melonDS 0.8.2 released!
Posted by azoreseuropa @ 10:16 PM CET | Comments: 0 | Site
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melonDS aims at providing fast and accurate Nintendo DS emulation. While it is still a work in progress, it has a pretty solid set of features:
• Nearly complete core (CPU, video, audio, ...)
• OpenGL renderer, 3D upscaling
• RTC, microphone, lid close/open
• Joystick support
• Savestates
• Various display position/sizing/rotation modes
• (WIP) Wifi: local multiplayer, online connectivity
• and more are planned!
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• fix GL renderer not working at all on certain setups (RSDuck)
• add 32bit writes to certain IO ports (fixes some freezes)
• OpenGL: disable vsync under Windows
• fix bug when mapping a joystick axis but no button
• set kMaxIterationCycles to 64 (old value 16)
• fix potential crash when pressing Escape with menus opened
• OpenGL: remove shitty hack
• OpenGL: better lines
• fix potential crash when closing emu
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http://melonds.kuribo64.net/downloads.php
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SameBoy v0.12.1 macOS released!
Posted by azoreseuropa @ 02:22 PM CET | Comments: 0 | Site
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SameBoy is a user friendly Game Boy and Game Boy Color emulator for macOS. SameBoy is extremely accurate and includes a wide range of powerful debugging features, making it ideal for both casual players and developers. In addition to accuracy and developer capabilities, SameBoy has all the features one would expect from an emulator – from save states to scaling filters. An SDL version is also available to Windows and Unix-like systems.
SameBoy v0.12.1 Changelog:
| Bug Fixes
Fixed the CGB and AGB boot ROMs being corrupt on the Windows version
Improved audio quality on the SDL ports on systems using a large audio buffer
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https://sameboy.github.io
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OpenEmu v2.0.91 for macOS released!
Posted by azoreseuropa @ 10:58 PM CET | Comments: 0 | Site
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OpenEmu v2.0.9.1 is released. OpenEmu is an open source project to bring game emulation to OS X as a first class citizen, leveraging modern OS X technologies such as Cocoa, Core Animation and Quartz, and 3rd party libraries like Sparkle for auto-updating. OpenEmu is based on a modular architecture, allowing for game-engine plugins, this means OpenEmu can support a host of different emulation engines and back-ends while retaining a familiar OS X native front-end.
Currently OpenEmu can load the following game engines as plugins:
* Atari 2600 (Stella)
* Atari 5200 (Atari800)
* Atari 7800 (ProSystem)
* Atari Lynx (Mednafen)
* ColecoVision (CrabEmu)
* Famicom Disk System (Nestopia)
* Game Boy / Game Boy Color (Gambatte)
* Game Boy Advance (VBA-M)
* Game Gear (CrabEmu, TwoMbit)
* Intellivision (Bliss)
* NeoGeo Pocket (NeoPop)
* Nintendo (NES) / Famicom (FCEUX, Nestopia)
* Nintendo DS (DeSmuME)
* Nintendo 64 (Mupen64Plus)
* Odyssey²/Videopac+ (O2EM)
* PC-FX (Mednafen)
* SG-1000 (CrabEmu)
* Sega 32X (picodrive)
* Sega CD / Mega CD (Genesis Plus)
* Sega Genesis / Mega Drive (Genesis Plus)
* Sega Master System (CrabEmu, TwoMbit)
* Sony PlayStation (Mednafen)
* Sony PSP (PPSSPP)
* Super Nintendo (SNES) (Higan, Snes9x)
* TurboGrafx-16/PC Engine (Mednafen)
* TurboGrafx-CD/PCE-CD (Mednafen)
* Virtual Boy (Mednafen)
* Vectrex (VecXGL)
* WonderSwan (Mednafen)
OpenEmu Changelog:
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NOTE: This is the last version supporting OS X 10.11, macOS 10.12 and macOS 10.13. The next update will include major performance enhancements using Metal and exciting new features requiring a minimum of macOS 10.14.
Fixed input not working for some users in the initial 2.0.9 release.
Fixed the Library grid view appearing red in some instances on macOS 10.14 Mojave.
Fixed "Consolidate Files" not copying all the referenced files for CD-based games.
Added Chinese (Traditional) localization.
Updated Catalan, Italian localizations.
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http://openemu.org
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Mesen v0.9.8 released!
