Non DC Emulation and Homebrew News

General purpose discussion about gaming and emulation.
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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emulator bsnes 0.21 (experimental)

System PC - Windows

Snes emu, news here since the forums 406ing it:
get from here

Emulator SSF 0.08 alpha R11

System PC - Windows

Saturn emu, the best currently around, news:
* Interruption processing of 68000 was corrected.
* Timing of CD block was modified.
* The DMA processing of SCU was corrected.
* The dynamic recompiling processing of SH2 was corrected.
* The drawing weight processing of VDP1 was corrected.
* The cycle pattern designated mistake processing of VDP2 was corrected.
* Memory access weight processing was corrected.

Sound formation processing was made another thread exclusive use.

The drawing timing of VDP1 slipping, there are times when sprite flickers.
That time, please try setting SH2 Instruction Numbers low.
get from here

Interpretor Scummvm: 0.10.0 Preview 1

System GP2X

Scumm engine interpretor for running Sam & Max, Monkey Island etc.. news:
This is a little bit of a short notice preview release (I have had other commitments that have kept me from ScummVM).

I would be eternity grateful to anybody who gives this build a bit of a road test over the next 24 hours or so and reports back issues to me as the aim is to release 0.10.0 final in a few days.

Those of you who follow SVN builds should find most of your feedback and 'easy' bug fixes have made this release.

# Main changes in this build since the last SVN release: Built from latest 0.10.0 pre-release SVN code (and only that code so ARM mixer and DXA speedups from HEAD SVN/local patch builds are NOT in this release)
# Support for "predictive text" entry in AGI games as long as a suitable dictionary is available (included in zip) - You can access the predictive text dialogue in AGI games with "Left Trigger + A" when you want to type something.
get from here

Emulator plus4emu 1.1.2

System PC - Windows

Commodore Plus/4 emu, news:
* fixed bug that caused the tape input signal to get stuck at high level sometimes even after stopping or closing the tape
* optimized 1541 high timing accuracy mode
* adjusted reSID filter for different clock frequency in Plus/4
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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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emulator Mame .116

System PC - Windows

its full mame time folks, news:
MAMETesters Bugs Fixed
----------------------
oscar0111u3yel [ShimaPong]
toypop0115u4red [Aaron Giles]
profpac0115u4gre [Aaron Giles]
seawolf2_0115u2gra [Aaron Giles]
konek0115u4yel [Aaron Giles]
9ballsht0115u3gre [Aaron Giles]
csuperas0104u7gre [ShimaPong]
exerion0112u4yel [ShimaPong]



Source Changes
--------------
Major Donkey Kong driver update: [couriersud]
- Implemented discrete sound from schematics: dkong, radarscp
- Implemented discrete background from schematics for radarscp and
various effects:
- blue to black to blue background
- exact priorities
- Grid will flip open and close, vertical flipping on hit.
- Changed inputs for radarscp
- Color generation from schematics (resistor mixer) for
radarscp, dkong, dkongjr and dkong3

Added new components to the discrete sound system: [couriersud]
- Added a "inverter oscillator" component. This can also be used as
a raw sine generator - needed by radarscp.
- Added a "integration circuit" based on transistor and RC
- Added a "modulated RC discharge" component.

Removed unused return value from VIDEO_START callbacks.
[Zsolt Vasvari]

Improved independence of CPU and sound core variants in order to make
them more properly separated by the existing compile-time flags.
[Atari Ace]

More TIA updates from MESS: [Wilbert Pol]
- Rewrote drawing of playing graphics
- Improved handling of player graphics reset signals
- Improved handling of HMOVE signals

Updates to Change Lanes: [Adam Bousley]
- fixed the broken graphics
- fixed the dipswitches
- hooked up the steering wheel controls
- made some changes to the sprite and text layers based on schematics

Fixed up a number of places where malloc results weren't being checked
correctly. [Atari Ace]

Renamed palette_set_color() to palette_set_color_rgb().
palette_set_color() now matches palette_get_color() and deals in
rgb_t data only. Also changed palette_set_colors() to deal with rgb_t
data instead of R,G,B triples. [Aaron Giles]

Flattened colormap and palette in the 1942 driver. [Aaron Giles]

Removed usage of unsigned char/short/int from the drivers code in
favor of UINT8/UINT16/UINT32.



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong G-Taste [David Haywood]



New clones added
----------------
Buzzard [Zsolt Vasvari]
get from here

Emulator Mame32 .116

System PC - Windows

plain mame with gui, news:
-| game removed
+| game added
c| game changed from
C| game changed to

-|unkmeyco "<unknown> Meyco game"
+|19xxb "19XX: The War Against Destiny (Brazil 951218)"
+|buzzard "Buzzard"
+|cham24 "Chameleon 24"
+|cluedo "Cluedo (prod. 2D)"
+|cluedo2c "Cluedo (prod. 2C)"
+|gstream "G-Stream G2020"
+|hngmnjpm "Hangman (JPM)"
+|mdrawpkr "Draw Poker Joker's Wild"
+|multigam "Multi Game (set 1)"
+|multigmb "Multi Game (set 2)"
+|scrabble "Scrabble (rev. F)"
+|tdragn2a "Thunder Dragon 2 (1st Oct. 1993)"
+|tenpindx "Ten Pin Deluxe"
+|trivialp "Trivial Pursuit (prod. 1D)"
c|asuka "Asuka & Asuka (Japan)"
C|asuka "Asuka & Asuka (World)"
C|asukaj "Asuka & Asuka (Japan)"
C|bigbang "Big Bang (9th Nov. 1993)"
c|bigbang "Big Bang"
c|csilver "Captain Silver (Japan)"
C|csilver "Captain Silver (World)"
C|csilverj "Captain Silver (Japan)"
C|flicks1 "Flicky (64k Version, System 1, 315-5051, set 2)"
C|flicks2 "Flicky (128k Version, System 2, not encrypted)"
C|flicky "Flicky (128k Version, System 2, 315-5051)"
c|flicky "Flicky (315-5051, 128k Ver.)"
c|flickyo "Flicky (315-5051, 64k Ver.)"
C|flickyo "Flicky (64k Version, System 1, 315-5051, set 1)"
c|gyrodinc "Gyrodine (Crux)"
C|gyrodinc "Gyrodine"
C|gyrodine "Gyrodine (Taito Corporation license)"
c|gyrodine "Gyrodine"
c|magicfly "Magic Fly (Ver 0.3)"
C|magicfly "Magic Fly"
c|nyny "New York New York"
C|nyny "New York! New York!"
c|nynyg "New York New York (Gottlieb)"
C|nynyg "New York! New York! (Gottlieb)"
c|sidetrac "Side Track"
C|sidetrac "Side Trak"
C|tdragon2 "Thunder Dragon 2 (9th Nov. 1993)"
c|tdragon2 "Thunder Dragon 2"
C|tomahaw1 "Tomahawk 777 (Revision 1)"
c|tomahaw5 "Tomahawk 777 (Revision 5)"
c|tomahawk "Tomahawk 777 (Revision 1)"
C|tomahawk "Tomahawk 777 (Revision 5)"
C|toratora "Tora Tora (prototype?)"
c|toratora "Tora Tora"
C|wldarrow "Wild Arrow (Standard V4.8)"
c|wldarrow "Wild Arrow"
get from here to avoid fileplanet queues

Emulator Mame Plus! .116

System PC - Windows

unofficial mame, no news yet for this one other than its up to date
get from here

Emulator Mame Plus Plus .116

System PC - Windows

unofficial mame with 3D plugin support for some games, only news is its up to date
get from here

Dat History.dat .116

news:
# 2007-06-11 Saturday Night Slam Masters updated by Raphie
# Red Earth updated by Raphie
# Warzard updated by Raphie
# Mike Tyson's Punch-Out!! updated by Raphie
# Super Punch-Out!! updated by Raphie
# Punch-Out!! updated by Raphie
# Mutoscope updated by Administrator
# Primal Rage updated by Raphie
# Buzzard added by Administrator
# Mutoscope [Clam Shell] updated by Administrator
# Selector Mutoscope added by Administrator
# Mutoscope [Deluxe Console Light Up] added by Administrator
# Mutoscope added by Administrator
# Mutoscope [Clam Shell] added by Administrator
# Mutoscope added by Administrator
# The Caille-O-Scope added by Administrator
# Booz Barometer added by Administrator
get from here

dat Mameinfo.dat v0.116

news:
* Updated to MAME 0.116.
* Added 0.116 Source/Listinfo changes.
* Newest Bugs (xxth Jun).
* Added infos about all src files that have been added or removed from 0.100-0.115u4 to the Mameinfo.dat and Hardware.txt.
* Completely re-added MAME 0.88u3-0.88u4 Source/Whatsnew/Readme-infos.
* Fixed/Added 'Recommended Games'. Fixed Mameinfo.dat infos.
get from here

