improved accuracy
- Improved compatibility
* Note: The sound in ubuntu with pulseaudio is not good enough:
- Choppy sound with the package libsdl1.2debian-pulseaudio.
- Delayed sound with the package libsdl1.2debian-alsa but with some games can be acceptable.
- The emulator hangs with the package libsdl1.2debian-esd.
Download http://www.mediafire.com/?f1cotu3c9mfdzem
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SSF Test Version (11/06/17)
Posted by Wraggster @ 11:35 PM CET | Comments: 0 | Saturn
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News via http://www.emucr.com/2011/06/ssf-test-version-110617.html
SSF Test Version (11/06/17) is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
SSF Test Version (11/06/17) Changelog:
Updated TestVer. Established a time window VSynch Wait option. The change of speed to emulate VSynch Wait and can not be checked. The other minor fixes.
Download http://www.dcemu.co.uk/content/92479-SSF-Test-Version-(11-06-17)
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VectrexWii v0.2
Posted by Wraggster @ 12:00 AM CET | Comments: 0 | Nintendo Wii
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News via http://www.emucr.com/2011/06/vectrexwii-v02.html
VectrexWii v0.2 is released. VectrexWii is a Vectrex emulator for the Nintendo Wii ported from Vecx by Aruskano.
It is not much better than the first one... the changelist is something like this:
-Improved main menu (more on this at the bottom).
-ROMs are not appended anymore. The ROM that is still there is Minestorm which was built in the original Vectrex and is still here at the "Vectrex". ;D
-ROMs are sought in both SD and USB. The emulator will seek a folder named "vec" (I have plans to make this configurable but it is currently hardcoded) at the root of both devices and will display any file with the ".vec" (case insensitive) extension as an option to load.
-You are able to return to the main menu once the emulation has started so you can load another ROM without returning to the homebrew channel.
-Gamecube controller support because it has a stick... I don´t have any wiimote peripheral at the moment and that´s why I did not bother to write that (kinda selfish I know hahaha), I will wait to have them to do the proper tests (also I´d like to write the button mapping code first, which involves more user interface work ).
The main menu works as follows: There are 4 options: The first one starts the emulation. The second one lets you choose your "cartridge" which can be your SD or USB (or NA if you want to play the built in ROM). The third option lets you set your joystick, which can be a Wii or GC (the program only cares about channel/port 1 respectively) and will be the controller that will be listened to during the emulation (both are able to return to the main menu by pressing HOME/START respectively). Lastly, you can return to the homebrew channel.
Any button will trigger the selected option except for the PADs, HOME and START. If you have ROMs in both USB and SD "Cartridge" will scroll to the first option when the last one is reached and you press a button again. HOME and START will automatically put the cursor at the "Exit" option, if it is already there the program will quit. You move the cursor by pressing UP/DOWN. You browse through the ROMs (whose names are shown at the bottom of the screen) in the current "Cartridge" with LEFT/RIGHT (Wiimote held horizontally).
I guess that´s all I can say about this not so wonderful update. There´s more to come. Overlays make the games look much better (I did not think that little thing would cause such a visual improvement). That glow effect looks really nice but I need to write a suitable blur function so it doesn´t make the emulation run slow as it is doing right now. Lines could be drawn thicker if wanted [I just remembered I updloaded a version with weird vectors/points width (I made them look thicker in a ugly way)]. Button mapping and other controllers support will be added.
Overlays did not make it to this release because they did not fit exactly (they almost did... it should be a scaling problem) to the image and I have to find why, the other features need to be optimized and a user interface needs to be written (there will be an "in-game" menu that will pop up when you "pause" the game instead of directly sending you to the main menu).
Download --> http://www.dcemu.co.uk/content/92461-VectrexWii-v0.2
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FBANext-PS3 SVN r455
Posted by Wraggster @ 11:54 PM CET | Comments: 0 | PS3
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News via http://www.emucr.com/2011/06/fbanext-ps3-svn-r455.html
FBANext-PS3 SVN r455 is released. FBANext-PS3 is a FBANext for PS3. FBANext (Final Burn Alpha) is a multi arcade emulator based on the source code for Final Burn. FBANext is a native port on the Xbox 360 Platform. A port to the PS3 console is currently underway. The goal is to have one source repository for both systems.
