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Hawq
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Post by Hawq » Tue Apr 24, 2007 12:57 pm

First a quick bit of news, zx-81's 7800 emu's yesterday were buggy so head over here to get them again

Emulator GnuboyGX 23/04/2007

System GC/Wii

GB/GBC emu, news:
corrected a little bug with SRAM/STATE saving
modified key config upon request: SELECT is now assignated to Y Button
get from here

Emulator Snes9xGx 2.0.1b2

System GC/Wii

Snes emu, news:
Now reads a global preferences file. All preferences are now global except for joypad configuration and calibration. The latter two are still stored in the SRAM for each game and only apply to that game. Other settings are now stored in a preferences file and apply to every game. If you aren't saving preferences you'll get the defaults and any changes to preferences will be temporary, but global prefs will carry over to subsequent rom launches (i.e. like it was before b1.)
Auto loading of SRAM is now an option. Auto saving of SRAM is still an option. Both default to OFF. If you want them on permanently, change the setting and then save the preferences.
Comes in 6 flavors, each one is for a specific preferences and auto save/load SRAM location. For instance there is one for a memory card in slot B, another for an SD card in slot A, another for SMB and even one now (yes, for you sindrik), that does not load a preferences file at all. Choose the one you want or collect them all! You can still, of course, manually save and load SRAM wherever you want.
SD SRAM saving has been fixed! You can now load and save SRAM from SD card, including importing and exporting to other platforms. Also you can boot either the sdslota or sdslotb variant to have everything done with the SD card, whichever slot you put it in.
menus rearranged again, hopefully for the better. For one thing, the Zoom option now resides in the Emulator Options menu and has been renamed to "C-Stick Zoom". Like all the options in the Emulator Options menu, it is now a global setting. The emulator options menu has a "Save Preferences Now" menu item. The Joypad configuration menu has a "Save Config/SRAM" menu item for convenience - joypad config is per game and thus still stored in the SRAM file.
many under-the-skin changes - take a look at the source code
get from here

Emulator IDeaS 1.0.1.4

System PC - Windows

DS emu, news:
Added:
test if cuboid sits inside view volume.
flip textures coordinates.
test for position coordinates.
microphone support.

Fixed:
bug in EEPROM management.
bug in Display Capture Control Register.
bug in texture coordinates trasformation.
bug in sprites management.
bug in GXFIFO register.
get from here

Emu WIP WinUAE 1.4.2 WIP #3
Estimated release date: May 2007

Final (?) new feature list:

- "Windowed fullscreen" for users with multiple monitors.
(fullscreen Amiga on secondary monitor, Windows on primary monitor,
no more lost fullscreen when focus changes to Windows program)
- A600/A1200 and A4000 IDE harddrive (HDF) hardware emulation, includes
also "4-Way IDE" / "IDE splitter" emulation.
- Directory, HDF, IDE and Picasso96 statefile support.
- 68030 and 68060 (with FPU) emulation. (no MMU)
- 68881/68882 FPU type selectable (68020/68030 only)
- Implemented global brightness, contrast and gamma adjustment.
- "PAL" TV-like filter, with brightness, contrast, gamma, scanline level,
blur and noise adjustment.
- GUI debugger (WIP)
- new GUI font if running under Windows 2000/XP/Vista.
read more as it happens or get it here

Emulator fMSX-PSP 3.1.2

System PSP

MSX emu, news:
* Added support for cartridge type selection in the System menu. This adds support for games like Zanac Ex, which are not detected correctly
* Preliminary ZIP file support. Emulator will load ROM or DSK files from a ZIP file, provided there's only a single compressed file per ZIP. System ROM's must still be uncompressed (or GZIP compressed)
* GZip file support - emulator can load cartridges and disk images from gzip compressed files. Save states are also much smaller in size
* GUI changes, wording changes
get from here

Emulator SMS Plus with CZ80 0.92

System Saturn

Master System emu, news:
Here is a new Cd Unlock release of SMS plus
It uses a new PSG sound core made by Steph (the author of Gens and Cz80) It's the gens PSG core modified for the Saturn.
The games seems to run at least 2fps faster than before with the sound enabled.
get from here

Homebrew LemmingsDS DLDI

System DS

Its Lemmings! what more needs to be said? news:
I have complete a DLDI port of the LemmingsDS 3.2 source code.

If you just want to play it, extract the LemDS_DLDI.rar to the ROOT of your flash card. I could not program the paths to present working directory, so everything must be in place correctly. The rar has the directory format that is expected. It goes like this:

/LemDS/graphics - Sprites and backgrounds files
/LemDS/music - xm music files.
/LemDS/levels/canon - Canonical level files. There should be 120 levels.
/LemDS/levels/custom - Custom level files. Just drop them in here and they will automatically be detected. Maximum number of custom levels is currently 50. This can probably be increased.

In /LemDS is "mattproj_lem_ds.nds" the actual rom. Make sure to use your DLDI patcher of choice before running it.
get from here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

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Post by Hawq » Wed Apr 25, 2007 12:39 pm

Emulator SSF Ver0.08 alpha R9'

System PC - Windows

Saturn emu, news:
'At the time of Enforce Aspect Ratio option use the fact that picture size becomes wide was corrected.
Picture aspect ratio of PC side was considered, but
As for truth not to calculate at aspect ratio of pixel, as for the ‚Ä without being able to go, the shank.'
So thats a display bugfix then
get from here

Emulator ColEm 2.2

System PC - windows/dos, S60 phones

ColecoVision emu, news:
Changed Z80 NMI handling to comply with the standard.
Added "show all sprites" option (-allspr).
Added error messages to ColEm-Windows and ColEm-Symbian.
Added button and key remapping configuration to ColEm-Symbian.
ColEm-Symbian application menu is now split into three pages.
ColEm-MSDOS is now prebound with DOS32A extender, instead of outdated DOS4GW.
get from here

Emulator WinUAE 1.4.2 public beta #9

System PC - Windows

Amiga emu, news:
- new PAL filter configuration file support (forgot it in b8)
- PAL filter now works both in 16 and 32-bit modes. Internal color space is now only R5G6B5, even in 32-bit AGA. Makes things simpler (minus image quality loss) Fix later, not sure..
- map "UAE Boot ROM" automatically if any "external" expansion is enabled (uaescsi, uaeserial, bsdsocket etc..) Previously it was only mapped if filesystem (directory or hdf) was configured.
- IDE non-RDB HDF statefile support added
- filter default centering fixed (I think..) and other related tweaks
- minor FPU updates to very rarely used instructions (from aranym)
- "cpu060_revision" config entry added ("read-only", not created when saving config), sets 68060 revision field in PCR register (current default is 1)
get from here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

Bored? figure out where the above lines from. Answers
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Post by Hawq » Thu Apr 26, 2007 1:23 pm

Emulator Mame32b.114.2

System PC - Windows

plain mame with gui frosting
get from EmuHQ if you want to avoid the fileplanet queues

Emulator GP2X-MSX v1.0.2

System GP2X

MSX emu, news:
- Improve speed
- Improve emulation accuracy
- New render mode
- New default keyboard mapping
- Add MMU hack stuff
- Add option to display frame rate
- New speed limiter function
- Improve volume handler
- Bug fix in file requester
- Add .mx1 and .mx2 file extention
- Linked with my patched version of SDL
get from here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

Bored? figure out where the above lines from. Answers
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Hawq
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Post by Hawq » Fri Apr 27, 2007 12:44 pm

Emulator MAME 0.114u3

System PC - windows etc..

diff time again, news:
MAMETesters Bugs Fixed
----------------------
cannonb078u6yel [couriersud]
hatris0111u4gre [couriersud]
pipedrm0111u4gre [couriersud]
galaxianc058gre [couriersud]
ssf2ghw0114u1yel [Aaron Giles]



Source Changes
--------------
Additional CDP1802 updates, taken from MESS. [Curt Coder]

Fixed colors in One + Two. [Tomasz Slanina]

Made the PowerPC dynarec options runtime configurable. [Ville Linde]

Added save state support to the hatris/pipedrm driver. [couriersud]

Corrected Moustache Boy main cpu interrupt rate, main cpu clock freq,
and screen refresh rate according to measurements on a real PCB.
[Tormod Tjaberg]

Separated the DECO and Mitchell games in the simpl156 driver and added
more extensive documentation. [Brian Troha]

Fixed analog controls in Solar Assault. [Ville Linde]

Changed the options code so that ranges are specified on the
option_entry structure, and enforced when option values are changed.
[Nathan Woods]

Further improved the ROZ layer emulation in the K001604. [Ville Linde]

Konami ZR107 update: [Ville Linde]
- Fixed sound hardware check in Winding Heat
- Changed to use the correct tilemap chip type
- Hooked up analog controls
- Fixed texture rom loading and texture decoding
- Improved the 2D tilemaps

Introduced a mame_options_exit() call to complement
mame_options_init(). [Nathan Woods]

Added a mame_fopen_options() call, similar to mame_fopen() but with
the ability to specify a core_options object to use. [Nathan Woods]

Improved noise emulation in the SN76496 emulator. Added several
variants which differ based on the noise generator and other
parameters. [Lord Nightmare]

