A new version of RxNES has been released, with speed increases and constant improvements and features.
RxNES is a nes emulator based on mynes, it uses the unity engine, which allows graphic mods, 2D and 3D, as well as sound and music mods.
Its still very much wip, but includes a sample mod for super mario bros::
RxNES has updated to v3.021. This release is an important update, and fixes the issue of generating gigs of data, due to constantly making new textures, where as now it now replaces existing textures, so should be reduced to a more manageable 500meg of ram.
This release also fixes issues to general emulation script RxEnhance.cs, which was getting confused in some rom emulation.
Also a call out to anyone who'd like to help with this project:
As you should know the main Enhancement script RxEnhance.cs is editable in a text/c# editor, and hopefully a user can optimize / improve it further and share with everyone else.
The sprites are rendered on their own layers, 1 layer for each of 4 screen palettes.
they are then cropped out for dumping.
This is the wrong approach, and sprites should be read from the cartridge and not from the screen; (but I spent weeks coding it this way). Problems arise when 2 sprites overlap each other and they dump combined and overlapping (Only if they use the same of 4 palettes).
Some sprites dumped are duplicates yet have different file names, cropping is over-cropped.
I dunno, I did my best effort on everything but I was really hoping for help from the community.
Lots of good things! The emu has tons going for it!
I just wanted to mention the bugs I would like to see fixed by users as I don't have a current interest in fixing them ('cause it doesn't run full speed).
Important to remember is that replacement graphics can be bigger than their original screen space, so the over-cropping issue shouldn't even matter if ppl are replacing the graphics with new ones anyway. The issue that remains is the corrupt sprites, if a sprite dumps at the same time as the nes is rendering it, it will be half and half of a frame and the frame before. This would cause the replacement sprite not to be used and the corrupted / incomplete sprite to flicker on.
Also, a good point, is that any .png can be replaced with a .obj 3d model. (For sprites and BG Tiles) Just make the .png trasparent and name the .obj the same hash fliename as the .png. The exact way it works is in the code and i'm just still waking up this morning.
I guess this is a call out to Unity3d coders to have a look at the RxEnhance.cs script and see if they can improve it. If you could with the release of this version, write up a call to coders to have a look and fix up the main script. (It compiles at Runtime :) )
Mesen has its first release for 2018, now at 0.9.5. The NES and Famicom emulator has been updated with this change log:
New Features
* Debugger: Tons of new features, UI improvements, performance improvements and bug fixes.
* HD Packs: New features, performance improvements and bug fixes.
* FDS: Improved compatibility of the automatic disk insertion feature.
* UI: Added a few minor options (and increased the number of savestate slots to 10).
Bug Fixes
* Input: Changed input polling timing to reduce input lag by 1 frame.
* Linux: Improved SDL error handling to prevent crashes.
* Accuracy: Fixed a mirroring issue with mapper 30 games.
RxNES has returned with a new release now to 3.003, RxNES is a unity powered emulator based on MyNes, it allows enhancements and modifications, that allow replacements of tiles, with either 3D models, or sprites, regardless of size, has full custom scripting in c# which allows limitless possibilities for modding, and even allows the use of midi instruments.
You can download the current version here, and feel free to discuss here, and i'll try to answer any questions :)
Mesen the nes emulator has updated to version 0.8.1
New Features
Performance: Code improvements have increased emulation speed by 15-35%.
Audio: Added a customizable equalizer.
Patches: Added support for UPS and BPS patch formats.
Compatibility: Added support for UNIF FK23C/FK23CA/D1038 boards and mapper 104.
PPU: Added option to emulate OAM RAM decay.
Bug Fixes
PAL: Improved PPU emulation accuracy.
MMC5: Improved emulation accuracy.
FDS: Improved IRQ emulation accuracy (fixes Lutter and some unlicensed games).
Emulation: Fixed problem that caused in-game crashes in the "Legend of Link" romhack.
Misc: Several small bug fixes.