Emulator fMSX 3.3

system PC - Windows/dos

MSX, MSX2 & MSX2+ emu, news:
* Save state format has changed due to serious changes to the emulator architecture!
* Added OpZ80() function and the FAST_RDOP macro to the Z80 emulation to optimize code access in architectures with memory-mapped I/O.
* Added subslot support to all slots.
* Moved PAINTER.ROM to slot 0:1, FMPAC to slot 0:2, MSXDOS2.ROM to slot 3:0.
* Reduced the number of user cartridges back to two (A/B). All the other slots are taken by system cartridges (MSXDOS2, FMPAC, etc.).
* Locked user cartridges in slots 1/2 to subslot 0, as external cartridges often do not use subslots.
* If Konami's GMASTER2.ROM or GMASTER.ROM is present in the program directory, fMSX will now load it as a system cartridge.
* Fixed state file name autogeneration.
* Fixed -rom option behaviour.
* Fixed hangup when switching from MSX1 to MSX2 mode.
* Fixed MSXDOS2.ROM and FMPAC.ROM support.
* Fixed StateID() function to take all cartridges and system ROMs into account.
* Fixed non-working joystick autofire.
* Now checking joysticks and mice once per frame.
* Now accelerating horizontal mouse movement in 512-wide screen modes.
* Mouse buttons are now merged with joystick buttons.
* Fixed mouse-as-joystick option.
* Improved file type detection, now automatically detecting saved states, disk images, cartridge ROMs, fixed font files.
* Readded proper support for fixed text mode fonts with LoadFNT().
* Added proper emulation for the WD1793 FDC (WD1793.c).
* Added unified .FDI disk image support (FDIDisk.c).
* Added support for standard, SV738, Arabic, and Brazilian WD1793-based disk interfaces.
* Added support for GZIPped disk images.
* Made disk geometry discovery smarter (CP/M-80 v2.2 now boots).
* Moved 720kB floppy utilities (Floppy.c) and SCC sound chip emulation SCC.c) into EMULib.
* Added command line option to patch DiskROM calls (-simbdos). With this option on, fMSX takes over DiskROM disk access routines. When -wd1793 is used, fMSX will simulate real WD1793 FDC instead.
* Rehashed built-in menu to make screen space for more options.
* Added menu options to select RAM and VRAM sizes, create new disk images, save disk images, patch DiskROM calls, load and use fixed text mode fonts.
* Fixed mouse support in fMSX-MSDOS.
get from here

Emulator Dosbox - 11/06/2007

System PSP

play old dos games on yer PSP, news:
'I've put up a new binary that will hopefully fix the enter mapping, the pic command problems and adds CHOICE. I'll put a patch up if the mapping works and when I fix the splitscreen vga problem'
get from here or here

Emulator Gp2xpectrum 1.4b4

system GP2X

ZX Spectrum emu, news:
- More speed optimizations, and this time they're noticeable. 48K Sound sound be cleaner, and if it was already clean before, you may put down the speed a bit without any problems
- Now in virtual keyboard Y button will press a key and disable virtual keyboard (useful for game menus)
- Small changes to the configuration menu:
· Now the default option is Return
· Load State and Save State have been separated to decrease the chance of mistakes
get from here

Emulator ZsnexBox 3.3

system Xbox

ZSnes port, news:
* Fixed crashes related to running out of RAM in HD modes. You should be able to use any skin in 720p or 1080i and have no crashes ever. If you are an HD user that has been waiting to upgrade, then now is the time.
* Several (too many to list) HD GUI fixes. If you are an HD user, you will be pleased at the new tweaks.
* Added 720p and 1080i versions of all the skins. If you are going to run in 720p or 1080i, don't try to configure everything yourself (it takes FAR too long). Change to a 720p or 1080i skin and this will setup the GUI for you. This method will only require minor tweaks for your TV.
* The HD setting is now applied from the skin ini file.
* Removed a lot of dead code.
* Removed the TV calibration option since I assume it's not really being used by anyone. This frees up more RAM.
* The database files are loaded/unloaded on the fly to free more RAM
* Fixed the virtual keyboard to display correctly in 720p and 1080i.
* Added larger font sizes for the game guide and GUI (the game guide was too small to read in 720p and 1080i. This is fixed)
* Loading game guides 1MB and up should work now in HD resolutions (but don't go too crazy with the file sizes).

Notes:
* There are a few RAM related issues I need to fix, but I wanted to get this version out. 3.0 and up were unusable in HD resolutions. Now that's fixed.

Install:
Extract and copy all files and folders to your Xbox hard drive. Run "default.xbe" to start. Delete your old ZsnexBox.ini and Path.ini files if upgrading.
no dl, info here

Emulator Arculator 0.9a

System PC - Windows

Acorn Archimedes emu, news:
-Only change is that FDI support has been removed for licensing reasons.
get from here

Emulator B-em v1.4a

System PC - Windows

BBC Micro emu, news:
- This fixes the problems with modes 3 and 6. However, due to licensing problems, FDI disc images are no longer supported.
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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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emu WIP More CPS3 WIP news
une 11th, 2007
Skipping Ahead

Dox decided to hack around a bit with the driver, and found a way to skip some of the tests. As a result JoJo and JoJoba actually now execute some of the game code, rather than just the bios. They both hang after the Japan warning however. The code appears to be stuck in a big loop, dong not much at all.

Doing this properly is something of a pain in the backside due to the way MAME works. The games execute code from FlashROMs, however due to the way FlashROMs are accessed MAME must map them as Read/Write handlers in the driver, not blocks of RAM/ROM. MAME’s CPU cores don’t handle executing code from Read/Write handlers well, nevermind *encrypted* code (with the possibility of *decrypted* data) from such handlers. This is probably going to require some rather ugly hacking around.

Its interesting to note that JoJoba is the NCD set, while JoJobaa appears to be a standard set. They both however still check for the CD, so I’m guessing there must be something else to it too.

It’s also interesting to note that the dates these things are booting up with seem completely wrong. Maybe it’s not running the correct boot code.

JoJobaa (nice engrish on the title..)
Image Image Image Image

JoJoba (note the NCD string)
Image

JoJo
Image

June 10th, 2007
Keys to the World

Andreas figured out the keys for the other games, giving us a bit more to work with. Of course, everything is stuck with error messages at the moment as I haven’t made much more progress with the CD-Controller emulation yet. I found that the amd / wd33c93 is supported in MESS (wd33c93.c), I don’t know how well it works tho, it’s only used by the Indy driver.. I guess I’m going to have to find out.

Warzard - Complains about the CD-ROM?
Image

Street Fighter III: New Generation - The Same?
Image

Street Fighter III 2nd Impact: Giant Attack - Likewise
Image

Street Fighter III 3rd Strike: Fight for the Future - Same Message as the original JoJo
Image

JoJo’s Bizarre Adventure - Same Message as the original JoJo
Image
read more as it happens here

Emulator AGE 0.44 / MAME 0.116

system PC - Windows

mame based fruit machine emu, news:
Included all updates from 0.115 to 0.116.
All efforts have been devoted to correcting the communications between the three boards of the MPU4.
Currently, the PIA improvements made within MAME have made for improvements with the inputs.
get from here

Emu WIP Daedalus PSP WIP, Tracking down the SSB Dynarec Bug
'Yesterday I said I'd provide some more details about the Super Smash Bros. dynarec fix. The actual fix is fairly straightforward, but I thought the process of tracking down the issue was quite interesting and worthy of a couple of blog posts.

When I first started looking at SSB I noted that although the game ran fine without dynarec, it would always hang when trying to enter the main entry with dynarec enabled.

I've been programming professionally for around 6 years now and I can safely say that debugging dynarec bugs is one of the hardest categories of problems I've ever had to work on. For a start, because the code is generated on the fly, you don't have the luxury of source level debugging, and without spending time reverse engineering the original rom image, you don't even know what the generated dynarec code is meant to be doing. It's very much like working blindfolded.

And it gets even worse. I've fixed dynarec problems in the past which were the result of generating incorrect code for a fragment over 500 million instructions into emulation. This would be bad enough, but it can be many thousands of instructions later before this causes emulation finally diverges from the correct path. Just identifying the exact point at which the emulation starts to diverge from the correct sequence of instructions can be like finding a needle in particularly large haystack. While blindfolded :)

Over the years of trying to debug problems like these I've built up a set of tools and learned a few tricks along the way which you might find quite interesting. Although I'm going to talk about them in the context of tracking down this dynarec issue, I've found some of the techniques useful in solving other problems so you might find other ways of applying them too.