Changed all plot_pixel and read_pixel calls to BITMAP_ADDRXX macros.
Removed the now-obsolete functions. [Zsolt Vasvari]

Added support for aliasing sound types. This allows minor variants in
sound cores to share the same fundamental "type" so that the same
sndti_* functions can be used regardless of the subtype. [Aaron Giles]

Changed location of save state files. Now they are placed in the
<savestate>/<gamename> directory. Auto-generated save state files have
the name "auto.sta". All other save state files are named <slot>.sta.
[Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Midnight Run [Ville Linde]
Winding Heat [Ville Linde]



New clones added
----------------
Night Warriors: Darkstalkers' Revenge (Euro 950316)
[Johan Samuelsson, Nicola Salmoria]
Terra Force (set 2) [Stefan Lindberg]



New games marked as GAME_NOT_WORKING
------------------------------------
Kokoroji 2 [David Haywood]
get from here

Emulator MAME Plus! 0.114u3

System PC - Windows

unofficial mame, news:
fixed HazeMD support
HazeMD specific icon support for MAMu_'s WIP icon pack
new MAME Plus! icon [MAMu_]
updated French text [Benjamin Siskoo]
updated Korean text [exako]
get from here

Dat Mameinfo.dat v0.114u3

news:
Updated to MAME 0.114u3.
Added 0.114u3 Source/Listinfo changes.
Newest Bugs (24th Apr).
Completely re-added MAME 0.37b15-0.57 Source/Whatsnew/Readme-infos.
Fixed Mameinfo.dat infos.
get from here if you patch it yourself or here for a prepatched version

Emulator plus4emu 1.0.0

System PC - Windows/Linux

Commodore Plus/4 emu, news:
Features

General
* graphical user interface using the FLTK library
* software (FLTK based) or OpenGL video, with resizable emulator window, fullscreen mode, brightness/contrast/gamma can be set globally or separately for red/green/blue channels, color saturation control; additional features in OpenGL mode only: single or double buffered (with synchronization to vertical refresh) mode, linear texture filtering, and some display effects
* real time audio output uses the PortAudio library (v18 or v19), with support for many native audio APIs (MME/DirectSound/ASIO on Windows, OSS/ALSA/JACK on Linux, and CoreAudio on MacOS X); high quality sample rate conversion with low aliasing; volume control, two first order highpass filters with configurable cutoff frequency, and an optional parametric equalizer can be applied to the audio signal
* recording sound output to a WAV format sound file
* saving and loading snapshots of the state of the emulated machine
* demo recording (snapshot combined with stream of keyboard events which can be played back with accurate timing)
* tape emulation with playback, recording, and setting tape position; markers can be created for quick positioning to specific tape locations (useful for tapes with multiple files); uses custom file format which is PCM audio data with 1 to 8 bits of sample resolution and variable sample rate, and header including the table of markers; there is also limited (read only) support for the commonly used C16 tape files
* simple GUI debugger with support for breakpoints/watchpoints, viewing the current state of CPU registers and memory paging, displaying memory dump or loading from or saving to a file in ASCII or binary format, modifying memory or searching for a pattern of bytes, disassembler with support for all undocumented 6502 opcodes, address offset for code that runs at a different location than where it is at the time of disassembling, and saving disassembly to a file. For memory operations and the disassembler, addresses can be 16 bit CPU (affected by current paging and includes memory mapped I/O registers) or 22 bit physical (all ROM and RAM data can be accessed, regardless of memory paging) addresses.

Plus/4 emulation
* cycle based emulation of the 7501/8501 CPU, supporting all documented and undocumented opcodes, and fully compatible decimal mode
* TED 7360/8360 emulation with high level of compatibility, implements all documented video modes, PAL/NTSC mode switching, as well as most known display artifacts; all registers can be read and written, and the internal operation and timing is reproduced with good accuracy
* RAM size can be 16, 32, 64, 256, or 1024 kilobytes (the latter two using the Hannes memory expansion)
* up to 8 16 kilobyte banks of ROM can be loaded from external image files
* experimental hardware level emulation of the 1541 and 1581 floppy disk drives, with support for D64 and D81 files
* load and automatically start .PRG file on start-up
* optional extension ROM (p4fileio.rom) for direct access to .PRG files by the load/save commands on the host system in a single user selectable directory
get from here

Emulator meka-2007-04-26 WIP

System PC - Windows

Master System/Game Gear emu, news:
CPU:
Z80: Fixed cases were address arithmetic would not wrap in the 16-bit address space, effectively crashing the emulator (those cases were mostly happening on corrupted data, but it also legit Z80 code, and in any case we don't want the emulator to crash). [Omar]

Tilemap viewer:
Fixed leftover of white rectangle when mouse hover last line. [Omar]

Debugger:
Added "B nopnop" shortcut to break on two successives NOP instructions.
This is basically equivalent to "B x =0,0". [Omar]

Miscellaenous:
Increased max length of directory/filenames. [Musuruan]
Added "Automatically crop and align screen captures" option.
This option aligns screen captures on the nearest visible tile, helping to simplify the process of creating game maps by pasting captures next to each other. [Omar]
Note: May not work properly on game using scanline based effects.
Added and modified entries in the checksum and compatibility lists. [Omar]
Some particular renaming includes:
SMS - 65d7e4e0 - Fantasy Zone --> Fantasy Zone [v2]
SMS - 60c19645 - Zillion --> Zillion [v0]
SMS - 5718762c - Zillion (US) --> Zillion [v1] (US)
GG - 7a41c1dc - Aladdin --> Aladdin (Disney's)
GG - 770e95e1 - Aladdin (JP) --> Aladdin (Disney's) (JP)
GG - 4457e7c0 - Deep Duck Trouble / Donald Duck no.. --> Donald Duck no Yottsu no Himitsu (JP) (was Japanese dump)
GG - 36aaf536 - Evander Holyfield Boxing --> Evander Holyfield's "Real Deal" Boxing
GG - 8c048325 - Indiana Jones and the Last Crusade --> Indiana Jones and the Last Crusade [BAD]
GG - 4a98678b - Joe Montana Football --> Joe Montana Football (JP)
GG - 00c34d94 - Madou Monogatari I - Mittsu no.. (JP)--> Madoh Monogatari I - Mittsu no Madokyuu (JP)
GG - 12eb2287 - Madou Monogatari II - Aruru 16.. (JP)--> Madou Monogatari II - Aruru 16-sai (JP)
GG - 0a634d79 - Madou Monogatari III - Kyukyok.. (JP)--> Madou Monogatari III - Kyuukyoku Joo-sama [v0] (JP)
GG - 7ec95282 - Madou Monogatari A - Dokidoki-.. (JP)--> Madoh Monogatari A - Dokidoki-Bake Shon
GG - afcc7828 - Psychic World --> Psychic World (JP)
GG - 2ae8c75f - Shanghai 2 (JP) --> Shanghai II (JP)
GG - 4d1f4699 - Shining Force Gaiden (JP) --> Shining Force Gaiden ~Ensei Jashin no Kuni e~ (JP)
GG - 30374681 - Shining Force Gaiden II (JP) --> Shining Force Gaiden II ~Jashin no Mezame~ (JP)
GG - 6019fe5e - Shining Force Gaiden Final Con.. (JP)--> Shining Force Gaiden ~Final Conflict~ (JP)
GG - 742a372b - Spider-Man and the X-Men in Arcade'..--> Spider-Man / X-Men: Arcade's Revenge
GG - f1732ffe - Tale Spin --> TaleSpin
SG1 - 545fc9bb - Ashizawa Hachidan no Tsumeshogi (JP) --> Serizawa Hachidan no Tsumeshogi (JP)
SG1 - 6d909857 - Sega Mah-Jong (JP) --> Mahjong (Sega) (JP)
SG1 - e7e0f0e3 - Home Mah-Jong (JP) --> Home Mahjong [v1] (JP)
get from here

Emulator AGEMame 42/.114u3

System PC - Windows etc..

Arcade Gambling Extension, fruit machine Mame basically, news:
In MPU4 Optimised CHR code, as all Barcrest machines use common calls.

Source Changes
Changed the options code so that ranges are specified on the option_entry structure, and enforced when option values are changed. [Nathan Woods]
Introduced a mame_options_exit() call to complement mame_options_init(). [Nathan Woods]
Added a mame_fopen_options() call, similar to mame_fopen() but with the ability to specify a core_options object to use. [Nathan Woods]
Changed all plot_pixel and read_pixel calls to BITMAP_ADDRXX macros. Removed the now-obsolete functions. [Zsolt Vasvari]
Added support for aliasing sound types. This allows minor variants in sound cores to share the same fundamental "type" so that the same sndti_* functions can be used regardless of the subtype. [Aaron Giles]
Changed location of save state files. Now they are placed in the <savestate>/<gamename> directory. Auto-generated save state files have the name "auto.sta". All other save state files are named <slot>.sta. [Aaron Giles]
get from here if you compile it yourself or EmuHQ for a binary

Emulator SDLMAME 0.114u3

system SDL

mame with DX removed & replaced by SDL bits, news:
* GTK+ debugger improvements: "run and hide debugger" works, and closing secondary debugger windows works properly. (Olivier Galibert)
* OS/2 support. Yes, really. (KO Myung-Hun)
get from here

Emulator Mame32 Plus! Plus! 0.114u3

System PC - Windows

mame with kaillera & 3D plugin support, now up to date with mame plus!
get from here

Emulator Mame32Hp4 .114u3

System PC - Windows

P4 mame plus!, with these extra files:
Quick & dirty cheat.dat update
History.dat
Info.dat
Command.dat
Highscore.dat
Tekken 3 save with all characters unlocked
PCB info's
Plus the games:
Gridlee
Robby Roto
Poly Play
Alien Arena
Teeter Torture
Circus
Car Polo
Robot Bowl
Crash
Fire One!
Rip Cord
get from here

Emu WIP PCSX2
Busy is certainly one way to describe PCSX2 development currently!