3dnes has been updated now to 1.3, the change log is as follows:
- Switch to core architecture => possibility to use another emulation core
- Improve cpu, ppu, apu emulation accuracy as a whole
- Fix input latency issue
- Fix sound lag, cropping
- Reimplement of mmc3 mapper
- Porting Blipbuf to C# => code base is pure C# now
- Add Vrc2-4 mapper (21,23,25,27)
- Add Action53 mapper (28)
- Remove border masking => now you can observe the scene from trully 360 degree
- Add instancing shader, better rendering performance
- Onepass virtual reality rendering
- Smoother shadow rendering
- Add credits for BlipBuf and BizHawk project
- Save/Load backward compability is broken
mesen the NES emulator for windows and linux, has updated to 8.0, which is feature packed, including partial support for hdnes graphic packs.
The changes in this release are:
New Features
Emulation: Added several new options to enable/disable model-specific quirks.
Command line: Added command line options for most video/audio/emulation settings.
Debugger: Added several new features (Hex editor, TBL file support, code editor, graphic editor, and a lot more), improved performance and fixed some bugs.
Games: Headerless roms can now be loaded (if they are found in the built-in game database).
Bug Fixes
Emulation: Improved accuracy of $2006 write behavior (solves minor issues in 2 games).
Emulation: Improved accuracy of $2004 read behavior.
Emulation: Improved accuracy of sprite overflow bug emulation.
Misc: Several small bug fixes.
RxNES has released yet another update, this one is quite a big update:
- MAJOR UPDATE!!
- Added "Combined Sprites"!! - Press the "Pause" key on your keyboard. Click the sprites you want to be dumped/recognized/replaced as
ONE larger .png. When you click them, they will turn green to indicate they will be dumped. When you have all the little sprite tiles
selected that you want combined, Press "Spacebar"! A preview of the larger sprite you just dumped will be displayed in the center of
the screen until you click the mouse again. The Large Combined Texture will be dumped to that games "~MyPackage-" folder along with
a .cfg file. This new graphic RELIES on the .cfg so keep them together. Any editing in the cfg is unnessesary, however I guess you can
edit the physical size of the graphic in the game by editing its Width / Height values in there..
Aside from that, you shouldn't be editing anything in the .cfg. You can Rename the .cfg and .png to whatever you like, but make certain
they match each other. You can increase the resolution of the .png up to 4096x4096 but that 1 graphic would probably not fit your monitor
resolution. While selecting tiles to dump as one, right clicking clears everything selected.
Sorry I just got all this working smooth after 3 days of solid programming, so there is no example supplied. I hope forum mod lyonhrt
can make up an example to be released in the next update. :) THX lyonhrt!
- Large Combined Sprites cannot be replaced with 3D Models yet in this version, but will be in the next short while.
i will certainly be looking at starting a pack for this emulator this weekend, so check the rxnes forums for exclusive first look, and of course check out my other work on http://www.emutalk.net/
http://www.rxnes.com/ has had a nice big update today, with updates progressing daily
Here's whats new from the readme
- Fixed : RxNES now dumps tiles at their original resolution. (8x8 or 8x16 pixels.)
Previously for your convienence 8x8 tiles were upscaled to 4x at 32x32. This ment you could open them in an image editor and add sub-pixels
easily. It also made them easier to see in Windows Explorer and Image Preview. However.. This lost the ability to interpolate or upscale
the tiles with a batch image scaler, such as ReShade. Now not only are the exported tiles smaller (1/4 file size I guess), they can
for example be added to Recording files and you won't need to have played the game with tile dumping on, to the game point in the Recording
to be able to watch it. This will be added soon in a coming update. I am not sure if I should package the tiles with the recording,
upload/download them from the server, or both. I will probably go with both just to be sure the Recordings are playable everywhere, and a
known tile database is availiable for those who want to work on tiles they haven't reached yet in-game. Exported tiles are now only 128 bytes
each! (@ 8x8). Or, 8 or 9 tiles per KB! So I will be uploading whichever are missing from the server to a central database collection of all
the tiles everyone has dumped after logging in. The "Box Boy" collection is a total of 46 KB at this point on my computer.