One of the first things I do when trying to identify a dynarec issue with Daedalus is to see if the problem is reproducible on the PC build of the emulator. Although it is possible to use GDB with PSPLink, I've never got this up and running and I'm much more comfortable debugging with Visual Studio. Also, working with the PC build is usually much faster than working with the PSP build (debug builds run around 10x faster on the PC, and build times are much quicker.)

Not all dynarec issues can be debugged in this way - the PSP and PC builds have different code generation back-ends (i.e. MIPS and x86 code generation respectively) so bugs in the MIPS code generation won't usually be reproducible in the PC build. The dynarec system in Daedalus shares a common frontend (trace selection and recording) between the two platforms, which means that if I can reproduce the problem on both platforms, I can narrow down the likely location of the bug to this area.

Fortunately this particular bug manifested itself in both the PC and the PSP builds, so I knew that if I fixed the bug on the PC build, it should fix the PSP build too. What I needed to find out next is what the emulator was doing differently when dynarec was enabled compared to when it was disabled.

If dynarec is running without errors, then the sequence of executed instructions should exactly match that executed with dynarec disabled. If I could log details about all the instructions executed with dynarec disabled, and again with dynarec enabled, I should be able to compare the two logs to figure out the exact point at which dynarec is going out of sync. This all relies on the fact that the emulator is totally deterministic, i.e. that running the emulator twice in succession with the same settings should give exactly the same results.

Unfortunately, for a variety of reasons my dynarec solution doesn't produce identical results to interpretation, the main reason being that for performance reasons I can only handle vertical blank and timer interrupts on the boundaries between fragments. For example, with dynarec disabled, the first vertical blank interrupt might occur exactly on the 625,000th instruction, but with dynarec enabled with might not occur until the 625,015th instruction. This means that the logs diverge at the instant the first VBL fires, and never regain synchronisation.

When I was originally developing the new dynarec system I put a lot of effort into writing a fragment simulator, the idea being that rather than executing the native assembly code for a given trace, I could keep track of the instructions making up the trace and interpret these individually instead. Theoretically fragment simulation is identical to dynarec code execution, even down to the way I handle VBLs and timer interrupts, and it's been very useful at identifying bugs in the dynarec code generation. What's particularly useful about fragment simulation however is that I can enable a setting which makes it handle interrupts exactly in the same way as the non-dynarec core, i.e. interrupts are handled precisely rather than on fragment boundaries.

# Essentially Daedalus has four modes of operation: * Dynarec + fragment execution
# * Dynarec + fragment simulation (imprecise interrupt handling)
# * Dynarec + fragment simulation (precise interrupt handling)
# * Interpretative core

This tool is particularly powerful, because if I can ensure that dynarec+fragment execution is equivalent to dynarec+fragment simulation, and that dynarec+fragment simulation is equivalent to running the interpretative core, then I can use the transitive properties of these relations to ensure that dynarec+fragment execution is equivalent to running the interpretative core. Fragment simulation allows me to bridge the gap between these two modes of operation which would otherwise be very difficult to compare.

I think that's long enough for one post. Tomorrow I'll talk about how I used this technique to help track down the SSB dynarec bug.'
read more or comment here

Emulator Snes9xGx2.0.1b6a Mod

System GC/Wii

Snes emu, news:
Highlight: Turbo Mode Speed toggling available(Press the C-Stick up/down to change your speed) this allows you to change your emulators turbo speed to the following settings: 2x, 4x, 6x, 10x, 12x, 15x, and 20x.

I felt this was a worthy modification because every one of these framerates runs silky smooth(Unless your playing a GFX Chip game such as Star Fox as it already has a low framerate).
1.) Z Trigger is now used for Turbo Mode.
2.) Z Trigger can be changed back to select by simply moving your C-Stick to the right and switched back to Turbo by doing it again.
3.) NGCZoom has temporarily been disabled to allow my speed up function usage.(Will add another menu option later).

The Source and compiled .dol files can be found below.

Sorry for anyone using SDSlot A I mistakingly used my own test file for this update and it was not named -sdslota. It should be corrected now .

IMPORTANT: NGCZoom in the Emulator Options Menu must be enabled in order for the Turbo Framerate +/- to work. Make sure you view the Usage.txt file before playing to see what new features are included.

WARNING: FREEZE STATES ON A MEMORY CARD ARE AT RISK OF BECOMING CORRUPTED UNTIL CRUNCHY2 Fixes the problem!
get from here

Emulator Lameboy v0.8

System DS

GB/GBC emu, news:
fixed: GBC speed change did not work for some games (like Mario Bros Deluxe)
# interrupt priority
# corrected timers interrupt frequency
# tile in foreground color 0 is transparent

added:
# preliminary sound emulation
# auto save on exit to rom menu
get from here

Emulator Mame32Hp4 .116

System PC - Windows

P4 optimised mame plus with the usual extra files updated if applicable
get from here

Emulator WolfMame .116

System PC - Windows

unofficial mame, news:
-Official MAME now supports reading extended INP files, so the diff is a fair bit smaller now. Official *does NOT* record extended INP, you still need this program to create them
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
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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emulators Mac emulator update bonanza

System Mac OSX

many emu's updated they are:
Arnold v1.7.7 - Amstrad CPC/CPC+ Emulator
Boycott Advance v0.3.9 - Nintendo Gameboy Advance Emulator
BSNES v0.1.8 - Nintendo SNES Emulator (Requires G5)
fMSX v3.0.3 - MSX1/2/2+ Emulator
Frodo v4.3.9 - Commodore 64 Emulator
Generator v0.4.3 - Sega Megadrive/Genesis Emulator
Genesis Plus v1.2.9 - Sega Megadrive/Genesis Emulator
Handy v0.9.6 - Atari Lynx Emulator
Horizon v1.3.8 - BBC Model B Emulator
Jum52 v0.8.9 - Atari 5200 Emulator
KiGB v2.0.4 - Nintendo Gameboy Emulator
MO5 v2.6.2 - Thomson MO5 Emulator
Mugrat v0.4.2 - Colecovision Emulator
Neopocott v0.5.0 - Neo Geo Pocket Colour Emulator
Nestopia v1.3.7 - Nintendo NES Emulator
O2Em v1.1.0 - Odyssey^2 Emulator
Oric v1.7.7 - Oric 1/Atmos Emulator
Oswan v0.7.8 - Wonderswan Emulator
Rainbow v1.5.6 - Atari 800 Series Emulator
SimCoupe v0.8.2 - Spectrum SAM Coupé Emulator
SMS Plus v1.3.1 - Sega Master System/Game Gear Emulator
TEO v1.8.1 - Thomson TO8 Emulator
TGEmu v0.3.3 - NEC PC Engine Emulator
Thom v1.6.0 - Thomson TO7 Emulator
Vecx v0.1.5 - GCE Vectrex Emulator
ViBE v1.0b9 - Nintendo Virtual Boy Emulator
and heres the news:
It's one of those times again, where every single emulator on this site has been updated simultaneously. Every time I do this I say something about never wanting to have to do this again, but invariably something comes up and it proves necessary. Just to keep with tradition, I really hope this will be the last time, not that there's any chance of you, the reader, believing that it will be.

# The following changes have been made to the shell, which affect all emulators using it: Fixed a nasty crash that could occur when using high requirement blitters (HQ4x/etc) on slower multiprocessor machines.
# Added a hidden preferences option to disable the information placards ("Emulator Reset", etc). To change this, open the preferences plist file in a text editor.
# Added proper code interface for getting the mouse position on display. Nestopia uses this for Zapper support, and TEO/Thom use it replacing a horrible hack used previously.
# Resolved assertion failure, ce_file.c, line 379, when saving a saved state with the same name as an existing file. Thanks to about two hundred people for reporting this one

