atari++ 1.60
Posted by Wraggster @ 12:26 AM CET | Comments: 0 | Atari
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News via http://emu-russia.net/en/
Atari 400, 800, 400XL, 800XL, 130XE and Atari 5200 emulator has been updated recently. Changes:
- Redesigned parts of the pokey emulation. The new version offers the option to be cycle-precise, i.e. pokey interrupts (POTs and timers) arrive now at the cycle. This improves the audio output for the "Electronic Speach Systems of Berkeley" considerably. (Kennedy Approach and others)
- Redesigned parts of the audio interfaces. The smarter audio output count now clock cycles and generate output for exactly the number of clocks passed. The output frequency still requires dynamic adjustment since the CPU load of the host system is never precisely in sync with the emulated clock.
- The control mechanism to bring the emulated clock and the system clock in sync has been improved, it is now a PID type of control loop that gets faster in sync than the previous versions.
- The improved audio output is available currently only for the ALSA and DirectX audio output chains. Oss/OssHQ and SDL remain unaltered. There is, however, little reason to fall back to the less precise chains. Prefer ALSA on Linux and DirectX on Windows.
- The parser for the keypad stick emulation was still buggy (oh bummer!) and was finally fixed. "Space" and " " can now both be used.
- The windows emulation of the readdir() primtives still had a bug and could crash the emulator on accessing a network volume. Fixed.
News source: http://www.xl-project.com
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RetroCopy 0.960
Posted by Wraggster @ 12:24 AM CET | Comments: 0 | Multi System
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News via http://emu-russia.net/en/
Multisystem arcade/console emulator for Windows/Linux has been updated. Changes:
- [SG1000/SC3000] Added SG1000 and SC3000 emulation.
- [SMS VDP] Added TMS9918 gfx mode 1. Fixes Super Boy 2
- [SMS VDP] Changed TMS9918 palette to be a bit more accurate
- [SMS VDP] Fixed how the graphics modes were selected
- [SMS VDP] Fixed issue with vcounts in non 192 line modes (fixes GG Turrican)
- [SMS VDP] Fixed no vscroll in last 8 column bug (fixes Fray Shugyou)
- [SMS VDP] Fixed small bug that wouldn't reset CRAM to 0 in all cases
- [GAME GEAR] Fixed a few issues with gear-to-gear cable link emulation. All games should work now
- [GAME GEAR] Implemented SMS Mode for the few titles which use it on Game Gear. With an emulated LCD scale effect similar to real system
- [GAME GEAR] Moved cartridge system over to SMS one, fixes a few games
- [GAME GEAR] Fixed an issue in the mapper dealing with SRAM over 16KB and less than 32KB. (Fixes Shining Force 2 and Moldorian)
- [Z80] Improved handling of NMI
- [CORE] Added SK-1100 keyboard emulation
- [CORE] Implemented 16bit memory map system that can be used by any core. Has some tight low level code for speed. Makes Z80 about ~5% faster
- [CORE] Many bug fixes to small emulation related things
- [GUI] Removed default RetroCopy 3D game boxes and replaced it with garage door type animation
- [GUI] Completely new configuration area, graphical based with right click menus.
- [GUI] Can now see visually and configure input for games before you run them
- [GUI] Added ability for cartridge/card scans to be used in the interface for all systems
- [GUI] Fixed a few issues with stretched blits
- [GUI] Fixed small mouse scroll issue with scrollbars
- [GUI] Added bg click functionality to scrollbars
- [GUI] Added better image scaling, box sampling, bilinear and bicubic used when appropriate
- [GUI] Now remove textures when windows are hidden, not just deleted, to save VRAM
- [GUI] Fixed issue with non client area mouseenter/mouseleave
- [GUI] Changed mouse behaviour when in Windowed mode. Can now leave the window during when no game is played
News source: http://www.retrocopy.com
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Altirra 1.9
Posted by Wraggster @ 12:22 AM CET | Comments: 0 | Windows
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News via http://emu-russia.net/en/
Atari 800/800XL/130XE emulator for Windows has been updated. Changes:
[features added]
* Debugger: Multiple memory access breakpoints can now be placed.
* Debugger: Added option to break on run address of loaded executable.
* Debugger: Conditional breakpoints (bx) are now supported.
* Debugger: Commands can now be run when a breakpoint fires.
* Debugger: Added ? (evaluate) and .printf commands.