This .txt document is around 10 KB (or 76 tiles). An ancient 8 inch floppy disk from the 1980's holds 800 KB. So you will also be able to
store your dumped .png collections on 8 inch Floppy :) and upload/download bandwidth should not be any issue.
- Fixed : No Keyboard Control without any Wiimotes. ( Problem was a misplaced } ).
- Added : New Example 3D Model in the Enhancements folder!
Created a perfect 1 tile example 3D model. Spent hours re-programming it's alignment to be sub-pixel perfect.
Please use this as THE template for making 3D models! "DEMOModel" included in .max, .blend, and .obj.
If you use 3DS Max use the .max file, not the .obj. The .max has non-default scene scale and is setup to scale properly.
Also, If using 3DS Max, Export to .obj with Scale = 0.1, Flip Y/Z Axis (Poser like) turned ON (Defaults to OFF!).
- Still Broken? : Playback of Recordings. (Code hasn't been altered yet to handle NEW Standard / Default 2D Tile.)
- Added : 2-Player Wiimote Controls! ( Autodetects 2 Wiimotes [Player 1 & 2] Bluetooth) If you have only 1 Wiimote, Player 2 uses Keyboard.
Hold 1 & 2 on wiimote and pair in windows bluetooth pairing, it will be autodetected.
- Fixed Z,X to be B,A instead of A,B.
- Added : Wiimote Controls! ( Autodetects 1 Wiimote [Player 1] Bluetooth) Up to 4 Players coming soon, I only have 1 wiimote ATM.
Hold 1 & 2 on wiimote and pair in windows bluetooth pairing, it will be autodetected. (On next start.)
- Fixed Z,X to be B,A instead of A,B.
Nice to have that support built in for wiimotes, and continues to expand on its features.
http://www.rxnes.com/ has posted an update on its customisable emulator with a fix now at version 1.53
- Fixed # Key not running Box Art Downloader. Changed it to the 3 Key for now.
- Uncommented code for 3D Models in Recording Playback. The bug was elsewhere. (I think.)
- Rom Browser with Box Art! Toggles with "Page Up" & "Page Down". Arrow Keys to select your Rom.
- Box Art Batch Downloader. Hold "Shift" and press #. (Can take 10 Seconds to 20 Minutes depending on how many Roms / what art is missing.)
Currently the Server has Art for 600+ Games! (Games are mostly Auto-detected, regardless of file name.)
- No 3D models in Replay Recordings (Needs further testing and tweaking...)
Some days i like to check out whats new in the emulation world, and i just happen to come across this little gem, called RxNES, which is a NES emulator, but this time with a little twist, it has customization.
When the NES draws the original graphics,
check if there are modern graphics which can be put in their place!
RxNES is basically 80 lines of code added to an Open Source NES Emulator within the Unity3D Engine. Unity3D is not required, you can upgrade games with the Standalone Build.
The added code "hashes" the content of the on-screen "Tiles" and comes up with a name for each tile, it then checks a special "Enhancemennts" folder to see if a new 3D Model (.OBJ) and or Texture are availiable to render on top of the old one.
Rom UI: Now there is a "preview" window that shows the rom image preview. This is only available in window 2x and above. Everytime you close a rom the last image is captured and is used as the preview. Of course this works only if you load the rom from the "ROMS Library".
NMI: Changed NMI behavior. Games like 1942 run well.
APU: There was a problem in emulated sound that games like 1942 kept sounding. Fixed
Mappers: Added mapper #65: Daiku no Gen San 2, Kaiketsu Yanchamaru and Spartan X 2 among others.
Mappers: Added mapper #11: Crystal Mines, Metal Fighter, etc. Beware that this mapper has bus conflicts, so some games may behave bad or don't load at all.
Mappers: Added mapper #64: Klax, Skull and Crossbones, Shinobi, etc.
Mappers: Added mapper #71: The Fantastic Adventures of Dizzy, Bee 52. It doesn't work perfect by now, but at least works.
Rom Library Gui: Small change taht it shows the mapper number for the unsupported mapper instead of "------".
Fixed serious bugs in save states when saved to disk.