The following changes have been made to individual emulators:
# (BSNES) Resolved an issue where certain compressed ROMs would crash the emulator on Intel machines.
# (BSNES) Note that this will probably be the last version of BSNES to be compatible with PowerPC Macs. I'm going to sync up with the latest code following this release, which will almost certainly be Intel only.
# (Genesis Plus) Added support for Blargg's awesome NTSC simulation code. Note that there is a black bar down the right hand side of the display in this mode which is not considered a bug; my shell only supports output sizes with a multiple of eight pixels, and I felt that having a black bar was preferable than losing the right hand four pixels of the display.
# (KiGB) Added a choice of different palettes for classic gameboy emulation.
# (Mugrat) Rewrote input handling code, fixing the long standing bug with the second fire button.
# (Nestopia) Synchronised with the latest release for Windows.
# (Nestopia) Worked around a crash in NTSC mode caused by the Xcode optimizer.
# (Nestopia) Added support for the Zapper light gun (using the mouse).
# (Nestopia) Added support for configuring dip switches in VS games.
# (Nestopia) PAL games now play at the correct speed of fifty frames per second.
# (Nestopia) Added support for the mouse, as used by Educational Computer 2000 (Ru). Note that the mouse movement isn't perfect yet.
# (Nestopia) Added support for the barcode reader. A menu command has been added which sends random barcodes to the current game.
# (Oric) Worked around a bug in the Xcode optimizer that caused HIRES mode to break. Thanks to Pascal Leclerc for the report and detailed test case.
# (SMS Plus) Added support for Blargg's awesome NTSC simulation code.
# (TEO) Now uses shell API for handling mouse movements.
# (Thom) Now uses shell API for handling mouse movements.
get from here

emulator DeSmuME 0.7.1

system PC - Windows

DS emu, news:
# general: Added GDB debugger stub [masscat]
# Added new/different GBAMP CFlash image reader/writer [masscat]

gpu:
# Major speedup to the 2D core [shash]

gtk-glade:
# Added command line options. [masscat]
# Added FPS limiter [masscat]

cli:
# Added command line options. [masscat]
# Added FPS limiter [masscat]
# Added option to use OpenGl to render window (allows resizing). [masscat]

windows port:
# Added command line options. [masscat]
# Added multiple language support [cyberwarriorx]
# Added Danish language translation [thomas-2007]
get from here

emulator MAME GP2X 4.0

system GP2X

mame in yer pocket, news:
# A lot of improvements done by Slaanesh: Updated vlm5030 sound system. Provides speech and sound effects in a number of games like Yie Ar Kung Fu, Jail Break, Track and Field (and clones) or Salamander.
# Updated DAC sound system. Please use audio clock 100% for DAC games as they rely heavily on precise timing. Ie. Donkey Kong, etc.
# Update to FM sound system re: disappearing sound. Bug REALLY fixed this time. :-).
# Added tilemapping code. Useful for adding new games and improving existing games.
# Updated Xain'D Sleena to use tilemaps. Large increase in speed. Plays nicely at 240Mhz.
# Updated Ghost'n Goblins to tilemaps. More tilemap games to come!.
# Fixed bug introduced in 3.9 re: samples not playing in Gorf, Wizard of Wor and Berzerk.
# Update to Sega System 8 games. Speed to games like Choplifter.
# Fixed Wonderboy in Monster Land (bootleg). Now playable with good sound.
# Bug fix to Time Pilot (memory leak).
Thanks, Slaanesh for all your hard work!
# More accurate speed (e.g. 60 fps instead of 64 fps).
# Some optimizations in the sound thread.
get from here

frontend GameEx 8.15

system PC - Windows

multi emu & game frontend, news:
* Support for RMVB Videos (codecs required)
* Fixes Karaoke when VMR9 enabled
get from here

Emulator Final Burn Alpha Test Build

system GP2X

CPS1/CPS2, Toaplan, Cave & Neo-Geo emu, news:
Cosmetic improvements, sound code improved (optimised and some parts rewritten), uses mmu hack, change of SDK (from Minimal 0.C to Minimal 0.B). The downside being that some games now run too fast! Some however (like 1941) still run like a complete dog. ROM loading still the same as per previous version.
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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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emu WIP Project Alpha WIP

System PC - Windows

GC emu, news:
Update: Final GUI 12 June 2007
We finished our works on the new GUI. Now it's final. Thanks to them who supported us with the idea for the new interface ;) Here is a final GUI screenshot:
Image

Fixed sound problem 7 June 2007
After emulating the sound with 32 channels instead of 64 we found a bug in the main core that blocked the sound interpreter. Now all is fixed, thanks to Tranix_pwu and KrZ0r for their work last night. Now our own sound plugin is working, not good but it works :P.

Bust-a-move 3000 5 May 2007
The game Bust-a-move 3000 goes ingame with max 17 fps. We will make some screenshots the next days.
more info as it happens here

Emulator XEBRA 070613

System PC - Windows

PSX emu, news:
* Internal BIOS was fixed
get from here its the pic at the bottom of the page

Emulator fMSX-Symbian 3.3

system S60 symbian phones

MSX, MSX2, MSX2+ emu, news:
* Added virtual keyboard, invoked by pressing [EDIT] or left [SHIFT] key.
The keyboard can work in three modes: "Off", "Single Key Entry", and "Multiple Keys Entry".
* Added display orientation settings ("Portrait", "Landscape", or "Auto").
* Finally fixed opendir() problem. All built-in menu file dialogs work now!
* Further extended and optimized screen rendering routines.
* Fixed and optimized TV scanline simulation, made scanline effect stronger.
* Now saving RAM and VRAM size settings.
* Now using true 512-wide display drivers for SCREEN6, SCREEN7, and TEXT80.
* Printer output is now saved into E:\Others\fMSX\PRINTER.OUT.
* Fixed system warnings in when flipping Nokia E70 open/closed.
* Fixed possible crash when selecting an initial file.
* Moved file selection root to E:\.
* When initial file selection cancelled, fMSX-Symbian will now boot into plain BASIC (i.e. no cartridges and no disks).
* Improved "About" box.
* Renamed fMSX-Symbian binary and resource files to avoid name clash with fMSX/S60 port by Juha Riihimaki.

A lot of these changes will gradually appear in my other Symbian emulators as well.
get from here

emulator plus4emu 1.1.3

system PC - Windows

Commodore Plus/4 emu, news:
* fixed bug in Hannes memory expansion emulation
* improved 6523 emulation in 1551 floppy drives
* minor bug fixes
get from here

Emulator Emulator2001 14/06/2007

system PC - Windows

Emerson Arcadia 2001 & clones, Interton VC 4000 & clones and Elektor TV games computer emu, news:
New Features:
# Standard windows API
# Drag and Drop
# New sound drivers
# New Embedded frontend user interface
# Multiple debugging gadgets and stepping modes
# Assembler
# Highlighted syntax
# Built in Compiler for creating your own ROM images
# Sprites tools
get from here

emu wip Daedalus PSP WIP, Tracking down the SSB Dynarec Bug Part 2
On Monday I talked about the fragment simulator and how this could be used to help track down bugs in the dynarec implementation. In this post I'm going to talk a bit about a tool I use mostly for regression testing, but also to help determine the exact point at which the fragment simulator and the interpretative core go out of sync. It's a bit of a long post, so apologies in advance :)

Daedalus can be compiled with a flag which enables a special 'synchronisation' mode. This build configuration creates an instance of a synchronisation class which can be initialised in one of two modes - either as a producer or as a consumer. At various points during program execution I pass information about the internal state of the emulator to the synchroniser for processing. In the case of the producer, it simply writes this data out to a file on disk. The consumer is a bit more interesting; it reads data of the required size from disk, and compares this 'baseline' value against the value provided by the emulator. If these two values are found to be different, the synchroniser knows that things have drifted out of sync and it can trigger a breakpoint and drop out into the debugger.

This technique relies on the fact that the emulator is deterministic, i.e. running the emulator twice in a row with the same inputs generates exactly the same results. By 'inputs' this means not just the same rom image, but external inputs such as data from the controller must match exactly too. Obviously pressing buttons on the controller in exactly the same order with the same timings would be impossible to duplicate, so the other function the synchroniser performs is to record input from the pad in the case of the producer, or play input back in the case of the consumer. Other external input, such as calls to timer functions (e.g. time(), QueryPerformanceCounter() or rdtsc) can be synchronised in the same way.

The synchroniser works with as few or as many sync points as you provide. For debugging very simple problems, you can get away with just checking the value of the program counter as each instruction is executed. For more tricky problems you can end up adding many more sync points - for instance you can synchronise the entire register set after every instruction to ensure that the synchroniser catches any instruction which generates a different result from the baseline.

I add sync points to Daedalus using a set of macros. When synchronisation is enabled, the macros expand out to calls to a virtual method on a global instance of the synchroniser class. An example sync point in the code might look like this:

u32 pc = gCPUState.CurrentPC;

SYNCH_POINT( DAED_SYNC_REG_PC, pc );

OpCode op;
if( CPU_FetchInstruction( pc, &op ) )
{
CPU_Execute( pc, op );
}

The interesting line here is the SYNC_POINT macro, which synchronises on the current program counter value. For producers, this just writes the value of 'pc' to disk. For consumers, it checks that the value we have for 'pc' matches the one read from disk.