* Debugger: Trace and assert statements can now be embedded in assembler listings.
* Debugger: Added vta, vtc, vtl, and vtr commands to control verifier OS entry point checking.
* Debugger: Added .dumpsnap command.
* Debugger: Memory access breakpoints can now be placed on an address range.
* Debugger: History window now has a Copy Visible context menu option.
* Debugger: Verifier modes are now configurable.
* Debugger: Verifier can now catch register corruption across interrupts.
* Debugger: .writemem now supports extended address syntax.
* Debugger: Added .sio command.
* Debugger: Added .sdx_loadsyms command.
* SoundBoard: Initial support.
* UI: Added emulator crash dialog.
* UI: Show FPS option now also shows CPU usage.
* Input: Added Amiga mouse support.
* Input: Added CX-85 keypad support.
* GTIA: NTSC and PAL modes can now have separate palettes.
* GTIA: Added option for PAL encoding quirks.
* GTIA: Added PAL high artifacting mode.
* Disk: Initial version of disk explorer.
* Serial: Inbound connections are now supported.
* Serial: Added support for A, L, M, P, Q, S, T, V, X, &C, &D, &F, &G, &P, &T, &V, and &W modem commands.
* Serial: Added DTR and CRX signal support.
* Serial: Added IPv6 support.
* Serial: Added option to force specific connection and DTE communication rates.
* Serial: Added option to bypass accurate serial port rate throttling.
* Cartridge: Two cartridges are now supported for 800 left+right and stacked cartridge configurations.
* Cartridge: 2K and 4K cartridges are now supported (as mirrored 8K cartridges).
* Cartridge: SIC! cartridge support.
* PCLink: Initial support.
[bugs fixed]
* UI: Pane dragging is less twitchy and no longer undocks a pane as soon as you click on the caption.
* UI: Fixed undocked panes getting lost on exit when no other panes were docked.
* UI: Optimized Direct3D9 code to reduce flickering when switching artifacting modes.
* UI: Fixed current beam position indicator not updating properly when stepping with interlacing enabled.
* UI: Auto-size command now works when menu wraps.
* HLE: Fixed crash when NMI handler is invoked with no NMIs pending.
* HLE: Added support for XL OS PENTV vector.
* HLE: E: device now excludes prompts from data returned by get-line commands.
* HLE: Increased HLE kernel compatibility with SpartaDOS X.
* HLE: Fixed BASIC ^ operator with HLE kernel or floating-point acceleration.
* HLE: Fixed AFP not accepting leading spaces (which broke the Atari BASIC READ statement).
* Simulator: Default kernel mode now prefers ROM images properly again.
* Simulator: BOOT? and DOSINI are now set at the beginning of EXE/XEX loads to support more WARMSV tricks.
* Cheats: Enable checkbox on cheats was broken.
* CPU: Added missing SHA abs,Y ($9F) instruction.
* CPU: Fixed CMOS BIT #imm ($89) instruction.
* CPU: Fixed 65C02 $FC instruction.
* CPU: Back-to-back interrupts are no longer allowed.
* CPU: Added emulation of BRK/NMI bug.
* CPU: Added option to emulate masked NMIs (off by default).
* CPU: Fixed dp,X, dp,Y, and (dp,X) page wrapping behavior in 65C816 E=1 mode.
* ANTIC: DMACTL bits 6 and 7 are no longer reflected in .dlhistory output.
* ANTIC: Fixed CPU not being halted when playfield DMA occurred on cycle 10.
* ANTIC: Fixed timing of when VSCROL affects DLIs.
* Debugger: Optimized History pane.
* Debugger: Avoid re-requesting the same source file when it is not found on disk.
* Debugger: Improved reliability of source-level stepping.
* Debugger: Added XL OS entry points to default entry points allowed by verifier.
* Recorder: Fixed crash on recording errors.
* Recorder: Fixed incorrect format on video stream when using ZMBV compression.
* Disk: SIO receive speeds are now validated for more reliable high-speed SIO detection.
* Disk: VAPI (ATX) images can now be loaded from .zip files.
* Disk: Fixed problems binding disk images to D9:-D15:.
* GTIA: NTSC high artifacting mode now respects artifact phase setting.
* GTIA: Fixed trigger state sometimes being initially wrong when enabling latching.
* GTIA: Improved accuracy of transitions from mode 8 to mode 9/10.
* GTIA: Fixed hires lines not artifacting correctly with the extended PAL height setting enabled.