A new version of yanese (Yet Another NES Emulator) today now to version 0.77
Chages are:
Video: Added 4:3 aspect ratio support in full screen mode. You can change of common 3 resolution you want to be displayed. This is more likely playing in a real TV.
App video crash: I tested the emu in some basic GPUs like Intel ones. It was sometimes crashing in this GPUs. I discovered that changing some compiler settings was the error.
APU: Fixed Triangle Channel problem that some games didn't sound fine.
SOUND: Added a "low pass filter" in sound generation. It sounds "better" not "too much better", but as i said a "little better".
SOUND: Setting volume too high sometimes, in some games caused the sound to cut off.
Improved some code.
yanese Yet Another NES Emulator, has released another version today of its emulator with the following changes:
APU: There was an error in APU generating IRQs that didn't let to play some roms like "Alien III". It was fixed and now Blargg's "Clock Jitter" test pass.
Memory Leaks: Fixed a seriuos bug that somethimes left memory leaks.
Error while quitting: Sometimes when the emu was closed the app crashed. It's fixed.
Improved some code.
A new build of HDNes has been released. The nes emulator that allows replacement of tiles up to 4x the resolution.
24-2-2015
1. Updated to SDL2, input settings are incompatible with previous version so please configure input again
2. Fixed some clicking noise in the triangle channel
3. Fixed an overflow bug when filling sound buffer
puNES (ex Fnes) is an emulator under development that works on Linux32/64 and Windows32. It needs of SDL library to run.
Here's relase info for latest version:
I continued to work hard on the synchronization between CPU/PPU and CPU/APU to make it more accurate. Now "Micro Machines (Camerica) [!]. nes" works without any graphical glitches also "Huge Insect (Sachen) [!].nes" finally works perfectly (viewtopic.php?f=3&t=465). Considering that the changes affecting the core of the emulator, I have tested many roms (tests and games) and it seems that everything is running smoothly, but if someone were to find some roms that gives problems with this release, please contact me. Thanks to x0000 for the help on the front of the CPU/APU.
Fixed some bugs in the handling of compressed files with the game genie active (thx Chad).
HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application and supports: joystick through DirectInput and xInput, SRAM save, accurate sound core, full screen display and cross-platform portability.
Chere's changelog for latest builds:
055
-Added support for NSF music files.
-Added mapper for Super Spike V'Ball/Nintendo World Cup combo cartridge
-Changed sprite DMA timings (fixes Battle Chess again)
054
-Changed NES color palette to match NTSC filter colors
-Fixed VRC 7 Vibrato, no longer crackles
-Improved speed of NTSC filter some more
-General code cleanups (more are still necessary)
-Provided a more helpful error on stdout when the jInput lirary is missing
Visit project homepage for further information and latest version of emulator.
RockNES is a Nintendo Entertainment System (NES) videogame emulator. It's fully coded in C and uses the Allegro library for audio, video and input devices, plus the zLib library for compressed files ZIP or GZ.
What's new for version 5.13
version 5.13d (01/19/2014)
- Fixed PRG RAM data saving/loading in savestates.
- Fixed popup message color.
- Internal code optimizations and cleanups.
version 5.13c (01/18/2014)
- Fixed coin detection in VS System (mapper 99), press F8 to "insert coin".
version 5.13b (01/17/2014)
- Fixed FPS (frames per second) display.
- Fixed "disable_ppu_clipping" and "mouse_poll_latency" flags.
- Famiclone sound mode setting is now saved.
- Minor changes in the GUI.
version 5.13 (01/15/2014)
- New menu item "View CPU state", replacing the "Dump->CPU context".
- New blitter, 256x240 interpolated. Press key 1, then 3.
- Fixed Famicom Disk System support, a few games are playable now.
- Fixed Refresh button in the disassembler dialogs.
- Fixed a bug loading mapper 20 (Famicom Disk System).
- The disassembler shows the full bank again (size of $1000).
- Fixed a configuration problem of input devices.
- Fixed flag for patched ROMs (it was always zero).
- Added detection of dirty NES headers (DiskDude).
- Internal optimizations, minor changes and fixes in the GUI.