Progress on PCSX2 0.9.4 is coming along nicely with several members of the team making some significant additions to the project!

Zerofrog has fixed the SPS (Spikey Polygon Syndrome) that plagued Kingdom Hearts 2, making the game much more viewable and almost playable!

To demonstrate this, below are 10 High Quality shots from various areas of the game, but take special note when viewing the images...why?

ZeroGS development has also continued during this hectic time, and those of you with great GPU's can enjoy 8x and 16x render target (referred to as AA within the plugin).

Also head on over to our videos section to get a video of Kingdom Hearts 2 being played! Video is provided as a torrent so please seed!

Saqib has recently been working hard on memory card issues, testing is still under way however thanks to his work games like Phantasy Star Universe are now getting ingame and the ever popular Resident Evil 4 can now load saves, and if all goes to plan - save to!

Refraction is also busy and after his success with Path 3 work has turned his attention to other issues, thanks to his work Tekken 5 is now getting ingame! Currently Tekken 5 can't be classed as playable as characters are totally lacking in the Y dimension!
Kingdom Hearts 2
Image Image
Resident Evil 4
Image Image
Tekken 5
Image Image
more shots & that video the news mentions here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

Bored? figure out where the above lines from. Answers
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Post by Hawq » Sat Apr 28, 2007 9:31 am

Plugin iDeaS Audio plugin 1.0.0.1 beta

emulator iDeaS

audio plugin what more can be said other then the news:
# Added ADPCM support.

Fixed
# bug in Sound Channel X Control Register.
# bug in Sound Channel X Length Register.
# bug in Enable/Disable functions.
# bug in pcm8 decoder.
# bug in pcm16 decoder.
get from here

emulator plus4emu 1.0.0.2

system PC - Windows/Linux

Commodore Plus/4 emu, news:
# 1.0.0.1: The original 1.0.0 release had a bug that resulted in the shift keys not working correctly on Windows. For this reason, the Win32 installer and the source package have been replaced with new, fixed ones (having a version number of 1.0.0.1).

1.0.0.2:
# This update fixes glBlendColor() calls with incorrect calling convention on Win32, which could result in crashes in OpenGL mode. Other platforms are not affected by this issue.
get from here

interpretor(ish) Wine 0.9.36

system PC - Linux

run windows stuff on your penguin, news:
* Midi support in the CoreAudio driver.
* Mixer support in the Alsa driver.
* A lot of MSI fixes.
* Implementation for most D3DRM functions.
* The usual assortment of Direct3D fixes.
* Lots of bug fixes.
get from here

emulator Ootake 1.00

system PC - Windows

PC-Engine emu, news:
* The access processing of CD-ROM was considerably sped up. I think that it came to be able to perform CDDA (CD sound source) and ADPCM voice well even in a personal computer environment so not fast.
As a result, the size of the buffer of CDDA is made 512 fixation , and the tone quality of CDDA has been improved.
* "Install(CD speed-up)" menu was added to "CD-ROM" menu. The CD-ROM access is sped up by installing the "data track" part of CD-ROM.
* The ["Replay"Previous Hu-CARD Game] button was added to the start screen.
("R" key of the keyboard is also the same.)
* "Recent" menu was added. It is possible to play quickly by selecting it from among the Hu-CARD game that played recently.
(It is possible to execute it also with "R" key of the keyboard.)
* "CD Change(NoReset)" menu was added to "CD-ROM" menu. Use it in "CD Battle Hikari no Yuushatachi" and "Music CD player built into System Card", etc.
* Interrupt processing was modeled on a real machine more. "Cosmic Fantasy 4 Totsunyuu hen" and "Gotzendiener" came to operate. In "Janshin Densetsu", the status screen came to be displayed correctly. I think that it approached a real machine by the operation timing as for other some software.
* The memory access processing was modeled on a real machine. In "Double Dragon II", The animated cartoon display became correct, and sound shifted was solved.
* In "Double Dragon II", ADPCM voice immediately after the start was accurately sounded.
* The forwarding of ADPCM data was modeled on a real machine. In "Popful Mail", vocal timing has improved.
* At the setting "Turbo Cycle (CPU of PC Engine is sped up)" the load has been decreased.
* * Some(about 100) the game name recognized with CD-ROM were changed. If you cannot load "saving file of the old version", each one must change "file name of the saving file". *The new file name can be confirmed by saving once.
* Additionally, a lot of detailed parts have been improved and corrected.
get from here

emulator xebra 070428

systenm PC - Windows

PSX emu, news:
*Fixed the recompiler.
get from here the links the pic at the bottom of the page
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

Bored? figure out where the above lines from. Answers
User avatar
Hawq
Soul Sold for DCEmu
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Post by Hawq » Sat Apr 28, 2007 1:07 pm

Emulator UnrealSpeccy v0.36.3

System PC - Windows

ZX Spectrum & clones emu, news:
* Palette is fixed
* Z80: memory write procedure (wm()) in memory write operations is called after increasing the tick counter (cpu->t+=) (in two-byte operations cpu->t+= is made twice).
Important for multicolors
* Anti-text64: fixed Russian letter "ì"
* TurboSound FM: FM is 4 times more quiet as in real device
* AY... Noise reduction filter added (for beeper music). Please help to remove that clicks in boundaries of 20ms frames!
If I simply fill the first 2 to 4 samples of a frame with preceding value, then the beeper clicks are disappearing, but AY clicks appear...
* Sound buffer was not cleared in Save sound menu
get from here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

Bored? figure out where the above lines from. Answers
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Hawq
Soul Sold for DCEmu
Soul Sold for DCEmu
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Post by Hawq » Sun Apr 29, 2007 8:24 am

Emulator Ootake 1.01

System PC - Windows

PC-Engine emu, news:
- When switching from the full-screen display to the window display, the bug that the system menu of the window (closing button etc.) had disappeared was corrected.
- At the numbered "Save State" and "Load State" menu, the "*" mark is displayed by the saving file existed.
- At installation in "Install(CD speed-up)" menu, the game of which the CD read error went out in the final sector can have been installed.
- Additionally, a detailed part has been improved and corrected.
get from here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

Bored? figure out where the above lines from. Answers
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Hawq
Soul Sold for DCEmu
Soul Sold for DCEmu
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Joined: Sat Jan 05, 2002 1:43 pm
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Post by Hawq » Mon Apr 30, 2007 12:23 pm

Homebrew QuakeDS Preview 2

System DS

Quake port, news:
Changes from pre1->pre2:

- faster rendering
- vertex lighting and light animations (proper lightmapping may be in the next build)
- Alias model texturing
- proper timebase, so no variable speed
- a crosshair and a HUD
- the Quake font (or whatever font is available in the mod you're playing)
- a nearly-proper sky
- sky, water, lava, sludge animations
- full control configuration
- game save saving/loading
- every level works - I have played from beginning to end with no crashes or thrashing
- wifi network play, via an access point (build coming in a few days after more testing)
- adequate support for mods/TCs in this build - full compatibility in the EXRAM build (coming in a few weeks)
- much improved sound system on the ARM7 (no music yet...)
- transparent water support via r_novis or VIS'ed maps
- hardware fogging for a light depth cue, or thick fog for underwater
- LOADS more little things (eg the end-of-episode finale messages)


The bad,

- if you had problems getting pre1 to run on your card before (say you had a DS Link) then it ain't gonna run this time! Same goes for cards which have no DLDI driver.
- you will only get textured models if you use pak files - loose files won't work any more
- if you have a slow flash card then loading textures on the fly may really annoy you
- particles and sprites still haven't been fixed
- there's an occasional sound glitch
- no on-screen keyboard in this build
get from here

emulator ep128emu v2.0.3

system PC - Windows

Enterprise 128 emu, news:
* fixed interrupts in Spectrum emulator
* other minor fixes, including changes to allow for compiling with Microsoft Visual Studio 2005
get from here

Emulator GP2X-Atari 1.0.1

System GP2X

Atari 800, 800XL, 130XE and 5200 emu, news:
Atari800 is an emulator for the 800, 800XL, 130XE and 5200 models of the Atari personal computer.
It can be used on console, FrameBuffer or X11.
See http://atari800.sourceforge.net/ for further informations.

PSPATARI is a port on PSP of the version 2.0.2 (April 08 2006) of Atari800 from Petr Stehlik.
GP2X-Atari is a port on GP2X of the PSP version 1.0.7.

This is the first version but should be the last version (only if major bugs are found).
get from here

Emu WIP Daedalus wip update, R11 almost ready
Following on from last week's work, I've been busy fixing a few more issues relating to the way Daedalus handles textures.