Posted by azoreseuropa @ 10:57 PM CET | Comments: 0 | Site
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Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.
Mesen Features:
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.
Mesen v0.9.8 Changelog:
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New Features
Debugger: General improvements as well as new features/tools (and bug fixes.)
NSF: Allow rewinding during NSF file playback and fixed an initilization problem with VRC6 audio.
History Viewer: Added a few new features and options, including allowing it to be used with NSF files.
Video: Added support for 512-color palette files (for color bit emphasis.)
Input: Added options to configure the deadzone size for analog sticks and to hide the mouse cursor when using a zapper.
Dip switches: Dip switches can now be configured for all cartridges that use them (instead of being limited to VS System games.)
Bug Fixes
APU: Fixed frame counter bug that caused audio to sometimes be paced slightly incorrectly.
APU: Fixed DMC power on state to match hardware test results.
PPU: Prevent palette updates during horizontal blank when rendering is enabled (to match expected hardware behavior.)
Namco 163: Fixed problems with battery save data.
Bandai FCG: Added support for EEPROM save data.
MMC5: Fixed incorrect attribute data when using fill mode.
VRC7: Updated audio instrument values to match the values recently dumped from hardware.
AOROM: Fixed power on mirroring state.
Misc: Fixed minor bugs in a variety of mappers (including mappers 112, 176, 320 and UNROM512.)
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http://www.mesen.ca
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Cemu v1.15.9c released!
Posted by azoreseuropa @ 06:00 PM CET | Comments: 0 | Site
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Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu v1.15.9c Changelog:
[quote]
# New in 1.15.9c:
GX2: Fixed a leak in streamout cache
CPU: Better emulation of XER OV/SO bits
VC DS boots a little further now
# New in 1.15.9b:
GX2: Fixed a bug in streamout cache
# New in 1.15.9:
general: The game list can now be sorted by name, game time and last played (#86)
general: Added favorites to the game list that always are at the top of the list (#86)
Games can be marked as favorite via the right click menu
general: Updated look of software keyboard and shader compilation screen
general: Graphic pack tree view will group sub categories together (#85)
Previously individual packs and sub categories would be mixed together based on alphabetically order
general: Minor UI tweaks
coreinit: Fixed a bug where __ghsLock() would not acquire the processor lock
Fixes random crashes in Just Dance 2018 and possibly other games
coreinit: Added support for negative alignment to MEMAllocFromBlockHeapEx()
DS Virtual Console games no longer crash on boot
GX2: Better handling for streamout append operations
Fixes polygon distortions in Xenoblade Chronicles
GX2: If uniform data maps to streamout cache, then limit uniform size to match available data
GX2: Handle negative inputs for GPU7 shader log2() function
This change is mainly to avoid vendor-specific bugs due to undefined behavior
Fixes Nvidia specific graphic bugs in Art Academy and possibly other games
AX: Implemented AXGetMultiVoiceReformatBufferSize()
With this Axiom Verge no longer crashes on boot. It's not known if other games use this API
vpad: Simulate VPAD internal sample rate for games that spam VPADRead() in a loop
Improves performance in Art Academy games
H264: Added support for frames that are split into multiple NAL slices
Required for the intro video in Dont Starve: Giant Edition
H264: Properly handle H264DECEnd() when the decoder session was already ended (#71)
This fixes a crash in Duck Tales: Remastered[quote]
http://cemu.info/
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SameBoy v0.12 macOS released!
Posted by azoreseuropa @ 02:42 PM CET | Comments: 0 | Site
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SameBoy is a user friendly Game Boy and Game Boy Color emulator for macOS. SameBoy is extremely accurate and includes a wide range of powerful debugging features, making it ideal for both casual players and developers. In addition to accuracy and developer capabilities, SameBoy has all the features one would expect from an emulator – from save states to scaling filters. An SDL version is also available to Windows and Unix-like systems.