Visit project homepage for further information and latest version of emulator.
RockNES is a Nintendo Entertainment System (NES) videogame emulator. It's fully coded in C and uses the Allegro library for audio, video and input devices, plus the zLib library for compressed files ZIP or GZ.
What's new for version 5.10
- Fixed savestate, return value was wrong, working ok now.
- Fixed a few GUI items, palette ram viewer is enabled again.
- Tweaked MMC3 code, still have problems.
- Allegro library is packaged with the ZIP again.
Visit project homepage for further information and latest version of emulator.
HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application and supports: joystick through DirectInput and xInput, SRAM save, accurate sound core, full screen display and cross-platform portability.
Chere's changelog for latest build:
-Added Action Replay and Game Genie code support
-Now turning on sound filtering by default
Visit project homepage for further information and latest version of emulator.
HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application and supports: joystick through DirectInput and xInput, SRAM save, accurate sound core, full screen display and cross-platform portability.
Chere's changelog for latest build:
-Changed the APU timer code to run more efficiently
(filtering now has very little performance penalty)
-Fixed GI Joe, Burai Fighter
-Fixed title screen of Brush Roller
-Fixed intro of Lagrange Point
Visit project homepage for further information and latest version of emulator.
HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application and supports: joystick through DirectInput and xInput, SRAM save, accurate sound core, full screen display and cross-platform portability.
Chere's changelog for latest build:
-Many more (32) mappers added for this release.
-Changed decay after key off on VRC7 sound chip
-Changed color settings on NTSC renderer and rewrote encoding portion for better
speed (64 bit JVM also makes this faster) and no more horizontal bars.
-Passes sprite overflow basics test
-Fixed reset code to reset mapper before CPU
-Rom loader handles games with unusual/incorrect headers more gracefully
-APU square wave frequency is now correct
(would go out of tune at higher frequencies before)
-Full screen mode with maintain aspect ratio on now stretches to fill screen
-Added .exe and .sh versions of HalfNES to the standard JAR file to
work around systems where JAR files are difficult to make executable.
Visit project homepage for further information and latest version of emulator.
HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application and supports: joystick through DirectInput and xInput, SRAM save, accurate sound core, full screen display and cross-platform portability.
Chere's changelog for latest build:
Lots of minor improvements for this release, and new mapper support as well.
Thanks to Nawrot Kryzystof for many of these fixes.
Added Mappers:
Mapper 10 (Fire Emblem, Famicom Wars)
Mapper 19 (Megami Tensei II, Rolling Thunder (J), etc.) with expansion sound
Mapper 34 (Impossible Mission II)
Mapper 38 (Crime Busters)
Mapper 64 (Klax, Rolling Thunder (U))
Mapper 70 (Kamen Rider Club)
Mapper 89 (Mito Koumon)
Mapper 93 (Fantasy Zone (J))
Mapper 94 (Senjou no Oukami)
Mapper 97 (Kaiketsu Yanchamaru)
Mapper 107 (Magic Dragon)
Mapper 140 (Bio Senshi Dan)
Mapper 152 (Arkanoid 2)
Mapper 180 (Crazy Climber)
Mapper 185 (Spy Vs Spy (J) but NOT Banana)
Mapper 200 (36-in-1 Multicart)
Mapper 203 (35-in-1 Multicart)
Mapper 240, 246 (More Chinese original games)
Fixed:
-Fixed DMC timing (passes DMC basics test and makes Bee 52 work better)
-CPU interrupt is delayed so CLI+SEI only causes 1 interrupt after SEI
(fixes Break Time, Hebereke)
-Fixed APU frame counter reset to within 1 CPU opcode of correct timing
-Fixed APU sweep behavior when clocked then immediately reset
(Super Mario Bros. sound effects, Driar wrong notes in music)
-Updated VRC7 sound to use new patch set from nesdev,
changed the way modulator feedback works, increased envelope attack rate
-Added CRC to options menu to make verifying dumps easier
-Fixed Uchuusen - Cosmo Carrier mirroring
-Fixed bug with file dialog where it wasn't clearing the old name when loading
a ROM by double clicking
Visit project homepage for further information and latest version of emulator.
puNES (ex Fnes) is an NES emulator under development that works on Linux32/64 and Windows32. It needs of SDL library to run.
