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 Post subject: CrabEmu 0.1.9 Released
PostPosted: Fri Feb 27, 2009 7:06 pm 
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The Crabby Overlord
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I've been sitting on this release a bit longer than I would've liked to, so I decided it would be a good time to just release it. This new release of CrabEmu adds a Qt "port" (and support for Linux) along with many other changes to the emulation. Here's a high-level overview of what exactly has changed in CrabEmu 0.1.9 (in relation to the Dreamcast port, and general stuff):

  • Fix a lot of cycle counting issues in CrabZ80.
  • Added support for the SMS VDP's H-Counter.
  • Added support for utilizing a BIOS ROM with SMS and Game Gear emulation (also, added a BIOS replacement).
  • Added support for the IO Control and Memory Control registers on the SMS.

You can download CrabEmu 0.1.9 from https://sourceforge.net/project/showfil ... _id=664632 . Enjoy the release and please report any bugs that you may happen to find.

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 Post subject: Re: CrabEmu 0.1.9 Released
PostPosted: Sat Feb 28, 2009 5:00 am 
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Psychotic DCEmu
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Great release and keep up the good work!

I am really impressed that there's Linux support, I'll try to build this this evening.

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 Post subject: Re: CrabEmu 0.1.9 Released
PostPosted: Sat Feb 28, 2009 12:17 pm 
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DCEmu User with No Life
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love to see linux support, thanks for the release!

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 Post subject: Re: CrabEmu 0.1.9 Released
PostPosted: Sun Mar 01, 2009 10:48 am 
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Psychotic DCEmu
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CrabEmu has been featured on the popular German homebrew/gaming website Gamefreax.de as homebrew of the week.

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 Post subject: Re: CrabEmu 0.1.9 Released
PostPosted: Sun Mar 01, 2009 2:03 pm 
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The Crabby Overlord
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Maturion wrote:
CrabEmu has been featured on the popular German homebrew/gaming website Gamefreax.de as homebrew of the week.

Wow... That's.... interesting? I didn't think it was all that impressive of a release myself... :lol:

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 Post subject: Re: CrabEmu 0.1.9 Released
PostPosted: Sun Mar 01, 2009 3:48 pm 
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DCEmu User with No Life
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congrats blue crab, lol

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 Post subject: Re: CrabEmu 0.1.9 Released
PostPosted: Wed Mar 04, 2009 9:13 am 
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Psychotic DCEmu
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And now, it has been front-paged on ngemu.com: http://www.ngemu.com/frontpage/?p=vB119093

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 Post subject: Re: CrabEmu 0.1.9 Released
PostPosted: Fri Mar 06, 2009 5:51 pm 
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Thanks a lot for this update! Looking forward to give it a try asap.

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 Post subject: Re: CrabEmu 0.1.9 Released
PostPosted: Sun May 16, 2010 11:08 pm 
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DCEmu Nutter
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Any updates on this, bluecrab?


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 Post subject: Re: CrabEmu 0.1.9 Released
PostPosted: Mon May 17, 2010 6:43 am 
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The Crabby Overlord
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Sadly, I haven't had all that much time to work on it, and since the last release, there's been almost no changes to the Dreamcast version at all. The source code is up on the sourceforge project, and whats in the subversion repository there is the latest version of the code.

I want to try to do a new release sometime in the near[ish] future, but I can't really promise much. Other projects, work, and classes have kept me pretty busy.

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 Post subject: Re: CrabEmu 0.1.9 Released
PostPosted: Mon May 17, 2010 12:30 pm 
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FM support would be totally kick ass! :naughty:

Maybe you could check against fMSXdc which does emulate the 2413 IIRC.

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 Post subject: Re: CrabEmu 0.1.9 Released
PostPosted: Mon May 17, 2010 1:45 pm 
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The Crabby Overlord
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Christuserloeser wrote:
FM support would be totally kick ass! :naughty:

Maybe you could check against fMSXdc which does emulate the 2413 IIRC.

The problem would be that I don't think the core of the emulator would be fast enough to emulate the FM hardware in addition to what it has already. Truth be told, CrabEmu is quite slow, and always has been that way. Its partially my relative inexperience with emulation compared with some of the greats (Charles MacDonald, etc), and partially that it hasn't really been that much of a problem (except when I first released it on the Dreamcast). I've always favored accuracy over speed, perhaps to a fault.

Also, I started CrabEmu as a project to write everything in the core of it myself. That means, if I am going to do FM emulation, I'm going to write it myself, and that requires more time than I have at the moment. I know that seems a bit stubborn, but that's the way the project has been for me, and the way I want it to continue to be.

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