The DAED_SYNC_REG_PC argument is simply a flag to describe what is being synchronised. Another global constant allows easy control of what is synchronised:

enum ESynchFlags
{
DAED_SYNC_NONE = 0x00000000,

DAED_SYNC_REG_GPR = 0x00000001,
DAED_SYNC_REG_CPU0 = 0x00000002,
DAED_SYNC_REG_CCR0 = 0x00000004,
DAED_SYNC_REG_CPU1 = 0x00000008,
DAED_SYNC_REG_CCR1 = 0x00000010,

DAED_SYNC_REG_PC = 0x00000020,
DAED_SYNC_FRAGMENT_PC = 0x00000040,
};

static const u32 DAED_SYNC_MASK(DAED_SYNC_REG_PC);

#define SYNCH_POINT( flags, x, msg ) \
if ( DAED_SYNC_MASK & (flags) ) \
CSynchroniser::SynchPoint( x, msg )

If I want to enable more thorough debugging, I can change DAED_SYNC_MASK and OR in more values:

static const u32 DAED_SYNC_MASK(DAED_SYNC_REG_PC|DAED_SYNC_REG_GPR);

Changing the mask value requires the emulator to be rebuilt from scratch and the baseline synch file to be recreated. This is a bit time consuming but doing it in this way means that the compiler can optimise out any synch points which we aren't interested in, keeping things running as quickly as possible.

One problem with this technique is that the synchroniser can quickly generate a massive amount of data, so much that most of the execution time is spent shifting this data to or from disk, slowing debugging to a crawl. In the example I gave on Monday, it can sometimes take over 500 million instructions before things go out of sync. Even when just synchronising on the program counter, that's over 2GiB of data that needs to be read/written to disk. When you throw in more sync points such as register sets (the GPR registers on their own are around 256 bytes) this can very quickly become impractical. To get around these limitations in Daedalus I gzip the stream of data on the fly which compresses the data significantly. Another trick I use is to hash each register set to a 32bit value and synchronise on this value instead. When using both these techniques the sync files typically end up around 100-200MiB, which is much more manageable.

One of the main uses of this synchronisation code is for regression testing optimisations I've made. I can take a 'known good' build of the emulator and initialise the synchronisation class as a producer to generate a baseline sync file. I can then take a modified version of Daedalus with the optimisations that I want to test, and initialise the synchroniser as a consumer. If the synchroniser detects that things have gone out of sync, then I know that my changes are buggy, and I can investigate why they're not working as planned. It's worth noting that even if everything stays in sync, this isn't a guarantee that my changes are bug-free, but it's a pretty good indication that they're ok.

I also use the synchronisation code to debug tricky dynarec issues. When debugging these types of problems I typically start off by disabling the dynarec engine and setting up the synchroniser to produce a baseline for testing. I'll then re-enable dynarec, but using the fragment simulator with precise interrupt handling (see the end of Monday's post for more on this) and run Daedalus with the synchroniser in consumer mode. Theoretically, as soon as the dynarec code gets out of sync with the interpretative core, the breakpoint triggers and I can investigate things more closely in the debugger.

This is exactly the process I used to track down the Super Smash Bros. bug. When I ran the emulator with the synchroniser in consumer mode, it detected that the program counter was different from the expected baseline value after exactly 387,939,387 instructions had been executed. I'd like to think that an error rate of 2.57e-7% wasn't all that bad, but apparently it is :)

Now that I knew the point at which the emulator was going out of synch, I set a few breakpoints in the emulator to see what exactly was happening. My usual trick is to disassemble the executed instructions just before and after things diverge, and see what's different. Here are snippets from the 'good' and 'bad' logs as things go out of sync:

Count 171f7c35: PC: 80132500: LW ra <- 0x0014(sp)
Count 171f7c36: PC: 80132504: ADDIU sp = sp + 0x0018
Count 171f7c37: PC: 80132508: JR ra
Count 171f7c38: PC: 8013250c: NOP
Count 171f7c39: PC: 80132ae8: JAL 0x80131fb0 ?
Count 171f7c3a: PC: 80132aec: NOP
Count 171f7c3b: PC: 80131fb0: ADDIU sp = sp + 0xffd8
Count 171f7c3c: PC: 80131fb4: SW ra -> 0x0024(sp)
Count 171f7c3d: PC: 80131fb8: SW s0 -> 0x0020(sp)
Count 171f7c3e: PC: 80131fbc: CLEAR a0 = 0
Count 171f7c3f: PC: 80131fc0: CLEAR a1 = 0

Count 171f7c35: PC: 80132500: LW ra <- 0x0014(sp)
Count 171f7c36: PC: 80132504: ADDIU sp = sp + 0x0018
Count 171f7c37: PC: 80132508: JR ra
Count 171f7c38: PC: 8013250c: NOP
Count 171f7c39: PC: 80132ae8: MTC1 at -> FP06
Count 171f7c3a: PC: 80132aec: NOP
Count 171f7c3b: PC: 80132af0: SWC1 FP06 -> 0x0018(a0)
Count 171f7c3c: PC: 80132af4: LBU v0 <- 0x4ad1(v0)
Count 171f7c3d: PC: 80132af8: ADDIU at = r0 + 0x0008
Count 171f7c3e: PC: 80132afc: BEQ v0 == at --> 0x80132b24
Count 171f7c3f: PC: 80132b00: ADDIU at = r0 + 0x0009

I've highlighted the instruction at which the synchroniser detected the PCs were out of sync. In the good trace (top) the PC is 0x80131fb0, but in the bad trace it's 0x80132af0. If you have particularly sharp eyes, you'll notice something else - two instructions before the code goes out of sync, the good trace executes a jump instruction to 0x80131fb0, but the bad trace is performing a MTC1 op (Move To Coprocessor 1)

This provides a particularly good example of one of the main weaknesses with the synchroniser - it's only as good as the synch points you set up. Because I was just synching on the program counter, it didn't detect the fact that the emulator executed an entirely different opcode two instructions previously. In this particular case I was fortunate in that the real source of the problem was very close to the location identified by the synchroniser, but sometimes the cause and effect can be separated by many thousands of instructions.

Fortunately it's easy enough to add new synch points in the code to detect issues like this, but adding too many synch points causes the emulator to slow to a crawl and makes debugging impractical. I've found the best approach is to start off with as few synch points defined as possible (ideally just the program counter) and slowly introduce more synchpoints as required. This is all very easy to do using the DAED_SYNC_MASK flag discussed above.

Getting back to SSB, it looked like I had found the root cause of the problem - somehow the rom was replacing the instructions in memory, essentially a form of self-modifying code (it's more likely it was just loading a new section of code into RAM from ROM, but it's still essentially self-modifying). The dynarec system was oblivious to these changes and so it ended up trying to execute stale instructions that it had cached when creating the fragment, potentially many thousands of cycles ago.

Dealing with self modifying code in dynamic code generators is generally very tricky. In Daedalus I've been relying on the fact that most roms are well-behaved and flush the instruction cache when they modify memory containing executable code. When I detect a instruction cache invalidate (through the MIPS CACHE opcode) I simply dump the entire contents of the fragment cache and start from scratch. This might sound a little heavy handed, but the way that I link fragments together makes it very hard to unlink small sections of code that has been invalided. Flushing the cache is very quick, safe and has a few advantages such as purging cold traces that are no longer being executed any more.

Ironically, the reason the dynarec was failing to cope with SSB wasn't due to a bug in Daedalus - it was due to a bug in SSB that just never happened to be a problem on a real N64. After updating memory with the new instructions SSB should have been invalidating the instruction cache to ensure that it didn't contain stale code, but for whatever reason it failed to do this. The only reason the rom runs correctly on a real N64 is that by the time it comes to execute the modified instructions, the instruction cache has been refilled a number of times and so the stale instructions are no longer cached.

Even though this isn't Daedalus's bug, it still needs to work around the problem. I'll leave this discussion for a future post though - this one is long enough as it is :)
more as it happens 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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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emu WIP or exposed? Project Alpha fake?