To start with, I refactored the way that n64-format textures are converted to psp-format textures. Previously, I was converting the textures at the point at which they were loaded into texture memory on the n64. A result of this was that in order to support mirroring, I needed to keep a copy of the converted pixels in RAM. By moving the conversion process closer to the point that the textures are actually used on the psp, I've been able to remove this buffer and perform conversion and mirroring in the same step. This has approximately halved the memory needed for each texture, and is slightly faster than the previous approach.

The most significant change I've made is to fix a memory leak in the texture cache. I mentioned last week that I'd discovered that the texture cache was the biggest culprit for soaking up memory. It turned out that despite my fixes and support for 4-bit and 8-bit palettised textures, I was still running out of memory in certain situations. I did a bit more investigating, and discovered a resource leak that had been in the texture cache since it was first written (probably 7 or 8 years ago now!)

It turned out that in certain situations, several textures would hash to the same bucket in the hash table that I was using. This wasn't normally a problem, but occasionally the process which purges old textures from the cache was accidentally leaking textures. This was wasting video memory and causing the leaked textures to be re-converted on next frame.

The fix ended up being a very simple one-line change, and as a result the texture cache is now 100% leak-free. As an added bonus, it seems that the change has resulted in a nice 4-5% speedup - I suspect this is because the leaked textures are now no-longer being unnecessarily reconverted.

The final bit of work I've been doing is setting up a fixed-size pool for allocating textures from (well, there are actually two pools - one for fast VRAM and another of standard RAM for when this runs out). Despite the various improvements and fixes I've made to reduce the amount of memory being consumed by the texture cache, I wanted to put a hard limit on how much memory can ever be used. This change means that if the limit is ever reached, I just display white textures until some texture memory is freed up a little later. Previously Daedalus would just keep allocating RAM until it ran out of memory and crashed, so the new solution is much nicer :)

All in all I'm very happy with the state of R11. The changes I've made mean that I can permanently allocate 8MB for the Expansion Pak, and not worry about running out of memory. A welcome side-effect to all the texture changes I've made is an approximate 5-10% speedup over R11. On top of this Daedalus now remembers your preferences for each rom, so it's a little nicer to use.

I've still got a few small things to polish, but I'm hoping to release R11 by the weekend.
read more or comment here

Emulator AmiArcadia/WinArcadia 4.2

System Amiga OS3.5+, PC - Windows

Emerson Arcadia 2001 & clones, Interton VC 4000 & clones and Elektor TV games computer emu, news:
* Real-time controls display (WinArcadia).
* Partial PSG support (WinArcadia).
* Support for saving .TVC files.
* Interton VC 4000, Elektor TV Games Computer: compatibility improvements.
* CD³² gamepad support (AmiArcadia).
* Miscellaneous improvements and bug fixes.
get from here

Emulator Snes9X v1.51

System Pc - Windows/Linux, Mac OSX

Snes emu, news:
* Added DSP1 and SuperFX savestate support. (nitsuja)
* Added screen state GFX to save states. (optional) (nitsuja)
* Fixed desync when loading inconsistent state in playback. (nitsuja)
* When playback reaches a movie's end, recording continues instead of the movie suddenly closing. (after recording) (nitsuja)
* can now record resets and mouse/superscope/justifier(s) (nitsuja)
* Added same-line-comment support for config files. (nitsuja)
* input display for all controllers (including peripherals) (nitsuja)
* Win32: Now uses .cfg file instead of Windows registry. (nitsuja)
* Win32: open ROM dialog bugfixes and speedup and facelift (nitsuja)
* Win32: option to use standard file open dialog for ROMs (nitsuja)
* Win32: maintain aspect ratio and bilinear filter stretch (nitsuja)
* Win32: optional removal of the dreaded "black bar" (nitsuja)
* Win32: Added EPX,EPX2,EPX3,HQ2X,HQ3X,TV3X,DM3X filters. (nitsuja)
* Win32: Added hires support for Interlace and TV Mode. (nitsuja)
* Win32: text removed from .avi output (optional) (nitsuja)
* Win32: better directory management, customizeable (nitsuja)
* Win32: Screenshot support is back. (nitsuja)
* Win32: Netplay is back (but still not very good). (nitsuja)
* Win32: Made OpenGL Bi-linear an advanced .cfg option. (nitsuja)
* Win32: cheat search improvements (address, watch, SuperFX)(nitsuja)
* Win32: Added non-modal ("active") cheat search option. (nitsuja)
* Win32: new hotkey-config dialog and configurable hotkeys (nitsuja)
* Win32: Fixed joystick config in input dialog. (nitsuja)
* Win32: Fixed hires and extended height .avi output. (nitsuja)
* Win32: various small GUI improvements (nitsuja)
* Win32: Netplay fixes. (nitsuja)
* "Fake Mute" desync workaround option for movies, until all ports have deterministic sound. (Bisqwit, nitsuja)
* Fix for save state blocks > 999999 bytes. (Bisqwit)
* C4 games now save C4 data in save states. (DeHackEd)
* Unix: Framework for high-speed seeking. Specify a frame number in a movie, and the emulator will run at maximum speed to that frame. Untested. (DeHackEd)
* X11: Support for window exposure. When a window is damaged due to overlay, being iconified, etc. it will be repainted correctly. (DeHackEd)
* Unix: parameter: -autodemo loads a movie for playback on startup. Only the x11 code handles this right now. (DeHackEd)
* Unix: parameter: -oldturbo, the turbo button renders all frames when fast-forwarding. (DeHackEd)
* Unix: parameter: -upanddown, override U+D and L+R protection. (DeHackEd)
* Unix: parameter: -mute, currently linux only, blocks out audio output from your speakers while still emulating sound. Not fully tested. (DeHackEd)
* Unix: parameter: -maxframes during movie playback, snes9x will exit when the target is hit. (DeHackEd)
* Unix: parameter: -keypress shows to stderr and on-screen the currently pressed buttons on joypad 1. (DeHackEd)
* Unix: Stream dumping (NOT COMPLETE). With -dumpstreams, raw video and raw audio are dumped to videostream%d.dat and audiostream%d.dat, where %d increments on each CPU reset, starting at zero. (DeHackEd)
* Unix: Non-blocking sound on Linux. It makes seeking nicer.(DeHackEd)
* Unix: Configurable sound device. (pierredavidbelanger)
* configure.in now requires a sufficiently new version of autoconf. (anomie)
* Fixed slow versions of branch opcodes. (anomie)
* Fixed the mosaic offset bug. (anomie)
* No sorting by priority in C4 command 00 00. MegaMan X2 can go behind the legs of the intro stage boss. (anomie)
* New RTO discovery, fixes Super Conflict: The Mideast title screen. (anomie, byuu)
* A 1->0 transition on $2100.7 causes OAM Address Reset. (anomie, byuu)
* The final HDMA Indirect Address load is only weird on the last channel of the scanline.
Touge Densetsu Saisoku Battle problem solved. (anomie, byuu)
* Fixed BGnVOFS bug. Only HOFS needs ~&7 update. (byuu)
* Fixed superfluous VIRQ triggers. (zones)
* Fixed missing IRQ trigger just after the previous one. (zones)
* Fixed missing IRQ while writing to $4200. (zones)
* Fixed IRQ timing after WRAM refresh. (zones)
* Fixed NMA timing after DMA transfer. (zones)
* Fixed superfluous auto-joypad-reading. (zones)
* Fixed missing WRAM refresh during DMA transfer. (zones)
* Fixed DMA so that HDMA and any HC triggered events can run during DMA transfer. (zones)
* Roughly fixed the case that HDMA and DMA use the same channel at the same time. HDMA kills DMA. Thanks byuu. (zones)
* Changed initial DMA registers values. (zones)
* Slightly modified APU execute timings. (zones)
* Fixed APU I/O registers to get/set the proper value. (zones)
* Blocked invalid VRAM writings, though you can turn off this option due to Snes9x's inaccurate timings. (zones)
* Omitted SPCTOOL, no one uses it. (zones)
* Added Sufami Turbo support. (zones)
* Added Same Game add-on cart support. (zones)
* Fixed HiROM SRAM and DSP1-4 memory maps a little. (zones)
* Improved mirroring. (Nach, grinvader, byuu)
* CRC32 on BS dumps now follows uCONSRT standard. (Nach)
* BS dumps now always run in NTSC mode. (Nach)
* Unknown regions (generally betas) default to NTSC. (Nach)
* Now support NSRT headers for setting up controllers. (Nach, nitsuja)
* Unix: Fixed command line help output. (Nach)
* Unix: Sound now defaults to 32KHz, Stereo, Interpolation so Snes9x finally sounds like a real SNES by default. (Nach)
* Win32: Saner defaults for movie record. (Nach)
* Unix: Fixed crashing with mouse or super scope. (Nach)
* Removed some weird code which was crashing Korean League and its varients. (Nach)
* Win32: Can now compile with MinGW. (Jonas Quinn, Nach)
* Win32: Can now cross compile Snes9xw. (Nach)
* Unix: SSnes9x compiles again. (Nach)
* Win32: ZSNES C4 and SuperFX compiles once again. (Jonas Quinn)
* Unix: Netplay Fixes. (Nach)
* Unix: Netplay Improvements. (Fabianx)
get from here