* Serial: Telnet emulation now reads out of band data.
* Serial: Telnet emulation now handles incoming WILL and WONT commands.
* Serial: Telnet server now attempts to turn off local echo on remote end.
* Serial: Fixed sporadic missing newlines on modem status messages.
* Serial: Control line state is now reported in non-concurrent mode.
* Serial: Ring pattern adjusted to match US standard (2s/4s).
* Serial: Re-opening the R: device now flushes buffered data.
* Serial: Closing the R: device deactivates concurrent mode to make subsequent status requests work.
* Serial: Fixed crash in R: when invoking GET BYTE with an empty input buffer or PUT BYTE with a full output buffer.
* Serial: Fixed BASIC GET command failing after XIO on R:.
* Serial: Fixed erroneous CR-to-CRLF conversion on transmit path.
* Serial: XIO commands to R: instead of R1-R4: now work properly.
* Serial: Closing R: waits for queued output data to flush.
* Printer: Fixed close command not actually closing IOCB.
* VBXE: VBXE memory no longer overlays extended memory in 1088K mode with shared memory disabled.
* IDE: Cold reset now also resets the emulated IDE device.
* IDE: Addressing is now restricted to offsets $00-07 to avoid conflicting with OS PBI scan.
* Cartridge: Corrected banks 1 and 2 for OSS 034M cartridge type.
http://www.virtualdub.org/altirra.html
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Ootake 2.54
Posted by Wraggster @ 12:22 AM CET | Comments: 0 | Windows
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News via http://emu-russia.net/en/
PCEngine/Turbo Grafx 16/PCE CD/TG16 CD6 emulator for Windows have been updated recently. Changes:
- V-Sync (function to redraw screen smoothly) processing has been improved. The tempo of a built-in sound source (carve of a detailed rhythm) is steady, and it has approached a real machine. And, when the window of Ootake was brought to the upper part of the screen in some personal computers, the bug of V-Sync was solved.
- The message display processing has been improved. The overall operation lightened in some measure. And, when the desktop is used by a classic style with WindowsXP, the bug that the label of the window blinked (generated from v2.50) was corrected.
- The speed and timing were brought close to the movement of a real machine. In "Final Lap Twin", when the hero enters the course in the field, the problem that the screen occasionally fell into disorder by one frame (generated from v2.07) was solved. In the stage 3 of "Dragon Saber", when the wall moves, the problem that the display of one line falls into disorder was solved. I think that the timing approached a real machine in other games, too.
- Additionally, a detailed part has been improved and corrected.
News source: http://www.ouma.jp
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ClrMamePro 3.138a
Posted by Wraggster @ 12:20 AM CET | Comments: 0 | General
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News via http://emu-russia.net/en/
The best ROM/CHD manager has been updated. Changes:
- added: missing but fixable chds can get fixed automatically by fix-missing;
- added: append option for rebuilder log;
- misc: redisplay dir2dat window after dat completion to avoid minimizing issues;
- misc: dat export will only export active sets;
- misc: added trimming for subfolder rom/etc defintions.
News source: http://mamedev.emulab.it
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Atari 5200 Emulator (DSi Entry), Atari 5200 emulator for DS and DSi
Posted by Wraggster @ 12:18 AM CET | Comments: 0 | Nintendo DS
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News via http://gbatemp.net/t293836-atari-5200-emulator
Ok, few days ago , you tested the first console from atari, the Atari VCS 2600 ...
Now, let's see the next one. This one is the reply for coleco and Intellision console, the Atari 5200 !!! ...
Hope you will enjoy it, it's of course the fist version and i need to improve it ...
It's based on Atari800 emulator and of course, the source code is released because it's not my source code
To use this emulator, you must use compatibles rom with a52/bin format.
You need the 5200.bin rom bios to use it. A quick search on atariage website will help you about that ;-)
Do not ask me about such files, I don't have them. A search with Google will certainly help you.
Controls :
* Direction pad : the joystick ...
* A : Fire button 1
* B : Shift button
* X : * button
* Y : # button
* START : START button
* SELECT : Pause button
V1.1 : 23/05/2011
* Quick fix about bios problem
* change screen height to 256
* Add more easy understanding message when no game in current diretory (Thx
Another World for the tip)
* Fix name in makefile (was 7800 and not 5200)
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A7800DS emulator (DSi Entry), An Atari 7800 ProSystem emulator for DS and DSi
Posted by Wraggster @ 12:12 AM CET | Comments: 0 | Nintendo DS
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News via http://gbatemp.net/t294042-a7800ds-emulator
Ok, few days ago , you tested the first console from atari, the Atari VCS 2600 and the Atari VCS 5200 ...