SameBoy v0.12 Changelog:
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New/Improved Features
An experimental support for emulating CGB-CPU C is now available in the Cocoa port. This is still experimental and does not accurately represent all differences between CGB-CPU E and CGB-CPU C yet
The Libretro port no longer restarts the core after changes to the high-pass filter or color correction
The SDL port can now start in fullscreen mode via a command line argument
High level emulation of Super Game Boy:
Supports game colorization
Supports borders, including correct emulation of the fade animations and borders that obscure parts of the Game Boy display window
Up to 4-player multiplayer (Currently only in the Cocoa and Libretro ports)
Can choose between Super Game Boy (NTSC), Super Game Boy (PAL) and Super Game Boy 2, with correct CPU speed emulation
All models include open source boot ROMs, just like previously supported models
Includes a default border for games without SGB support
Includes a boot animation
Accurate emulation of cases where the internal frame buffer loses sync with the SNES/SFC side
New CRT display filter
New preference panel in the Cocoa port
Minor visual improvements to the icon
Many performance all around the core
The debugger now includes jump-to breakpoints
New APU debugger commands
The SDL port now has mouse support
The SDL port now has an “Open ROM” dialog window, in addition to the previously available drag and drop support
The Cocoa and SDL ports now have better support for sub-frame input accuracy
The VRAM display window in the Cocoa port can now display SCX and SCY on the tilemap
Redesigned audio API that should improve audio quality in all ports
Accuracy Improvements/Fixes
WRAM, VRAM, and other types of memory are now realistically initialized to random values. The randomization patterns vary across emulated models and revisions. This fixes several games that rely on non-zero values on boot
Slightly more accurate emulation of the undocumented $FF4C register, which controls DMG mode on CGBs
Fixed an APU regression where the noise channel’s volume envelope ran too fast
More accurate emulation of analog APU characteristics
Fixed a CGB boot ROM bug that made some games boot with incorrect palettes
Fixed incorrect emulation of echo RAM
Fixed a very rare edge case when an interrupt occurs while the stack points to $FF11
Correct emulation of the time required to switch the CPU speed
Correct emulation of CGB palette accessibility in different PPU timings, fixes Lego Racers
Other accuracy improvements to OAM and VRAM accessibility
The serial registers now behave realistically by working with bits instead of bytes
More accurate initial RAM and VRAM values when using the built in CGB boot ROM
Accurate emulation of AGB audio mixing, which is different from older models
Fixed the behavior of the wave channel’s first sample playback, fixes buzzing sounds on LSDJ and several games
Most aspects of STOP mode are now accurately emulated
Fixed a bug where initial register values were incorrect when selecting a palette for a DMG game in the built in CGB boot ROM
Fixed incorrect emulation of the Background and Window enable bit in LCDC
Bug Fixes
Fixed a bug where the SDL port would not recognize joypads if started directly to a ROM
Fixed a bug where the Quick Look previewer would show glitched thumbnails for DMG games
Fixed a regression that made the Cocoa port unable to display anything on Macs not supporting Metal
Fixed a bug where modifying RTC data could corrupt MBC RAM data
Fixed a bug where CGB save states were significantly larger than they should have been, older save states are converted
Fixed several bugs in expression parsing in the debugger
Work around a bug where some Windows 10 machines using Intel HD Graphics had unresponsive UI in the SDL port
Fixed a bug where the D-Pad did not work on several gamepads in the Cocoa port
Fixed a bug where the gamepad D-Pad had unexpected behaviors in the menus of the SDL port
Fixed a bug where underclocking slowed down the core to ~40% of its speed instead of an exact 50%
Misc Internal Changes
Rename all Z80 instances to SM83, which is most likely the name of the CPU core used in the Game Boy
Size optimization in the CGB boot ROM
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https://sameboy.github.io
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melonDS 0.8.1 released!
Posted by azoreseuropa @ 03:38 PM CET | Comments: 0 | Site
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melonDS 0.8.1
| • fix potential issue generating the config file path under Linux
• fix 3D/2D blending bugs under OpenGL
• fix potential crash under the software renderer when display capture is used
• basic, optional OSD system
• add support for setting key mappings to none
• add fast-forward and pause/reset hotkeys
• fix crash when closing an input config dialog during the joystick mapping process
• fix bugs when changing video settings with no game loaded
• faster IRQ checks
• faster VRAM reads
• 3D/OpenGL: preliminary edge marking
• 3D/OpenGL: fix fog alpha
• 2D: render sprites one scanline in advance (iCarly - Groovy Foodie)
• 3D/software: fix rendering of line polygons
• 3D/OpenGL: add proper-ish support for line polygons
• support multiple joysticks
• add support for mapping keys with modifiers
• add support for mapping joystick axes alongside buttons, remove hardcoded axis 0/1 mapping
• overall better input/hotkey code
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http://melonds.kuribo64.net/downloads.php
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