Frontend GameEx 8.09

System PC - Windows

multi emu & game frontend, news:
* New database driven favorites and statistics. This will improve stability, reliability, validation and integrity of your game data
* The data will be automatically be upgraded, but you will loose any stored video aspects
* This is going to be much better going forward
* There's new viewable statistics in GameEx for registered users and these are also available from GameExtender
* Much faster and enhanced 7-ZIP support, GameEx will only extract the entire archive when launching, in the menu the files in the archive are just listed
get from here

Emulator Emu64 3.20

System PC - Windows

German C64 emu, news:
* Emu64 has now an integrated CROSS assembler of these is to 90% turbo-ASS compatible (demo projects are available)
* Revises VIC emulation 100%
* Sprite Sprite collision functions now
* Sprite background collision functions now
* Spritedarstellung behind and before the text
* RasterIRQ revises
* FLI cheat to functioning now better
* CCU IRQ process revises and optimizes
* Sound admission in the SID Player mode now also visibly
* PRG/CTAP load nose repaired
* CIA1+2 real-time clock to 90% inserted.
* Type of file P00 now also with Emu64
* PRG, P00, T64 can be loaded now with and without autostart
* PRG files leave themselves from that to floppy ones from exporting now
* In the debugger all BREAK POINTs can be deleted now at one time
* If the Emu64 already ran and one a file by means of Explorer to start wanted came the message ￾gEmu64 runs already already￾h that is now past! The file will hand over to the opened Emu64 now. These load and start it then also.
* D64 start over Explorer, now becomes this also in the floppy window correctly indicated.
* SIMMER register 27 nose (random numbers) repaired
* SIMMER 28 in addition (READ) Envelope 3
* On-line assistance extends by our Forenmitdglied Olaf pit (alias Peggy)
get from here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

Bored? figure out where the above lines from. Answers
User avatar
Hawq
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Soul Sold for DCEmu
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Post by Hawq » Tue May 01, 2007 12:56 pm

Emulator GP2X-MSX v1.0.3 (compatibility)

system GP2X

MSX, MSX2, and MSX2+ emu, news:
This version fix game compatibility issue (all games that required painter.rom cartridge)
get from here

emulator SNESGT 0.217

system PC - Windows

Snes emu, not sure of the news, the text with it translates thus:
* Command line option -f it starts with full screen mode
* -l the operational log for debugging is left

In regard to note use
* Before making execute, please be sure to take the backup of the environment which is executed.
* In the personal computer of commercial business please do not make execute.
* When it executes, please keep putting in the responsibility of each one. By any chance there being damage and the like, with this one it does not owe responsibility altogether.

Regarding Rom's
* This software is used, after removing ROM image from the cassette, it is necessary to transfer on the personal computer.
* Unless the ROM data inside the cassette is protected with the Copyright Act, each one uses those which transferred the data from the cassette which has been owned, it becomes illegal.
* Because we cannot answer to the question inquiry regarding the ROM image and sucking out machine, please acknowledge beforehand.
get from here

emulator WinUAE 1.4.2 Public Beta 10

system PC - Windows

Amiga emu, news:
- CDTV CDROM command 0x09 (play audio cd in lsn mode) fixed, parameters are start sector and number of sectors, not start and end sector..
- state file load: keep current disk in drive if image's path in state file does not exist. (keeps some programs happy that don't access the disk but start complaining if disk is suddenly ejected)
- fixed stupid typo in fpu clamping fix (327676 instead of 32767..)
- CDTV audio cd end position detection didn't always work
- GUI debugger improvements (Karsten Bock & TW)

WARNING: My replies will be really "interesting" if I see bug reports from regular posters about new statefile features immediately after 1.2 has been officially released. (haven't seen any comments so far..)
get from here

homebrew Project JDS v1.25

system DS

util to learn Japanese, news:
-Removed the 1 second timeout when a wrong answer is given and replaced that for a 'Wait for touch screen'
-Removed the 1 second timeout when you check if your drawing is oke and replaced that for a 'Wait for touch screen'
-Added 'Touch to continue !' message.
-Remove the bug that cause a partial screen wipe when the menu was open and you clicked besides the unfolded menu.
-Startup bug removed. Apparently no menu was selected even when it was shown at startup.
get from here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

Bored? figure out where the above lines from. Answers
User avatar
Hawq
Soul Sold for DCEmu
Soul Sold for DCEmu
Posts: 7817
Joined: Sat Jan 05, 2002 1:43 pm
Location: Great Britain
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Post by Hawq » Wed May 02, 2007 12:50 pm

Emulator CCS64 V3.2

system PC - Windows

C64 emu, news:
# Added: Several new Application Menu menu items, which use Windows File Dialog controls for file loading/saving. The equivalent old-style Textual menu items have been retained.
# Ability to sample a running session as an AVI file (audio + video). AVI files are un-compressed, so are *quite big*; therefore, these should be re-compressed, using video editing software, for further distribution.
# New key-combinations added:
*Alt+K - Insert special C64 key-stroke.
*Alt+Shft+S - Toggles the recording of sound to a WAV file.
*Alt+Shft+V - Toggles the recording of video+sound to an AVI file.

Fixed:
# Several errors in Textual menu entries.
get from here

Emulator Raine 0.50.4

System Pc - Windows

arcade emu, news:
* Prevent a crash when a game loading function aborts (like when trying to load msh).
* Fixed bad loading of warrior blade (this one uses a bezel to fix the extreme aspect ratio of this double screen game).
* The autofire is coming back in an improved form : once you have enabled autofire for an input, the "Autofire controls" will be available in the menu, which allows you to choose a different key for autofire (which can be usefull for games which have a charge mode - I got the idea from the ps2 version of gunbird !).
* Add joysticks'hat support in windows : this should allow the gamepads which didn't work in windows to be recognized now (the hats are what we usually call the cross on a gamepad - it's mapped as a new virtual stick on the joystick now). Notice that it's windows specific, linux already maps the hats to virtual sticks at the driver level, which means that no hat support is required in linux.
* Fix mouse handling in bshark, opwolf, spacegun and syvalion
* Fixed changing mouse buttons assignement in the gui (Inputs), it was cycling and assigning the wrong button...
* Analog controls support : now you can select which device you want to use as an analog device from the gui, in the inputs section, and even calibrate it (usefull for some devices like the pedals of the gran turismo steering wheel !). This device is automaticaly used if configured in chasehq, night striker, continental circus and space gun (no more fake dipswitches for chasehq).

bezel improvements :
* fixed the locale problem (linux only ?), now bezels aren't affected anymore by the locale
* when using yuv overlays and bezels, the bezel size is taken into account when choosing the size of the game screen (the bezel was cut previously).
* Now redraw correctly the bezel on the game window when it needs to be redrawn (previously you needed to return to the raine menu and back to the game to force the bezel to be redrawn).
* Fixed the 24bpp bitmaps (instead of 32) for the bezels, and the 8bpp bitmaps used for some masks (it allows pacman style bezels to work correctly now)
* Fixed the mmx causing problems when trying to load a bezel with an emudx game using alpha blending.
* Fixed horizontal bezels (they never worked, but since I could find only the one for superman which is horizontal, it probably went unnoticed !).
get from here

Emulator BeebEm 3.6

System PC - Windows

BBC Micro emu, news:
* Made BeebEm Vista compatible.
* Added support for DirectX9 so image output looks good in Vista.
* Moved all preferences from the Window registry to the Preferences.cfg
file. CMOS settings also moved from cmos.ram to the prefs file.
* Preferences such as Window position, FDC selection and CMOS settings
are now only saved when "Save Preferences" is used.
* Moved all "user" data such as disk images, tape images, state files,
config files, etc. to the user's "My Documents\BeebEm" directory.
BeebEm will copy a default set of data files to "My Documents\BeebEm"
if the directory does not exist. Each user will have their own data
files and preferences.
* Added command line options to specify user data directory, preferences
file and roms configuration file. This allows different BeebEm
preferences and configurations to be set up and selected via the command
line. Also allows BeebEm to be run from a USB drive without affecting
the host PC (run via the BeebEmLocal.vbs script).
* Added 'Protect on Load' to disc options menu to select default write
protect state when a disc is loaded.
* Added some more Window and full screen sizes.
* Change to use Inno Setup for installation. Installer will move any user
data files from "\Program File\BeebEm" to "My Documents\BeebEm".
* Fixed keyboard handling bug with the shift key.
* Fixed write protection toggling when using 1770 DFS emulation.
* Fixed error handling for open file failure in 1770 DFS emulation.
* Fixed write protection reporting in 8271 DFS emulation.
* Fixed preference saving for sound on/off and AMX on/off.
* Added preliminary 300 baud support for CSW, Swarm now loads
* Added hard disc activity LED's
* Added CSW support to Tape Control window
* Added support for Level 3 Econet User Port RTC Module
* Added support for mixed mode ADFS/NETFS format discs
get from here

Emu WIP Shash DeSmuMe WIP Beyond expectations
Lately I've been quite obsessed with Super Mario 64 DS. First idea to get it rendering more accurately was to fix compressed textures support. I had just finished writing a compressed textures demo when masscat committed fixes to my code compressed handling code on the CVS, so I forgot about compressed textures, as he already fixed them.