Now, let's see the last one from Atari. This one is the last attempt of reply for coleco and Intellision console, the Atari 7800 Pro System!!! ...
Hope you will enjoy it, it's of course the fist version and i need to improve it ...
It's based on ProSystem emulator and of course, the source code is released because it's not my source code
To use this emulator, you must use compatibles rom with a78/bin format.
Do not ask me about such files, I don't have them. A search with Google will certainly help you.
Controls :
* Direction pad : the joystick ...
* A : Fire button 1
* B : Fire button 2
* SELECT : SELECT Button
* START : START Button
* R : RESET Button (yes R like Reset )
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NesDS 0.51a
Posted by Wraggster @ 12:09 AM CET | Comments: 0 | Nintendo DS
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News via http://emu-russia.net/en/
NES emulator for Nintendo DS has been updated. Changes:
- Roll back some updates in 0.50b.
-Mapper90 added. It works fine. You need to reload the nes rom to get a 'Soft-Reset'.
- Light-Gun added. Under the 'Input' bar, click 'No LightGun' to active Light-Gun. When shooting, hold L-button and touch the sub-screen. 'Swap screens' is recommended. R-button can be used to rewind game play.
sprite0y calculation for SP-pertile corrected, better.
- V-flip for SP-pertile corrected, better.
- A patch file added, used to correct the header of rom or modify the settings of nesDS.
http://sourceforge.net/projects/nesds/
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Stella DS 1.1
Posted by Wraggster @ 12:05 AM CET | Comments: 0 | Nintendo DS
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News via http://emu-russia.net/en/
Atari 2600 emulator for Nintendo DS has been updated. Changes:
* Adding launch arguments so that other menus can be used for loading roms (Thx
BassAceGold for the tip )
* Fix power on/off graphics pb when return to menu (Thx Another World for the tip)
* Add more easy understanding message when no game in current diretory (Thx
Another World for the tip)
* Change sound when we quit emulator
* Add X/Y/R/L/SELECT button for each trigger
* Add Left Difficulty trigger
* Preliminary paddle support with button A and pad left/right (use Reset in "breakout"
to play, not fire button like in Atari Classic Nds game)
* Fix some few other bugs
* A bit faster (1~2 fps )
News source: http://www.portabledev.com
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DS2x86 0.09 released!
Posted by Wraggster @ 12:02 AM CET | Comments: 0 | Nintendo DS
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News via http://dsx86.patrickaalto.com/DSblog.html
A new release of the Dos Emulator for the Nintendo DS
This version has the following improvements:
Implemented screen scaling for all common graphics modes.
Fixed the DOS and BIOS date/time functions to return proper Real Time Clock values. This might fix some hanging games.
Fixed EGA Read Mode 1 handling (fixes EGATrek graphical issues).
Fixed EGA Read Mask initial value (fixes Ultima V hanging).
Added a warning message for games that need a Floating Point Unit.
Screen copies are saved to incrementally numbered files SCR00.BMP..SCR99.BMP. Previously they were always saved to SCR.BMP file.
Below are some examples for EGA screen scaling. Silpheed uses 640x200 mode, and it has used smooth scaling in DSx86 as well. EGATrek uses the highest resolution available on EGA displays, 640x350. Since the vertical resolution is not easily scalable to 192 vertical rows, I instead scale it 2:1 to 175 vertical rows. Thus, there are some black rows on the bottom of the screen. The mode used by Mahjong Fantasia (640x400) is not a proper graphics mode that the EGA/VGA BIOS support, instead the game initially switches to 640x200 mode, and then doubles the vertical resolution by directly accessing the EGA card registers. Finally, A-Train is an example of the VGA high resolution 640x480 mode.
I also debugged the Windows 3.00a crashing problem, but could not yet solve that issue. I worked also a little bit on Windows 3.1 support, which complained about there not being enough XMS memory. I found and fixed this problem, but it is using some new protected mode opcodes and features that I did not have time to code for this version, so it will crash with unsupported opcode errors. I'll see if I can make it run better in the next version. Making Windows 3.1 run should also help me in locating the problem in Windows 3.00a.