These are the currently emulated systems:
- Capcom CPS-1
- Capcom CPS-2
- Capcom CPS-3
- Cave
- Neo Geo
- Sega System 16 (and similar), System 18, X-Board, Y-Board
- Toaplan
- Taito
- Psikyo 68EC020 based hardware
- misc stuff the authors like
FBANext-PS3 SVN Changelog:
r455
- CPS3 bios fix
r454
[Core] - added Oriental Legends Plus driver to PGM (oldsplus). Thanks iq_132
[Core] - fixed endian issue in Cps3PatchRegion()
r452
- Frame_count shaders work now
- Updated/added all new shaders
- Use left/right to cycle then X to set shader
- No resampling for new Cellframework 2 audio
- Input improvements
- multiMAN support
http://www.mediafire.com/?oq9l9x72r54vxg7
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nesDS v0.52a
Posted by Wraggster @ 12:34 AM CET | Comments: 0 | Nintendo DS
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News via http://www.nintendomax.com/viewtopic.php?t=13555&f=19
huiminghao et minitroopa proposent version 0.52 alpha " nesDS "émulateur Nes pour la Nintendo DS.
0.52a:
The 'menu' is re-designed.
Raw PCM supported, not perfect, can be switched off in menu>Settings>Config.
Settings of nesDS can be written to 'nesDS.ini' at runtime, done in menu>Settings.
Short-Cuts can be configured in menu>Settings.
'LightGun' is placed in menu>Game>Extra, 'Micphone' and 'FDS disk' are also added there. 'Micphone' is not tested.
Nothing more.
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DaedalusX64 rev 712 - Nintendo 64 Emulator For PSP
Posted by Wraggster @ 11:51 AM CET | Comments: 0 | PSP
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The Nintendo 64 Emulator For PSP has seen yet another update, heres whats new:
What's changed in this revision:
Revision 712
[=>] Merged from Dev branch:
Rev 289 - Salvy
[-] Removed EasyMessage lib (was causing high usage of memory and thus crashing phats when pressing home)
[+] Implemented new dialog lib (WIP!!!!)
[-] Removed debug options which aren't longer needed.
Rev 290 - Salvy
[!] More work to new dialogs
Rev 291 - Salvy
[!] Wait until all buttons are released when showing a dialog
[~] Added exit dialog to CoverFlow GUI
http://forums.daedalusx64.com/viewtopic.php?f=12&t=2640&start=0
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DSx86 0.34 released!- Dos Emulator for DS Released
Posted by Wraggster @ 11:42 AM CET | Comments: 0 | Nintendo DS
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Pate has thrown out a new version of his Dos Emulator for the DS:
Sorry for this unscheduled release, but as this is the day of the original Homebrew Bounty deadline, I decided to release a quick fix version to address a couple of issues introduced in the previous 0.33 version. This version supports 'sudokuhax' for running in DSi mode again, and it also has the screen blitting and keyboard reading code in the same order as in the 0.32 version.
I had reports about DSx86 missing keyboard events in 0.33 when using Smooth scaling mode, and the only thing I had changed that could cause this was that I moved the keyboard reading before the screen blitting in the VBlank interrupt. The reason I did this was that reading the keys also reads the scrolling buttons L and R, and scrolling the screen must happen within the VBlank period or the screen will tear. However, adding the Smooth scaling options make the screen blitting take so much time that the VBlank period has ended before the code gets to keyboard reading. I still don't quite see how swapping the order of the subroutines would cause key events to get missed, but it seems that changing the order back and just making sure the screen scrolling actually takes place only during the NEXT VBlank period fixes this problem.
The other problem introduced in version 0.33 was that I had to remove the DSi SD slot access code from libNDS 1.5.0 to make my AdLib emulation run without crashing. I now found a way to include that back in and still have my AdLib code run properly. I still need to dig into the original problem further to see what actually causes the hang. I originally got rid of the problem after I removed the SD reading code, the i2c handling code, and all the additional DSi mode ARM7 interrupt and FIFO handling. Now I managed to add the SD reading code (along with the FIFO stuff that that needs) back in, so I plan to check whether it is the interrupt, some remaining FIFO or i2c code that actually causes the problem. I have already tested the original libNDS 1.5.0 by only removing the i2c code, but that still caused a hang.
Anyways, I think I'll need to make some final touches also to DS2x86 before the actual Homebrew Bounty deadline, so this might very well be the final DSx86 Homebrew Bounty version.
http://dsx86.patrickaalto.com/DSblog.html
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