After that, I worked on getting transparency and translucency better, so the water and the tree shadows looked as expected. After that, only the holes on some meshes were left, and the sky clipping. The first one was fixed rather easy, as I made a big mistake on my code to change matrices per vertex. I assumed that the matrices were changed at most per primitive, not per vertex! After discussing it with masscat, I just realized my mistake and fixed it in a few minutes (in fact, I had already coded the needed stuff in the past). The second one was just simple depth clipping, so it was easily fixable.

After getting Super Mario 64 DS to render almost perfect (only shadow support missing and some tweaking), I wanted to start the new core. Basically what I call the "new core" is just adding FIFO and Quad Strip reordering support to the current one. The first one is needed to emulate properly the FIFO GFX irq, which are used on almost all advanced 3D games. Without it, games like FF3, New Super Mario Bros, Sonic Rush or Golden Eye:Rogue Agent, would simply freeze. Quad Strip reordering is needed because it uses a different format than the standard PC gfx card one. As I wanted to be sure if the GFX FIFO irq was what made several games freeze (the ones listed above), I just hacked the support, and got some impressive results. In the near future I'll start proper support, but as of now it's fun to see some more games looking perfect.
Image Image
read more or comment here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

Bored? figure out where the above lines from. Answers
User avatar
Hawq
Soul Sold for DCEmu
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Post by Hawq » Thu May 03, 2007 1:20 pm

Emulator MAME 0.114u4

System PC - Windows etc..

diff time again, news:
MAMETesters Bugs Fixed
----------------------
gauntlet0114u2gre [Aaron Giles]
psxbasedgames0114u3red [couriersud]
successstv0114u2red [R. Belmont]
asserts0113ora [Aaron Giles]
hginga0114u2gra [Aaron Giles]
ckongg0114u2gra [Aaron Giles]
sample0114u3 [Aaron Giles]
rampage0114u2gra [Aaron Giles]



Source Changes
--------------
Updated clocks in Arkanoid based on measurements from a real PCB.
[Tormod Tjaberg]

Rewrote the vp906iii driver: [Roberto Fresca]
- Decoded GFX properly.
- Rewrote the memory map based on program ROMs analysis.
- Hooked two SY6520/6280 (M6821) PIAs for I/O.
- Hooked the SY6545 (6845) CRT controller.
- Fixed size for screen total and visible area based on SY6545 CRTC
registers.
- Added partial inputs through PIAs.
- Added proper sound through AY8910 (mapped at $0840-$0841).
- Proper colors through color PROM decode.
- Added some game-protection workaround.
- Added NVRAM support.

Removed some unnecessary NULL checks and fixed some incorrect usage
of auto_malloc. [Atari Ace]

Fixed layer drawing and polygon sorting order in Model 1 games.
Improves wingwar significantly. [Yochizo]

Significant ARM7 update: [R. Belmont]
* Cleaned up disassembly
* Added support for many more Thumb instructions
* Removed unnecessary logging
* Unaligned reads/writes are supported

Fixed crash due to lack of CD in the Success ST-V games. [R. Belmont]

Added calls to support enumerating through options. [Nathan Woods]

Removed set_vh_global_attribute() and
get_vh_global_attribute_changed() from the dozen or so drivers that
used it. In the process, made an effort to clean up the video system
for these games. The biggest improvements are route16, hyhoo,
tutankhm and liberatr. [Zsolt Vasvari]

Added a cpu core for a cpu nicknamed minx. This cpu core is used to
emulate the cpu in the nintendo pokemon mini handheld console.
[Wilbert Pol]

Fixed and documented clocks in Omega Race. [Tafoid]

Improved accuracy of 6502 CPU cores to implement the read/write that
happens on every cycle. Moved the "undocumented" instructions from
the 6510 cores into the main 6502 core, since there were several
other versions of the 6502 cores which have the same undocumented
instructions. Removed some of the #define override magic that was
going on to make the code easier to read and understand. Updated the
6510 core port_read and port_write functions to include the ddr
register in the parameters. [Wilbert Pol]

Updated the MIPS3 DRC to align the stack to sixteen-byte boundaries
at the point of calls, as required by Mac OS X calling conventions.
It doesn't break compatibility with Windows or Linux calling
conventions. This fixes crashes in MIPS3 games when running on OS X
for Intel. [Vas Crabb]

Moved the -verbose option into the core. Added new function
mame_printf_verbose() which is governed by this option. Changed all
existing verbose output to use the new functions. [Aaron Giles]

Changed cpu_boost_interleave(), cpu_spinuntil_time(), and
cpu_yielduntil_time() to take mame_time parameters instead of
doubles. [Aaron Giles]

Changed MDRV_CPU_PERIODIC_INT() to take a frequency parameter instead
of a time. This is converted internally to a subseconds value.
[Aaron Giles]

Fixed asteroid and llander controls to be buttons not joysticks.
[Aaron Giles]

Simplified register and flags management in the TMS34010 core.
Reviewed all flag handling and fixed a couple of minor discrepancies.
[Aaron Giles]

Hooked up actual TMS32015 on Road Riot 4WD and Steel Talons.
[Aaron Giles]

Improved access to system registers in i386 core. Added explicit
caching of segment data and flags. Fixed several minor issues.
[Aaron Giles]

Added several AY8910 variants so we can better specify the use of
compatible but slightly different chips. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Excite League [Guru, Aaron Giles]
Super League [Guru, Aaron Giles]
Road Riot 4WD [Aaron Giles]
Gaming Draw Poker [Roberto Fresca]



New clones added
----------------
Freeze (several clones) [Aaron Giles]
Racin' Force (ver EAC) [David Haywood]
get from here

Emulator Lameboy v0.1

System DS

GB/GBC emu, news:
Some emulator (mis)features:
- no sound emulation
- no or incorrect serial/ir/dma/cpu emulation
- no realtime sync, game will go as fast as it can
- full speed for games that use less than about 50% of GB CPU
However some games are playable anyway.

How to use:
- copy rom files to /lameboy/ dir on your flash card
- run lameboy.nds and select rom
- in game keys:
-- L+R - back to rom select
-- Y - switch fullscreen upscaling on/off
-- X - save persistant ram to .sav file
get from here

Emu WIP SNEmulDS 0.5 beta WIP update
It has been a long time i didn￾ft give any news, so here it is, some news about my progress. I have finally succeeded to improve sound in SNEmulDS. One part has been to work on the sound core (new APU timers, removed speed hacks, put back memory in fast EWRAM) and the other part has been to add a set of emulation hacks that you will be able to play with, thanks to the configuration file.

The way the sound is implemented in SNES emulators for DS bring some synchronisation problems that make sound garbled or make games not boot at all. I found some ways to improve synchronization, but each game need to be tunned differently. For the moment, i have found a way to have good sound with classic Square and Enix games : Chrono Trigger, Secret Of Mana 1, Final Fantasy VI (FFIII in USA/Europe) Terranigma, Illusion Of Gaia. I will let you find the best configuration for other games that have sound problems.
read or comment here

interpretor Portable ScummVM

system PC - Windows

Scumm engine interpretor, this versions for putting on a USB flash drive and comes with Flight of the Amazon Queen, info
I have made a portable (runs from USB flash keys) version of the ScummVM emulator, and hosted it for download if any of you are interested.

I also bundled the game "Flight of the Amazon Queen", which is freeware now, to prove that it works the same.

Also removes the annoying black console status window (If you are running Norton AntiVirus it may tell you the Script Host is doing dodgy behaviour, but don't worry it isn't a virus, nor is it harming your computer in any way).
get from here or here
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Post by Hawq » Fri May 04, 2007 12:44 pm

Emulator AGEMame 42/.114u4

System PC - Windows

Arcade Gambling Extension, fruit machine emu, news:
All directly AGEMAME controlled drivers have had their AY 8910 chips replaced with the correct name where possible.

Please note that Gaming Draw Poker was originally vp906iii

# Source Changes Removed some unnecessary NULL checks and fixed some incorrect usage of auto_malloc. [Atari Ace]
# Added calls to support enumerating through options. [Nathan Woods]
# Moved the -verbose option into the core. Added new function mame_printf_verbose() which is governed by this option. Changed all existing verbose output to use the new functions. [Aaron Giles]
# Changed MDRV_CPU_PERIODIC_INT() to take a frequency parameter instead of a time. This is converted internally to a subseconds value. [Aaron Giles]
# Added several AY8910 variants so we can better specify the use of compatible but slightly different chips. [Aaron Giles]

Rewrote the vp906iii driver: [Roberto Fresca](A)
# Decoded GFX properly.
# Rewrote the memory map based on program ROMs analysis.
# Hooked two SY6520/6280 (M6821) PIAs for I/O.
# Hooked the SY6545 (6845) CRT controller.
# Fixed size for screen total and visible area based on SY6545 CRTC registers.
# Added partial inputs through PIAs.
# Added proper sound through AY8910 (mapped at $0840-$0841).
# Proper colors through color PROM decode.
# Added some game-protection workaround.
# Added NVRAM support.