There are also other misbehaving games on my TODO list, and I'll continue debugging these and fixing the problems. Thanks again for all of you who have tested the games and sent me debug logs and other information to help me in fixing the problems in DS2x86!
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DS2x86 0.08 and DSx86 0.32 released!
Posted by Wraggster @ 11:55 PM CET | Comments: 0 | Nintendo DS
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News via http://dsx86.patrickaalto.com/DSblog.html
A new release of the Dos Emulator for the Nintendo DS
DS2x86 0.08 release notes
This version has a lot of previously missing opcodes implemented, so a few more games might run again. I did not have time to add support for new INT calls or I/O ports into this version, so those errors will still happen in the games that previously had these errors. I hope to be able to handle these in the upcoming versions.
I have also debugged some ill-behaving games, but sadly that has been mostly frustrating work with no clear improvements in the behaviour. I have collected a lot of information and have been able to close in on the actual problems, but have not yet been able to solve them yet.
After spending many days with various problems in the games, and getting frustrated, I decided to see if I could get Windows 3.00a to run in Standard Mode also in DS2x86. This basically meant porting the 16-bit protected mode features I had coded into the original DSx86 to DS2x86. This work progressed better, so that this version can run Windows 3.00a in both Real and Standard mode. The Enhanced mode would need support for virtual memory, which is not coded in yet, so that mode does not work.
The problem in Windows 3.00a that I have been fighting with today was that opening some programs, like Paintbrush, gave an error "File PBRUSH.DLL not found" or similar. I checked the Windows directory and the file does exist, and I even checked my SD card for errors, but still I got that error. Next I checked my emulated DOS System File Table contents, which has room for 64 entries, but there were only 16 entries used so that was not the cause. I debugged my DOS file routines, and made sure the directory and file name are exactly correct, and then found out that it was the DS2 SDK fopen() function that returned NULL for the file. Finally it then occurred to me to check the the SDK file system functions (which luckily come with source) to see what the file table size is there, and it had only 16 entries! So, I doubled the size to 32 entries, and now Windows 3.00a seems to run. I think I could increase the table to 64, to match my emulated DOS file table, but I'll do that later when I have more time to test that everything still works.
DSx86 0.32 release notes
This DSx86 version has only one minor fix, as I have been focusing on DS2x86 during this two-week period. I implemented the direct file reading into EGA VRAM, which is used by games like Rockford and Heimdall.
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zuNESter (NES emulator for Zune HD)
Posted by Wraggster @ 11:48 PM CET | Comments: 0 | Zune
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News via http://www.zuneboards.com/forums/download-openzdk-applications/59018-zunester-nes-emulator-zune-hd.html
zuNESter is a port of PocketNester 0.7a. It is highly optimized and should be able to run any NES ROM at a full 60 frames per second. It supports 9 save states per ROM. Unfortunately, the sound currently does not work at all. Hopefully that will change in the future. The controls are obvious from the overlay, except that to access the menu while playing a game in portrait mode, you have to touch where the game is displaying (upper part of the screen).
Also, be sure to add your own NES ROMs to the ROMs folder before deploying.
Note: Nothing has yet changed since the latest release candidate. The source code will be added soon.
Update:
-Landscape mode (Thanks to Nick for the theme.)
-ROMs are now searched for in /flash2/zuNESter/ROMs as well. (Put them there with Liberate or the zuNESter File Deployer.)
-Moved saves to /flash2/zuNESter/Saves and now saves according to the entire file name.
-Invisible quick load button in top-left corner and invisible quick save button in top-right corner.
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DaedalusX64 rev 709 - Nintendo64 Emulator for PSP
Posted by Wraggster @ 11:15 PM CET | Comments: 0 | PSP
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DaedalusX64 is the best Nintendo 64 Emulator available exclusively for the PSP. To eliminate some frequently asked questions: No, the Emulator is not perfect, so any graphical bugs, or speed issues are considered normal. Yes, the audio does not always play full speed and can cause the Emulator to crash
What's changed in this revision:
Revision 709
[=>] Merged from Dev branch:
Rev 284 - Corn
[!] No need to check same thing twice in frame limiter
Rev 285 - Salvy
[!] Code clean up
[!} Made static functions in Microcode.cpp to hint compiler to optimize (~30 ops)
Rev 286 - Salvy
[+] Rewrote/optimized dialogs
[!] Fixed bug that caused PHAT PSPs to crash when pressing HOME (thanks OMightyBuggy for tracking down this issue)
Revision 708
[+] Updated roms.ini (contains several improvements from B3 and B3 Update)
http://www.dcemu.co.uk/content/91709-DaedalusX64-rev-709-Nintendo64-Emulator-for-PSP
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WiiHandy 0.4
Posted by Wraggster @ 05:16 PM CET | Comments: 0 | Nintendo Wii
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WiiHandy 0.4 released by raz0red
WiiHandy is a port of the Handy 0.95 Atari Lynx emulator developed by Keith Wilkins. Additional changes by the SDLEmu team.