Here's changelog for latest versions:
*** 0.68 (bugfix release)
Correct a bug introduced in version 0.66 that in some circumstances, did not allow the filling of the audio buffer in time, producing a sound skipping.
*** 0.67
Correct the support for the D-pad in the Windows version (reported by Alterac).
In the "Standard Pad" setup added a button (1 for Keyboard and 1 for Joystick) to unbind all buttons (suggested by Alterac).
Implemented the support of Drag & Drop of roms directly in the emulator window to load them (suggested by thefox).
Other small bugfixes.
*** 0.66
Fixed some little bugs in the apu engine (sweep and triangle) and implemented the non-linearity and interaction between audio channels. Now (finally) the apu_mixer (http://wiki.nesdev.com/w/index.php/Emulator_tests) test roms works well in puNES (I hope).
puNES (ex Fnes) is an emulator under development that works on Linux32/64 and Windows32. It needs of SDL library to run.
Here's changelog for latest versions:
*** 0.63 (bugfix relase)
+ Correct a pitch and envelope problem reported from Dwedit (thanks for your help and for your patience).
+ Fixed a bug that could create sound skip and noise in the audio buffer.
+ Correct a bug introduced in version 0.62 of win64 that did not allow the emulator to start correctly.
+ Other small bugfixes.
*** 0.62
+ Rewritten from scratch the OpenGL stack. Added new rendering mode "OpenGL GLSL" that use shaders for all filters (except for NTSC and HQ3x), of course if video card and its driver support it. In GLSL mode, add more filters. Many other bugfixes.
*** 0.60
+ Added Game Genie emulation. You need that the Game Genie rom (that should have the name "gamegenie.rom") is located in "$HOME/.puNES/bios" on linux or "$Documents$/puNES/bios" on Windows.
+ Correct a bug in the frameskip code.
HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application and supports: joystick through DirectInput and xInput, SRAM save, accurate sound core, full screen display and cross-platform portability.
Chere's changelog for latest builds:
*** 0.048 (6/5/2012) ***
You can now change all options without having to restart the emulator. Also changed the set of values used for the VRC7 registers and did some code cleanups in various places. Significant rewrite is needed to improve basic timing accuracy some time soon.
*** 0.047 (5/12/2012) ***
VRC7 channel volumes and modulation are correct now. Still not quite like the real thing because envelopes are based off info from the data sheet and not the actual implementation. (Plus, no one has ever read the presets for the built in instruments from the VRC7; I've tested several sets of approximations.)
Visit project homepage for further information and latest version of emulator.
RockNES is a Nintendo Entertainment System (NES) videogame emulator. It's fully coded in C and uses the Allegro library for audio, video and input devices, plus the zLib library for compressed files ZIP or GZ.
What's new for version 5.08
- A quick code cleanup. I reupload it.
- Fixed application path string, the config file is loading/saving ok.
- Fixed IRQs for MMC3 (mapper 4), MMC5 (5) and RAMBO-1 (64).
- Fixed 2002h clearing time (sprite #0 and sprite overflow flags).
- The emulator now displays PAUSED when inactive.
Visit project homepage for further information and latest version of emulator.
puNES (ex Fnes) is an emulator under development that works on Linux32/64 and Windows32. It needs of SDL library to run.
Here's changelog for latest versions:
0.58 (bugfix relase)
Correct a crash with some fds roms (thx Gokun for reporting).
Help Request:
Any volunteers who wants draw a new icon? You will be rewarded with a nice cold beer Smile.
If anyone is interested can contact me at this address
0.57
Added FDS emulation (read and write, not sound yet).You need of the FDS bios rom located in one of these folders:
1) the working directory,
2) the folder where is the fds file,
3) "$HOME/.puNES/bios" on linux or "/puNES/bios" on Windows.
The bios file must be called "disksys.rom" and must have a size of 8192 bytes.