Bust-A-Move 3000 14 June 2007
Here's a screenshot that was taken during playing Bust-A-Move 3000:
Image

Bust-A-Move 3000 14 June 2007
We made a new screenshot without our bad sound ;) It's the Menu of the game and runs mit up to 37 FPS!
Image

Zelda TP is running 14 June 2007

We have a new screenshots and our team is more alive than it has ever been.
Image

However its been pointed out here that the Bust a Move shot is the first to appear in a google search
Image
casting a little doubt on the emu, also a little fishy is the way the names blurred out of the Zelda shot but not the others, lets hope its not a repeat of 'that' Saturn emu eh?

emulators SnesDS 15/06/2007 & NesDS 14/06/2007

system DS

Snes & Nes emu's by Loopy, news for both:
-DLDI support added
get from here

Emulator Ootake 1.09

system PC - Windows

PC-Engine emu, news:
* The image quality of "TV Mode"(Processing is light) has been improved. And it was made "Screen setting of default". By "Setting->Screen" menu it is possible to set it to the previous default("Special Scanlined" - sharp and play easily).
* The item that set the "Gamma-value(brightness)" was put on "Screen" menu.
* The item that set the "Density of Scanline" was put on "Setting->Screen" menu. When setting it to "TV Mode" or "Horizontal Scanlined", it is reflected.
* The tone quality of the sound has been improved. In the personal computer environment from which the noise has occurred, I think that the noise decreased(disappeared) in some measure.
* The sound processing part and additionally, a detailed part was sped up.
* The speed and timing were brought close to a real machine more. In demo scene of "3x3 Eyes", the gap of the sound was solved. I think that the operation timing improved in other games, too.
* In ending of "Splatterhouse", the staff roll was made the same expression as a real machine.
* In demo play of "Magical Chase", the problem that the noise sound had been emitted when having started was solved.
* Additionally, a detailed part has been improved and corrected.
* I was deeply moved by Sato Takuma's running in the Canada F1 Grand Prix.
Therefore, it was possible to work more better this time(v1.09).
get from here

Emulator Mame 0.116u1

system PC - Windows etc..

diff time, news:
MAMETesters Bugs Fixed
----------------------
shanghai0116red [Aaron Giles]
bldwolf061gre [Robiza]
superx0116gre [Robiza]
matchit2_0116ora [Robiza]
qix0116yel [Aaron Giles]



Source Changes
--------------
Fixed scanline address reporting in the qix driver. [Zsolt Vasvari]

Rewrote Neo-Geo driver again based on information from Charles
MacDonald. This update fixes a number of issues with the previous
attempt. [Zsolt Vasvari]

Added support for multiple keyboards: [Andrew Kuruhin]
- added multikeyboard input support through RAWINPUT mechanism
(up to 8 simultaneous keyboard inputs
- fixed RAWINPUT device registry enumeration bugs

Fixed the reset mode in CDP1802. [Curt Coder]

Fixed a number of errors and simplified the code significantly in the
ptm6840 code. [Atari Ace]

Fixed offset for sprite and layers in fcrash driver. [Robiza]

SH4 CPU core improvements: [Samuele Zannoli]
- corrected opcode decoding and decodes all opcodes of sh4
- corrected disassembly and added support for all instruction of
sh4 not in sh2
- now disassembles all fpu instructions
- changed cpu to little-endian (sh4 can be either big or little)
- corrected which data is read and written from memory
- added registers fpul and dbr
- added (non-fpu) instructions of sh4 non present in sh2
- added four fpu instructions
- modified memory-mapped internal register management so that all
internal registers can be actually used
- added file sh4regs.h with defines for all sh7750 internal registers
- implemented internal registers for memory refresh
- removed some internal registers of sh2 not present in sh4
- added preliminary support for internal cache used as ram

Updated CPS2 decryption bit order to match what is likely the original
order. [Nicola Salmoria]

Fixed a few warnings that show up with -Wextra.
[Atari Ace, Zsolt Vasvari]

Fixed toaplan2.c so that OKI6295 sample ROM bankswitching via one
of the spare data lines on the coin mechanism port is only hooked up
in the one game that's actually wired this way (shippumd). [AWJ]

Updated the scrambls protection implementation to use equations based
on the implementation from fpgaarcade.com. [Mark McDougall]

Improved GCD computations in the rendlay.c code. [Christophe Jaillet]

Fixed numerous regressions in the 0.116 release.
[Zsolt Vasvari, Aaron Giles]

Switched driver code to exclusively using mame_rand() instead of
rand(), to improve consistency of results. [Aaron Giles]

Improved MCU timing and communication in the qix driver. Still a few
issues remain. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Match It II [Robiza]
get from here

emulator mame32 .116.1

system PC - Windows

plain mame with gui
get from to bypass fileplanets queues if you dont like em

emulator mame32xt .116u1

system PC - Windows

unofficial mame
get from [url=http://www.progettoemma.net/dany69/]here


Emualtor SDLMame .116u1

system SDL

mame with DX out & SDL in, news:
0.116u1 has Vas' multithreading improvements plus Sven's latest OpenGL code. I've noticed that toggling full screen with alt-enter doesn't work properly in GL mode with this code, but it seems OK otherwise in my testing (including resizing windows and such). Please, everyone, test the heck out of this :-)
get from here

Emulator MESS .116

system PC - Windows

multi system emu based on mame, news:
New System Drivers Supported (in no particular order):
# Atari 2600 PAL [Wilbert Pol]
# Sega SG-1000 [Curt Coder]
# Sega SG-1000 Mark II [Curt Coder]
# Sega SC-3000 [Curt Coder]
# Sega SC-3000/Super Control Station SF-7000 [Curt Coder]
# Texas Instruments TI-82 (not working) [Curt Coder]
# Texas Instruments TI-83 (not working) [Curt Coder]
# Texas Instruments TI-83 Plus (not working) [Curt Coder]
# VTech CreatiVision [Curt Coder]
# Samsung Gam*Boy II [Wilbert Pol]

System Driver Changes:
# [A2600] Updated delay when writing to the playfield registers (bug #389, partially fixes bug #1152). [Wilbert Pol]
# [A2600] Updated how RESPx/NUSIZx combinations are handled (partially fixes bug #1152). [Wilbert Pol]
# [A2600] Added support for handling hardware oddity with writes to HMMx when the HMOVE timer is about to expire (bug #391). [Wilbert Pol]
# [A2600] Changed start up bank for 16KB cartridges (partially fixed bug #1170). [Wilbert Pol]
# [A2600] Recoded tia to support MDRV_SCREEN_RAW_PARAMS and adjusted screen sizes (partially fixes bug #1170). [Wilbert Pol]
# [A2600] Updated playfield reflect bit to only have effect when set before pixel 80. (bug #1174) [Wilbert Pol]
# [A2600] Paddles no longer auto-center. Set default keys for player 4. (bug #1176 and bug #1167) Adjusted Driving Controller sensitivity, and fixed player two Booster Grip. [Christopher Stone]
# [A2600] Fixed delay behavior when resetting BL/M0/M1 position during HMOVE period. [Wilbert Pol]
# [A2600] Corrected HMOVE behavior when initiated outside hblank. [Wilbert Pol]
# [A2600] Improved positioning of all graphics when position counters are reset in the extended HBlank period during a HMOVE. (bug #1184) [Wilbert Pol]
# [A2600] HMOVE triggered on the last possible CPU cycle also triggers a delay of the end of HBlank. (bug #1222) [Wilbert Pol]
# [A2600] Rewrote player graphics drawing and handling. [Wilbert Pol]
# [A2600] Added SuperCharger support. [Wilbert Pol]
# [AMIGA] Updated the Amiga driver to output the power and drive LED status to the artwork system. [Dirk Best]
# [COCO/DRAGON] Cartridge slot rearchitecture. [Nate Woods]
# [FUNVISION] Driver is now working and fully playable. [Curt Coder]
# [VIP] Fixed the RUN/RESET switch to work like the original. [Curt Coder]
# [ABC80] Fixed the keyboard, although scanning is very slow. [Curt Coder]

User Interface Changes:
# Fixed bug mounting files in the old UI. (bug #1149) [Oliver Stoeneberg]
# [Windows GUI] Fixed a couple of static text fields. (bug #1073) [Oliver Stoeneberg]
# [Windows GUI] Fixed a crash when adding a system-specific software directory. (bug #1196) [Oliver Stoeneberg]

Source Changes:
# The core is based on MAME 0.116. This incorporates all features of the update to this core. [MAME team]
# WD17xx cleanups. [Nate Woods]
# Fixed a memory leak. (bug #1019) [Oliver Stoeneberg]
# Massive update to entire sysinfo.dat file. [Fabio Priuli]
# Added many SHA1 hashes. [Fabio Priuli]
# Added some missing TESTDRIVERs to messdriv.c that were only specified in the driver source files. [Oliver Stoeneberg]
# [Windows] UNICODE=1 fixes. [Oliver Stoeneberg]
get from here

Emulator SDLMESS .116

system SDL

Like SDLMame its got DX out etc.. news:
Note that this fully-packaged version is deprecated due to the fast-moving nature of MESS development, but I’ll update it on integer MESS releases. New in this version: all the baseline goodness plus improved Mac OS X multithreading (Vas Crabb).