Changelog
0.4 - May 20, 2011
Pretty close to a full "re-port" based on the original Handy 0.95 sources.
Cartridge database for storing cart-specific settings (screen orientation, maximum frame rate).
Rewrite of display layer, GX based scaler
Ability to adjust horizontal and vertical screens to any size/dimensions via "Screen Size" options under "Display". If these are entered after loading a cartridge, the last frame will be displayed to assist in sizing.
Rewrite of sound layer
Audio skipping has been fixed
Audio plays at correct rate when the maximum frame rate is adjusted
Rewrite of timing loop
Support for Nunchuk and Classic Controller Pro
Analog stick support (Classic/Pro, Nunchuk)
USB support
SDHC support
Updated menu system
http://wiibrew.org/wiki/WiiHandy
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Surreal64 CE B5.5
Posted by Wraggster @ 12:25 PM CET | Comments: 0 | Xbox
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News via http://www.xbox-scene.com/xbox1data/sep/EFpyVEFppACNXZyTLv.php
Ez0n3, freakdave & weinerschnitzel released a new version of Surreal64 CE, a Nintendo64 emulator for the Xbox1:
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Surreal64 CE is a continuation of the Surreal64 project where Team XXX left off. Originally developed by oDD and Lantus, Surreal64 included ports of three Win32 based Nintendo64 emulators including 1964, Project64 and UltraHLE. Our goal is to improve Nintendo64 emulation on the XBOX
with the addition of:
- New or updated N64 emulators
- New or updated video, audio and RSP plugins
- Improved controls
- a user friendly and skinnable GUI
Changes since B5.4:
Added:
* Native 720p output for all video plugins and the launcher
* Full Screen Anti Aliasing modes up to 4x
* VSYNC setting to eliminate tearing
* Save state previews
* Paths for Saves and Screenshots
* Mupen64plus updated JttL audio plugin (still testing)
* M64p HLE RSP plugin (Hacktarux & Azimer)
* HLE RSP plugin (Hacktarux, Surreal CVS)
* New setting UseRspAudio
* Rom history which auto-selects the last rom at launch
* Option to toggle background music for the launcher
* Launch current rom using Y from the emulator settings menu
* Temporary messages (as known from Surreal 1.0) for launcher and all video plugins
* UltraHLE mem settings to ini - Ultra Code Mem/Ultra Group Mem
* Favorites for rom list from Surreal 1.0 (BLACK = list all/favs, WHITE = add/rem fav)
* Skin.ini for many new skinning features
* XMV Video support
* Real Time Clock support for 1964 (thanks to Shapyi and zoinkity)
* EmuXtras Synopsis by MegaMan(?)
Changed:
* Music Manager so that it plays more than one wma file (LEFT THUMBSTICK = next track)
* Deadzone now calculated as a percentage of total range
* Load/Save State text to reflect date created
* Paging methods now user defined setting in Launcher
* Max Video Mem so that 0 is auto (keep to 2MB free)
* Set VertexMode default to 2 (hardware)
* Stripped non audio SDLx code from JttL
* Toggling menu items in Launcher/IGM does now also work with DPAD/LEFT THUMBSTICK
* Expanded ingame debug info output
* Control Config Panel reorganized to better fit an image panel
Fixed:
* Mempak issue (still needs work - UltraHLE is still missing)
* Rice Video 5.60 fog reverted to that of Rice Daedalus 5.10
* Screenshot name problems
* Switching paks in menu issue
* Countless ini fixes for all Rice plugins, PJ64, 1964 (BIG thx scorp316)
* GoldenEye crashes if 4 players were facing each other in multiplayer (UltraHLE)
* Minor core (1964) and dynarec (1964/PJ64) optimizations
* Increased volume for launcher and all sound plugins except Basic Audio (missing source code)
* Several missing boxarts
* Squished boxarts
Other:
* Consistent PAL and NTSC definitions
* Added libSDLx source from HuntsVegas
* Moved all OSD code into a single file
* Added Build.bat
* Added Profile, Profile_FastCap, and Release_LTCG configs
* Changed all projects to have unique GUID's
* Switched launcher ini parser to simpleini
* Mem Decommit from 1964/PJ64 to UltraHLE for IGM
* Added Doom 64 1.1 to boxarts (rename of existing)
* Added GoldenEye:X to Surreal.ini
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Official Site: http://surreal64ce.wikidot.com
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DCEmu Hacked
Posted by Wraggster @ 12:09 PM CET | Comments: 4 | Site
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Hi all, along with posting emulation news here i also have my own website DCEmu which is a website focusing on Homebrew, Gaming and Console Hardware News etc.