New games added or promoted from NOT_WORKING status
# Gaming Draw Poker [Roberto Fresca]
get from here if you compile it yourself, if you just use it then get a binary from EmuHQ or here

Emulator SDLMame .114u4

System SDL

mame with DX out & SDL in, news:
* The big SDL-related news this time is that Vas Crabb fixed the MIPS3 DRC to be Mac OS X compatible, so you can now play Killer Instinct at full speed on Intel Macs without crashing.
* Also there's a few more OS/2 fixups.
get from here

Dat Mameinfo.dat .114u4

info on games in mame, news:
* Updated to MAME 0.114u4.
* Added 0.114u4 Source/Listinfo changes.
* Newest Bugs (30th Apr).
* Completely re-added MAME 0.58-0.62 Source/Whatsnew/Readme-infos.
* Fixed Mameinfo.dat infos.
get from here if you patch it yourself or here for a ready patched version

Emulator Ootake 1.02

System PC - Windows

PC-Engine emu, news:
* The sound processing was considerably sped up. In sound chip so not fast or personal computer environment so not fast, a clear sound might have come to be played. And, tone quality has improved, too.
* Graphic processing was sped up a little.
* In "Langrisser", ADPCM-voice is correctly played.
* The forwarding of V-RAM was modeled on a real machine. In "Langrisser", the status display when scrolling became correct.
* The processing timing when CD-ROM was accessed was modeled on a real machine. "Ys IV", "Popful Mail", and "Mugen Senshi Valis", etc. have improved. ("Ys IV" and "Popful Mail" can be played with stability by installing data by "Install" of "CD-ROM" menu.)
* In "Card Angels", It came to be able to do men's tip (when winning, it keeps pushing I and II buttons). And, three button pad is automatically connected.
* The processing speed was modeled on real machine more. In "Chou Aniki", the problem that the screen uncommonly falls into disorder was solved.
* In "Super Darius II", a little disorder of the high score list display was solved. And in the scene of shop of "Forgotten Worlds", the same problem was solved.
* If the game that has executed "Install(CD speed-up) menu" is started, the display of the message of the CD-ROM recognition changes from the display of "CD:" into "In:".
* Additionally, a detailed part has been improved and corrected.
get from here

Emulator AmiArcadia/WinArcadia 4.21

System Amiga OS3.5+, PC - Windows

Emerson Arcadia 2001 & clones, Interton VC 4000 & clones & Elektor TV games computer emu, news:
# Interton VC 4000, Elektor TV Games Computer: compatibility improvements.
# Bug fixes.
get from here

Emu WIP FBA XXX Pro 1.29 (or the "next" version) WIP
'The next version of FBA XXX Pro will be released within two weeks. This version brings new games/drivers closer to version 2.96.71. It also includes beta & neo-geo games, not in the PC version. There have been a significant amount of new games added, and testing each driver is a task within itself!

On a side note; +T+ has asked that I take over the lead & coordination for the FBA-XXX Pro project.

+T+ and I started down a parallel path several years ago when the source code for FBA-XXX was released. We both envisioned a version that was not for the casual, mainstream xbox gamer, but a version, which used the latest versions of games for the hard-core, emulator fan. My FBA-Xtreme, and his FBA-XXX Pro.

Throughout the past few years, we have coordinated efforts, shared ideas (especially, when one of us was stuck with a code problem) or new features (like the kiosk mode for arcade cabinets.) +T+ was much a hard-core coder as he is a gamer...which drove quick releases and updates on a regular basis
more as it happens here

Emulator MasterGear 2.3

System PC - Windows/Dos, S60 3'rd edition phones

Master System/Game Gear emu, news:
* Added error messages to MG-Windows and MG-Symbian.
* Added frame rate display option to MG-Symbian.
* Added "fill screen" zoom option to MG-Symbian.
* Added MIDI soundtrack logging to MG-Symbian (saved into E:\Sounds and can be used as ringtones).
* Added configurable button and key mappings to MG-Symbian.
* MG-Symbian application menu is now split into three pages.
get from here

Emu util AmiKit 1.3.3 UPDATE

System PC - Windows

Amiga desktop enviroment, news:
- ADDED: Amijeweled 1.2 Demo (special AmiKit version) by Insane-Software!
- ADDED: AWeb nav buttons by El Amigos (AmiKit:Internet/AWeb_APL/Images/ElAmigos/)
- ADDED: EasyACCDA 1.9 by Allesandro Marinuzzi (AmiKit:Utilities/EasyACDDA/)
- ADDED: Leon 64k intro by Elcrew (AmiKit:Demos/Leon/)
- ADDED: More DualPNG icons painted by Ken Lester
- ADDED: More French translations by Eric Luczyszyn
- ADDED: Shiny theme created by fishy_fis (run "MorpheuZ" to enable it)
- UPDATED: AfA_OS icon_lib.exe (now compatible with Scalos, OS4 and MOS icon format)
- UPDATED: akJFIF DataType 45.60
- UPDATED: akLJPG DataType 45.60
- UPDATED: akNAIL DataType 45.60
- UPDATED: akPNG DataType 45.60
- UPDATED: akSVG DataType 45.60
- UPDATED: akTIFF DataType 45.60
- UPDATED: AmiKit LiveUpdate 1.3
- UPDATED: AmiKit - MorpheuZ 1.3
- UPDATED: EvenMore 0.64 + AISS ToolBar
- UPDATED: FryingPan 1.2.3
- UPDATED: LimpidClock 1.18 beta
- UPDATED: microgolded 8 SP9
- UPDATED: MMKeyboard 3.25
- UPDATED: playOGG 6.6
- UPDATED: Smart Filesystem 1.270

NOTE: After the update, one more reboot is required to activate the new AfA_OS. Otherwise the icons might be misplaced.
get from here if you dont have a version with the live update feature, if you do have one with it just go online with it to update
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Post by Hawq » Sat May 05, 2007 10:09 am

Emulator Optimised Mame builds

System PC - Windows

Some optimised mames they are for
AMD Athlon XP, AMD Athlon 64, Intel Pentium 3 & Intel Pentium 4.
get from here

Dat Story.dat and Mamescore.ini

* Story.dat
This file allows you to see the MAMESCORE top scores in your MAME !
Download story.dat and place it in your MAME folder (with the mame*.exe)

* mamescore.ini
this file allows you to display the game list of MAMESCORE in your MAME (32 and derivatives). Download it and place it in the "folders" directory (create the folder if needed) Launch MAME and you'll see a new icon "mamescore" with the game list.
get from here

Emulator Lameboy v0.4

System DS

GB/GBC emu, news:
# 0.4 fix for Zelda Oracle hang after first screen
# implemented GBC tile in foreground priority attribute
Here comes first lameboy quickfix. It does not help for Zelda Oracle￾Ls nor Pokemon G/S saves though.
Also forgot to mention in the first post, maximum rom size is 2MB (16MBit) because it has to fit in DS RAM. Same applies to roms stored in .zip files.

0.3
# "ADD SP, #xx" instruction fix, (helps many games compatibility including Pokemon Card 2 and DK Land)
# CGB HDMA bug fixed
# MBC type 0x13 correctly recognized (now save works in Pokemon Red/Green/Blue)
# added some powersaving when NDS closed during emulation

0.2
# zipped rom support
get from here theres a link to the release thread there but ds-scene where it got released seems down atm

Emulator fMSX-PSP version 3.1.3

System PSP

MSX, MSX2, MSX2+ emu, news:
* Support for multi-volume disk images - multiple disk images per ZIP file and in-game volume switching
* Improved virtual keyboard navigation, rendering speed increase
* System ROM's can be stored in a single ZIP file in the application's directory
* Integrated zipped ROM and DSK file support (fast loading from ZIP files)
* PSG/SCC sound emulation engine by Mitsutaka Okazaki
* Approximately 18% gain in rendering speed
* Frames-per-second counter
* PAL frequency (50Hz) timing
* Various small improvements and bugfixes
get from here

Emulator SNESGT 0.218

System PC - Windows

Snes emu, news:
* envx of sound DSP, correcting the behavior of the outx register
* - 0.217 So [enbagu] correction of those which are done
* Correcting mounting the sprite priority rotation
* - Correction of the bug which damage indication of FF mystic QUEST turns to rear
* Correcting the address mirroring of the SPC port
* - MIGHTY MORPHIN POWER RANGERS operation
get from here

Frontend GameEx 8.10

System PC - Windows

multi emu & game frontend, news:
# Thanks to Ben Baker:
o Updated fixed model 2 support
o Much friendlier defaults in setup wizard for new installs
o Moving and sorting emulators in the setup wizard retains your favorites
# Model 2 emulator 0.4 games now supported in GameEx
# Fixes issue with loading screen not displaying
# Fixes issue with file names that contain apostrophes
# Improved loading speed when launched from Media Center
# Fixes issue with adding GameEx to Vista X64 Media Center start page
# Much better display quality of themes when shown at different resolutions
get from here
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The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

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Post by nakamichi » Sat May 05, 2007 12:22 pm

MAME HpPro?