MESS overlays are no longer provided here - the SDLMESS components are now an official part of the MESS Subversion repository and the checked-in version there will be kept up to date that way.
get from here

Emulator UnrealSpeccy v0.36.4

System PC - Windows

ZX Spectrum emu, news:
* Lowpass filter may be triggered in menu and in .ini-file
* Gigascreen mode (eff7 bit 4) changed to turbo mode off, as in real Pentagon 1024SL 2.x (key W in Mr Gluk Reset Service). Turbo off sets 71680 ticks per frame. The sound is re-initialized when this bit switched
* Read only cache (eff7 bit 3) changed to "RAM0 in 0000-3fff" mode, as in real Pentagon 1024SL 2.x
* FM volume slightly fixed
* Half of GS right channel is mixed to the left channel and vice versa
* Reduced volume clicks in GS
get from here

Emulator AmiArcadia/WinArcadia 4.26

System Amiga OS 3.5+, Pc - windows

Emerson Arcadia 2001 & clones, Interton VC 4000 & clones and Elektor TV games computer emu, news:
* Interton VC 4000, Elektor TV Games Computer: compatibility improvements.
* Miscellaneous improvements and bug fixes.
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
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Posts: 7817
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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emu fake proven Project Alpha a phoney
Our real project 16 June 2007
You've got it! There was no Alpha GameCube Emulator. Please don't lie:

Why you didn't believed us?
1. We had no real proof.
2. The screenshots could be faked.
3. We censored the name of Zelda TP.
4. We had no availible downloads.
5. We wanted money for the insider's sections (we didn't had time to post the news about our "Insider's section" because you were too fast unveiling the truth).

But why you believe this?
http://gekko-emu.com/
They didnt have a real proof that they make an emulator.

Their screenshots could be faked.

We censored the name, they didn't almost show the name of the game.

They had no availible downloads. Why not? Because they want that their emulator is better than this one:
http://dolphin-emu.com
Everybody believes in Dolphin because you can download and test it.

And now the point where we could go crazy. They wanted 7 USD for some pics and video stuff in their "N'sider section" Who pays money for screenshots of gamecube games?
http://www.gekko-emu.com/forums/groupcp ... fa54101a2c
This guys do.

If somebody understands us you could write in your favorite emulation forum.

Bye and sorry for the fake but it has a reason.
emulator DeSmuME v0.6.0wp3

system PC - Windows

DS emu, news:
* Cancelling the restriction of the bundle operation type order of ARM.
* It tries generating the 3D FIFO interruption with super random timing.
* The infinite loop execution time patching function of the cord/code which is done.
* Several URL of the help menu adjustment
get from here

emulator MagicEngine 1.0 PR 10.1/ OS X

system Mac OSX

Pc-Engine emu, news:
MagicEngine 1.0 PR 10.1/ OS X (universal binary)
# fixed CD audio bug on PPC Mac
# fixed blue screen bug when MagicEngine was auto-launched
# fixed keypad 'enter' key not working
# removed the 'options' tab in the load ROM menu until it's finished
# better key file detection, it's possible again to install MagicEngine and the key file in the same directory

MagicEngine 1.0 PR 10/ OS X (universal binary)
This version is based on the latest Windows version and includes some extra goodies from MagicEngine-FX and some Mac only features :
# improved UI
# smooth integration with OS X
# eject CDs and control the CD-ROM disk speed from the UI
# different video settings for windowed and fullscreen modes
# two different fullscreen modes
# improved scanlines
# save states and backup RAM files compatible with the Windows version
# nice dialog to install the key file
get from here

emulator GP2X-2600 v1.0.3 (bug fix)

system GP2X

Atari 2600 emu, news:
* Bug fix in rom file requester
* Bug fix in keyboard menu
* Decrease sound volume
get from here

Emu WIP Daedalus PSP WIP, Multiplayer thoughts & R12 release date
Multiplayer Thoughts

In response to a recent post, Zeus asked an interesting question:
'I know you've probably been bugged by people on this before, but how hard would multi-player be to implement? More importantly, do you think that there is enough bandwidth, and low enough lag, to allow a host-client multiplayer setup to be playable? (ie, with one psp "hosting" the game and doing the emulation, while the other(s) just receive screen-captures and send back user-input) Or do you think that distributing the computational workload would be a better approach? (at the very minimum, the audio processor shouldn't be too horrible to move to the client psp(s) )'

I have thought about multiplayer a great deal, but I've never made any plans to work on it - there didn't seem to be much point getting multiplayer working before there were a few multiplayer games running quickly and glitch free. Now that MarioKart and Super Smash Bros. are both working reasonably well, there's obviously going to be a lot more demand for multiplayer support. Before I raise expectations and get anyone's hopes up, I should mention that this isn't likely to happen any time soon.

It would be possible to go down the route of having a host psp which performs emulation and broadcasts the screen to client psps. Sony's Remote Play between the PS3 and PSP shows that this kind of 'dumb terminal' approach can work in the right situations. That's with the PS3 doing the grunt work of compressing the framebuffer and sending it over to the PSP. For for a PSP running Daedalus as a host, I'm not quite sure there would be enough spare horsepower to compress the framebuffer and audio and then send it to 1 or more connected clients.

Also, I don't think that it would be possible to decouple the audio processing from the main cpu thread so that this work could be distributed to one of the clients. Although the audio and graphics processing is notionally run in parallel on the RSP (the N64's coprocessor), access is still serialised between audio and graphics tasks so they have to be completed in order. Performing audio processing on a client PSP would just mean that graphics processing on the host would have to wait until the results of the audio processing were received.

The approach that I'd been considering was running Daedalus in lockstep across 2 or more connected PSPs. As I mentioned previously Daedalus can run deterministically if external inputs such as pad input and timing sources are synchronised. What this would mean would be that every time the rom queried the pad status, each connected psp would have to synchronise its view of the pad input with the host. This would mean sending just 64 bytes across the network from the client to the host and back. This information would have to be sent over a TCP connection rather than UDP as we have to ensure that every PSP sees the exact same input (actually, client->host communication is a bit less critical so it may be possible to transmit this information over UDP if it helps improve lag.)

One really cool feature about this approach is that as each PSP would be responsible for rendering its own display, it would be possible to scale up each viewport to fill the display; rather than playing 4-player Mario Kart or Goldeneye at 160x120, you'd be able to play at 320x240 (or 480x272 if you wanted to scale it up to entirely fill the PSP's screen).

As I said at the start of the post, this isn't something that's likely to happen any time soon, but if and when it does happen, it will be amazing :)
R12 Release Date

A number of people have been asking in the comments when R12 is going to be released.

There are still a number of things I want to work on. Now that Super Smash Bros. is running nice and quickly with dynarec enabled, I want to spend a week or so polishing the graphics and trying to make it as playable as possible. Although Goldeneye is running with dynarec in R12, it still needs a lot of work before its playable, so I'm not going to spend any more time on it for R12.

I'm going on holiday at the end of June, so I'd like to have R12 released before then. I'll aim for next weekend (23rd/24th June) but it may end up being as late as the 26th/27th.
read more as it happens here

Dat Mameinfo.dat v0.116u1

info on games in mame, news:
* Updated to MAME 0.116u1.
* Added 0.116u1 Source/Listinfo changes.
* Newest Bugs (15th Jun).
* Added infos about all src files that have been added or removed from 0.90-0.99u10 to the Mameinfo.dat and Hardware.txt.
* Fixed Mameinfo.dat infos.
get from here if you patch it yourself or here for a ready to go version

Dat Mame Cheat.dat .116

wanna cheat in mame? well more than emulations already infinite credits anyway, then get this
get from here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emu WIP CPS3 Colour & Sound

June 16th, 2007
CPS3 Colours

The Palette DMA is now emulated, so the text layer is looking a lot nicer now.

Note, Warzard / Red Earth still does not boot in MAME, I have no idea why, don’t worry tho, the decryption of it is fine, it’s just not booting for me.

Note 2, ignore the regions, most dumped sets are actually Japan.

Note 3, the strange outlines around the tiles are because they’re being drawn as solid, not transparent.. (mainly due to the fact that there is nothing behind them right now)
Image Image Image
Image Image
Image Image
Image
Image Image

June 15th, 2007
CPS3 Sound

No real progress on the Backgrounds / Sprites / Palette i’m afraid. Lots of things have been ruled out, but no conclusions have been made on how it actually gets/decode the data from FlashRoms into RAM yet, it seems to be some kind of external DMA but we can’t find any parameters or what triggers it right now.

On the good side of things, Eeprom access has been fixed, so SFIII / 2 / 3 boot without Eeprom hacks. Warzard still doesn’t boot for some reason, although ElSemi has it booting outside of MAME (it doesn’t reveal any more clues about the backgrounds/sprites work tho)

Also, and this is the main thing I want report here, Phil Bennett has added preliminary sound emulation (as mentioned in the comments of the previous post)

Here is a short OGG recorded from SF3 in MAME. As you can hear, the game is running even if you can’t really see anything apart from the health bars.
Image
more shots here

Emu WIP Mystery CPS3 emu

Its from ElSemi and this is all I know about it, its all thats been said pretty much:
# 1. EMULATED GAMES JoJós Venture
# JoJós Bizarre Adventure
# Street Fighter III: New Generation
# Street Fighter III: 2nd Impact
# Street Fighter III: Third Strike
# Warzard/Network Earth

2. STATE OF THE EMULATOR
CPU: Emulated
Graphics: Only 8×8 tiles are shown correctly
Sound: Emulated
Controls: Emulated
CDROM: Partially emulated, right now games boot as “NoCD” mode.