Last week the site was hacked on monday, the hackers or script kids for want of a better word redirected my site to theirs, luckily it was only a redirect and no damage. Bluecrab one of my admin fixed that.
However on tuesday another bunch of script kids not only redirected the site but deleted half the files on the server, i pray Martin has a decent and recent back up of the site, time will tell.
For now because DCEmu is down the site is being forwarded to Gaming and Gadgets.Com and im posting all my news there until the return of DCEmu.
Now most importantly to all fellow webmasters out there and it seems especially those using Vbulletin 4, please make sure you patch the recent exploit that these hackers breached.
Thanks for your time
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SharpBoy v0.3
Posted by MasterPhW @ 07:01 PM CET | Comments: 0 | Gameboy
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SharpBoy is good but still new Nintendo Game Boy and Game Boy Color emulator for windows by the talented Zelda hacker xdaniel written in C# using OpenTK.
| Here's the changelog:v0.3 (May 11th 2011)
• Switched rendering from using SlimDX to OpenTK, SlimDX Runtimes no longer needed; video filtering now selectable
• GBC DMA copy operations improved, fixes certain DMA transfers spanning different areas of memory
• Improved support for "undocumented" I/O registers, Demotronic Demo no longer detects the emulator and now runs with some glitches
• Above change, coupled with improved graphics emulation, also fixed colorization of monochrome games via the CGB bootstrap ROM
• Preliminary MBC emulation for Pocket Camera / Game Boy Camera; no actual camera support
• Frame skipping and speed-up functionality implemented
• ROMs can now be loaded from ZIP archives (using the DotNetZip library); recent ROM history added to menu
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SharpBoy Temporary Website
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PCSX2 v0.9.8
Posted by Wraggster @ 11:15 PM CET | Comments: 1 | Playstation 2
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News via AEP
More than two years have passed since the last official and stable release of the Playstation 2 emulator PCSX2. Now, a new version has been finally released.
Quote:
GUI:
New, threaded GUI using wxWidgets.
New menus, for improved usability and faster configuration.
Convenient Memory Card editor.
On the fly pause and resume, perfectly stable, safe and fast.
On the fly setting switching and even plugin switching.
Powerful new configuration that is more user friendly with its first time wizard, reset to default buttons and a global presets system.
A plethora of new options that make playing games more fun!
All options have tooltips explaining what each of them do.
Comes translated, with many languages to select from.
Compatible with Aero Glass and Windows eye candy.
Looks and works great on Linux, too!
Core:
Entire emulation core has been overhauled. Many components are rewritten.
Countless code generation and runtime execution bugs fixed.
Added microVU, an improved VU0/VU1/COP2 recompiler.
New VIF recompiler
Multi-threaded GS rewrite: Faster and more stable than in 0.9.6.
Better BIOS splash screen skip method, better ELF support, host fs support.
New Game database detects the game you run, displays compatibility info, and auto applies special game fixes/patches if needed.
Plugins:
GSdx is faster, more stable and has more configuration options than ever before.
SPU2-X is the preferred SPU2 plugin now.
It has matured into almost completely emulating all the SPU2 quirks, making many more games work!
Homepage
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Glide64 WIP Release 237
Posted by Wraggster @ 09:59 PM CET | Comments: 0 | Nintendo 64
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News via AEP
A new WIP version of the graphics plugin Glide64 for Nintendo 64 emulators has been released.
Quote:
Fixes:
Glide64:
Fixed many glitches in Pokemon Stadium 2. Many thanks to andres gonzalez and pokefan 999 for bugreports and testing.
Homepage
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