How about hosting an I686-optimised build of MAME Plus! on your MAME Hp4 site?
It's noticably faster than the plain vanilla build on the MAME Plus! homepage for every CPU architecture out there.
The I686 build may prove to be even faster than the P4 build.
For example,the "optimised builds" on the Redump page are actually slower than the I686 build (ex. the AthlonXP / P3 builds are slower)
Have you compared your P4-optimised build with an I686 compile? I think the I686 build might run even faster with a P4 CPU (test it with PSX-based or Konami Voodoo-based 3D games)
Last edited by nakamichi on Sat May 05, 2007 8:22 pm, edited 1 time in total.
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Post by Hawq » Sat May 05, 2007 2:04 pm

I believe the regular Mame Plus! is i686 optimised, at least I'm sure I sure a dl on the site a while back that was, havent tested the p4 one against an i686 one though, could be something to try on a slow day. With the recent voodoo breakthroughs testing could be interesting, till I get any of those roms though tekken etc.. will have to do for any testing, tekken 3 I think as thats not too fast atm
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Post by nakamichi » Sat May 05, 2007 7:49 pm

I don't think so.
I did some comparative speed tests between MAME32FX and MAME Plus! The first thing I immediately noticed was that MAME32FX is a good deal faster with any of the 3D titles.
I then compiled an I686 build of Plus! (mameppp) for comparison and noticed the performance was very similar to MAME FX (noticably faster than the vanilla Plus! binary they offer on their homepage)
It seems they still offer the vanilla build for compatibility reasons (to make sure it's working on very old CPUs)
There was a MSVC (PGO?) build before that was blazing fast,but it proved way too buggy, so they scrapped it. (the compile option is still available)

Just one thing to note: optimised builds always perform slower for old 2D games than the plain unoptimised builds (but in reality,it doesn't matter if you get 5 less fps with an old game that runs at over 500 fps on your machine).However,they offer a very nice speed boost with all of the newer 3D stuff where it matters (where emulation is really slow)
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Post by Hawq » Sun May 06, 2007 8:00 am

Interesting, I'll have to drag my Tekken 3 off my external drive to try it out, when mame plus hits .114u4 that is, its taking its time atm

Emulator Daedalus R11

System PSP

N64 emu, news:

* [*] Large overhaul of rom settings and preferences. All settings should now be persistant.
* [+] Native support for palettised textures for faster rendering and less memory usage.
* [+] Provided a fixed size pool for all texture memory, to limit memory usage.
* [+] Expansion Pak enabled by default.
* [!] Updated rom info database to include save mechanism for many roms.
* [!] Fix memory leak in texture cache.
* [!] Fixed conversion of RGBA/32bpp textures with odd alignments.
* [!] Fix crash which occurred when recolouring textures in low memory situations.
* [^] Large rewrite of texture cache to reduce memory usage and improve performance.
* [^] Various optimisations to the way textures are looked up in the cache and installed.
* [^] Optimise offsetting/scaling of texture coordinates.
* [^] Improve performance of dynarec fragment cache and reduce memory fragmentation.
get from here

Homebrew FRONTIER 1337 - version 0.2a

System PSP

Port of the Elite sequel Frontier, news:
- The game is now running at 333MHz.
- The music has been enabled.
- All wav sounds and ogg music have been resampled to 44100Hz and are now working perfectly.
- All sub-folders (but savs) have been moved to data folder.
- The Fkeys highliter has been turned from red to black for not interfering with the intro and outro of the game.
get from here
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The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

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Post by nakamichi » Sun May 06, 2007 12:15 pm

...when mame plus hits .114u4 that is, its taking its time atm
It's probably lagging because of this ;)

Emulator MAME 0.115

System PC - Windows

MAMETesters Bugs Fixed
----------------------
ym2203slowdown0114u2gre [Aaron Giles]
powerins0104yel [Aaron Giles]
k007232_0114u1gre [Aaron Giles]
rfjetus0114u2red [Aaron Giles]
namcos2_0114yel [Zsolt Vasvari]
term2_0114u4yel [Aaron Giles]



Source Changes
--------------
Additional ARM7 core fixes: [R. Belmont]
* Fixed SWI instruction in Thumb mode
* Rewrote SWP instruction to work properly
* Added some missing change_pc()s

Fixed Mustache Boy interrupt behavior and visible area.
[Lord Nightmare]

Updated Windows exit code to ensure cursor is shown again.
[Nathan Woods]

Moved Space Stranger/Space Stranger 2 into its own driver and fixed
cocktail mode. [Zsolt Vasvari]

Major rewrite of pmpoker driver: [Roberto Fresca]
* Removed all inputs hacks.
* Connected both PIAs properly.
* Demuxed all inputs for each game.
* Documented all outputs.
* Added lamps support.
* Created different layout files to cover each game.
* Add NVRAM support to all games.
* Corrected the color PROM status for each set.
* Figured out most of the DIP switches.
* Added diplocations to goldnpkb.

Updates Enigma 2 video and interrupt systems from the schematics.
Changed the color gun layout to match the flyers as much as possible.
[Zsolt Vasvari]

Converted Raiders 5 driver to tilemaps. [Zsolt Vasvari]

Updated 68705 clocks to take into account the internal divide by 4.
Added constant so that it is clear why this is being done.
[Aaron Giles]

Hooked up 6845 CRTC to the qix-based games. All games now generate
display resolutions and frame rates on the fly. Cleaned up memory
maps and a few other bits along the way. Added save state support.
[Aaron Giles]



New clones added
----------------
Viper Phase 1 (Hong Kong, Metrotainment license) [Corrado Tomaselli]

Get it from here
Last edited by nakamichi on Sun May 06, 2007 4:33 pm, edited 1 time in total.
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Post by Hawq » Sun May 06, 2007 3:01 pm

Woohoo! new full version, time to prepare for an update set, not to mention the various unofficial builds, agemame & all the support .dat's etc.. to come

Emulator Potemkin Alpha

System PC - Windows

PSP emu, news:
Released under the GPL since I got bored of fixing stupid bugs and adding functionality to my HLE-simulated PSP OS.

Features: (end-user point of view :)
- Plays Puzzle Bobble Pocket JAP
- Starts AI Go
- Runs numerous demos from the PSP SDK

Technical Features:
- Badly simulated PSP kernel
- No VFPU emulation
- Mounts ISOs and CSOs (no DAX!)
- Mounts Windows directories (no good UI yet for this)
- (FUTURE) Supports game-specific patching through UltraHLE-style INI file

HLE code structure:
Internal functions begin with __Kernel. These are called when multiple real HLE functions
share code, or when other code wants to affect the PSP kernel, such as loading modules, etc.



TODO:
* Timing system
* Investigate skinning sample
* Eventflags (Gradius, locoroco, etc)
* Proper sound
* Proper FPL (spongebob)
* DelayThread (bomberman)
* Investigate bad ISO reading
* Investigate raw sector reading (GTA for example)
* Remaining VFPU instructions, for katamari and PQ
* sceUtilitySaveData, MsgBox
* Memstick Detection (2001: [R4 08971050 ]: HLE: sceIoDevctl("mscmhc0:", 02025806, 00000000, 0, 09fbbca0, 4) (z_un_0897101c)
* Fake PSMF and MPEG
* Atrac using the dll
* ReferSemaStatus (outrun)
* VBlank interrupt
* Callbacks
* Real thread ready queue
get from here or here
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The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

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Post by nakamichi » Mon May 07, 2007 10:17 am

As usual,after a new stable release of MAME there's the unavoidable update of MESS :)

Emulator MESS 0.115

System PC - Windows

New System Drivers Supported (in no particular order):
- Mac 128k, Mac 512k, Mac Classic (not working) [R. Belmont]
- Telmac 2000 (not working) [Curt Coder]
- X68000 [Barry Rodewald]
- Pokemon mini (not working) [Wilbert Pol]
- 3DO (not working) [Wilbert Pol]

System Driver Changes:
- [AMSTRAD] Fixed sprite order. [Barry Rodewald]
- [MAC512/MACPLUS] Fixed video timing, booting from SCSI harddisk works once again. [R. Belmont]
- [SATURN] Preliminary CDROM, backup, & input support. Fixed sound. Still marked NOT_WORKING as only a few games do anything. [R. Belmont]
- [STUDIO2/VIP] System is now working and playable. (bug #1098) [Curt Coder]
- [VTECH1] Fixed snapshot loading on big-endian systems and added correct interrupt emulation. [Dirk Best]

Source Changes:
- The core is based on MAME 0.115. This incorporates all features of the update to this core. [MAME team]
- Added support for noting default RAM options in -listxml. (bug #1147) [Nate Woods]
- [Windows] Factored out handling of standard file dialogs, to centralize handling of UTF-8 conversions and compatibility with old versions of Windows. [Nate Woods]
- Fixed border colors for systems that use the MC6847 video chip and a custom palette. [Dirk Best]

Get it from here


Old news,but this hasn't been posted before,so:

Frontend Bridge M1 v0.6.0 a6

System PC - Windows

The only frontend you'll ever need for the M1 arcade music emulator

So,what's new in this release?

- Worked around the Integer Overflow error when a ROM is loaded.
- Fixed a problem that a file with zero CRC in the parent set is ignored when rescanning.
- Added an option to adjust the frame rate of main window drawing.
- Changed to stop drawing the main window when the application is minimized.

Get it from here
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