Added mapper 37.
Corrected some bugs in the cpu emulation discovered thanks to test roms made by Bisqwit
(http://nesdev.parodius.com/bbs/viewtopic.php?t=8738 and http://nesdev.parodius.com/bbs/viewtopic.php?t=8757). Fixed a bug that in some circumstances, when attempting to load a save state, it crashed the emulator.
0.56
Added mappers 200, 201, 202, 203, 204, 205, 207, 212, 213, 214, 215, 216, 217, 222, 240, 241, 244.
Correct a bug in the Windows version that did not allow proper configuration of some gamepads / joysticks.
Other bugfixes.
0.55 (bugfix release)
Fixed another bug in the square emulation.
Thanks to Eugene.s for the reporting.
0.54 (bugfix release)
I've forgotten to uncomment same code in new squares emulation that results in distorted sound. Correct.
0.53 (massive bugfix release)
Correct frequency pitch emulation in Dandy mode.
Fixed all the bugs that were going to crash the emulator in the Windows version, now are really stable.
Correct a lots of bugs in the apu emulation and now the sound is much more cleaner and precise.
Rewrite from scratch the popping sound reducer.
Thx Eugene.S for suggestions, feedback and patience.
0.52
Added Dendy Emulation.
Implemented mappers 221, 225, 226, 227, 228, 229, 230, 231, 233, 234, 235.
Implemented a sort of "FCEUX Compatibility mode" and now many other FM2 works well (at least several of the most recent).
Bug Fixes.
MoarNES is an emulator for the classic Nintendo Entertainment System video game console. It is relatively new, and currently still in alpha. It is being continuously worked on an improved with the goal of being among the best NES emulators available. Is it there yet? Not quite, but it's a very useable and fairly compatible emulator still at this point. It is written from scratch in C, with no code taken from existing NES emulators.
Since there's no change-log, here is what author said about alpha release
Although a fairly basic emulator right now, I am working on implementing several major new features soon. For example, netplay support and re-recording for tool-assisted speed run creation.
I am also looking into the possibility of an extended debugger, an integrated assembler, and a tile editor to assist in developing homebrew NES software.
puNES (ex Fnes) is an emulator under development that works on Linux32/64 and Windows32. It needs of SDL library to run.
Here's changelog for latest three versions:
0.50
- Implemented mappers VRC6 (24 and 26) and VRC7 (85) including their extra audio channels.
- Added extra audio on the mapper Sunsoft 5B (69).
0.49
- Added emulation of Turbo A and Turbo B on Standard Controller.
- The Zapper coordinates, in some circumstances, could be read wrong, fixed.
0.48
- More accurate Zapper emulation (thx tepples). Right button of mouse emulates the pointing of the Zapper outside the TV screen. So, to make a shoot offscreen, you must press the left mouse button while holding down the right.
- Added Bilinear filter.
- Rearranged the menu filter (Hint: reselect the desired filter and then save the configuration).
- Fixed many bugs in opengl codes (now, on fullscreen, aspect ratio is maintained properly).
YoshiNES is a Visual Basic NES emulator, continuation of BasicNES project enhanced with extra functionality like Pattern Table view, Pallete viewer, a lot of mappers, more filters, and more features.
v0.4 changelog:
- Rearranged the menus
- Added pallete viewer
- Added Pattern Table viewer
- Little fixes in mapper 228 (Action 52 still unplayable)
- Added mapper 47 (partial)
- Added mapper 212 (10000000 in 1 and other multicarts) partial
- Fixed mapper 146, now working perfect
- Some minor bugfixes
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.
My Nes v2.5.1.25 is released. My Nes is a portable open source NES/FAMICOM emulator written in C#. it cannot emulate 100%, it still a primitive one and needs a lot of work. however it has been tested and support over 200 games, 100 playable perfectly.
My Nes v2.5.1.25 Changelog:
* Update SlimDX (June 2010) to SlimDX (March 2011).
* Fixed: My Nes require SlimDX SDK instead of Runtime to run.
* Fixed: When you pause the emu for a while then resume, the
sound delay.
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