3. FAQ
Q: What speed are these games running?
A: With 3,2ghz i get 400/450fps on SF3: 3rd Strike

Q: What romsets will be used?
A: MAME officially ones.

Q: Works on Windows Vista?
A: Yes.

Q: When will be released?
A: When starts to work well

Q: The games are really working?
A: Yes, but you dont see anything on screen…

4. CAPTURES
Image Image Image Image
Image Image Image
read more here though its in Spanish
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

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Re: Non DC Emulation and Homebrew News

Post by Hawq »

frontend Emu Loader 5.0.1

system PC - Windows

popular mame frontend, news:
fixed:
# Image types not being properly set at frontend's startup
# MAME custom game options not being generated on correct folder
# Favorites tool bar button not being properly loaded when switching to small tool bar
# if columns profile file do not exist, customize columns feature generate errors
# Add single game to favorites was not working properly
# File not found error message when favorites icon did not exist
# Access violation when favorites list is empty

added:
# Columns captions can be customized now (customize columns screen)
get from here

emulator RPCemu 0.7

system PC - Windows/dos/linux

Risc PC emu, think Archie, news:
* New dynamic recompiler CPU core - between 2 and 4 times the speed of the interpreter, depending on machine, applications etc
* RISC OS 4 now works properly with lazy task swapping on recompiler
* CD-ROM support. .ISO images on all platforms, direct drive access on Windows and Linux
* Now supports hard disc images above 2gb - the new limit is 32gb
* New DOS port
* Now compiles and (mostly) works on big-endian machines (eg PowerPC Macintosh)
* Source code improved a bit
get from here

emulator CPCE 1.81

system PC - Windows/dos

Amstrad CPC emu, news:
* Hexagon protection supported through FDC timeout emulation, and double-sided discs can be flipped.
* Alt+F9 shows activity leds (tape, floppy disc, hard disc).
* REDEFINE.COM customizes the keys mapping the CPC joystick, and ESC can now be mapped to the key above TAB for easier use.
* Screenshots are saved as BMP files instead of PCX ones.

Bugfixes:
* damaged Symbiface 2 HD gaps, long filename autorun crash, and more.
get from here

emulator AGE 0.44 / MAME 0.116u1

system PC - Windows

Arcade Gambling Extension of Mame, news:
Changed IRQ handling in MPU4.c to match the original device (the ROM cartridge can alter the connections depending on whether it's a serial card or not)
Neo-Geo driver is now the MAME one, with only the AGEMAME games enabled, this will be easier to maintain, and more reliable during the rewrite.
Added version string updates to AGEMAME, to assist with regression testing experiments.

Source Changes
# Rewrote Neo-Geo driver again based on information from Charles MacDonald. This update fixes a number of issues with the previous attempt. [Zsolt Vasvari]
# Fixed a number of errors and simplified the code significantly in the ptm6840 code. [Atari Ace]
# Fixed a few warnings that show up with -Wextra. [Atari Ace, Zsolt Vasvari]
# Improved GCD computations in the rendlay.c code. [Christophe Jaillet]
# Switched driver code to exclusively using mame_rand() instead of rand(), to improve consistency of results. [Aaron Giles]

-Added support for multiple keyboards: [Andrew Kuruhin]
-added multikeyboard input support through RAWINPUT mechanism (up to 8 simultaneous keyboard inputs
-fixed RAWINPUT device registry enumeration bugs
get from here if you compile it yourself or get a binary here or here

emu WIP Gekko WIP Public Video
Just to get ride once for all of those people that still think it's fake.

Here's a video I recorded last night using HyperCam (not FRAPS). In this video you will see the main emulator running, it's output console, the folder with the files in the back and th hypercam window.

NOTE1: The video speed isn't the real speed the game would be going. It's slower due to Hypercam running over it (and using some of the CPU).
NOTE2: The video is encoded in xvid. You will need this decoder installed in order to be able to watch the video.
link here
Enjoy!
read more here and see the video here if you'd rather not download it

emulator Basilisk 2 Semi-update, For A_SN

system GP2X

mac emu, news:
Mouse Acceleration (increases as you move, decreases as you don't, also wraps around screen like in Pacman)
Start is mapped to enter.
get from here

emulator PSPXTI v1.2.0 (IR Keyboard)

system PSP

TI-92 Calculator emu, news:
- IR Keyboard support
get from here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emu WIP CPS3 emulator WIP news

ElSemi's emu is up first for WIP news this time:
Image Image Image
more as it happens here (lots of Spanish)

Emu WIP CPS3 Tile / Sprite Data Compression
CPS3 uses compressed data for it’s BG tiles and Sprite Data. The system has a ‘DMA’ list in Video RAM, and when given the command the video hardware will process this list, and copy + decompress graphic data from the FlashROMs into Video RAM for use by the game.

The compression initially looked rather complex, but actually turns out to be much more simple than first thought (although emulation still isn’t perfect)

The basics of it are simple. The first command in the DMA list is a special command, telling the chip to upload a 256 byte table to its internal memory. The Compressed data contains 8 bit values from 00 - FF. Byte with 0×80 set (0×80 - 0xFF) are treated as a lookup into the table it uploaded, replacing one byte, with one word from the table. This allows them to compress the 128 most common words to a single byte instead of a word, thus saving 50%.

After that there is an RLE stage, bytes with 0×40 set are command bytes, telling the chip to repeat the next byte a certain number of tiles. What you’re left with is a series of values between 0×00 and 0×3f, giving 6bpp (64 colour) sprite / bg tiles.

What isn’t quite understood is what happens if there is an RLE command byte followed by an RLE command byte, or if RLE is applied to a 0×80 byte, does it just affect the first value in the table, or do both get repeated etc.

Here are some screenshots, they’re not quite as good as ElSemi’s, probably due to a bug in the code I’m using right now. Also I’ve had to disable the text layer palette for now because MAME can’t handle over 0×10000 colours in a palette without custom drawing functions.
JoJo
Image Image Image
JoJo Bizzare Adventure
Image Image Image
SF III
Image Image Image
SF III 2
Image Image Image
SF III 3
Image Image Image
read more & see the other shots here

emulator Hoxs64 v1.0.4.23

system PC - Windows

C64 emu, news:
* 1) Bug fix to the TAP version 2 reader. The "Giana Sisters" tape file now plays.
* 2) Adjusted TOD clock to allow the possibility of a TOD Alarm IRQ occurring immediately on a write to the TOD clock. The game "Hammer Fist" now plays.
get from here

emulator fMSX-PSP v3.3.1

system PSP

MSX, MSX2, MSX2+ emu, news:
* Virtual keyboard improvements. The virtual keyboard now requires an external file - 'msx.lyt' in the emulator directory—the file contains keyboard layout information
* fMSX updated to version 3.3
* Lots of minor bug fixes
get from here

Emulator WinUAE 1.4.3 Public Beta 5

System PC - Windows

Amiga emu, news:
ROM rescan needed again.

Beta 5:

- JIT on/off switching via uae-configuration re-enables direct mode This time it really should work as designed.
- video recording sound pitch change fix (side-effects possible..)
- random FPU fixes from Aranym (which btw, isn't feature complete either, at least float to integer clamping is missing)
- rom scanner uses SHA-1 now (instead of CRC32)
- archive as a harddrive emulation. Data is decompressed on the fly. Only directory tree is allocated in memory during mount-phase. "file not found error" will be returned if decompression fails (corrupt archive?) Already decompressed files will be left in memory (memory is cheap, repeated decompression can be slow)
- archive support completely rewritten (memory/file leaks possible) Recursive decompression possible (not yet enabled and not fully implemented), not sure if I enable it later or not.. (would enable transparent archives inside archives inside archives etc..)
- work in progress (this is really crazy idea..): xfd (Amiga decompression library) slave library support via separate 68k emulation instance Crazy or very stupid idea, not sure yet.. It would enable full transparent decompression support of nearly every Amiga compression format..
- built-in lha/lzh archive support added
- built-in lzx archive support added (store mode not supported yet)
- "add directory/archive" harddrives: only path is mandatory, volume name (if left empty) is automatically generated from selected path
- added "add archive" harddrive type. Single plain file also accepted.
- real harddrive "safety check" system changed, now all drives are listed (and marked as empty,non-empty or RDB) but drive is not mounted if safety check is not disabled and drive is non-empty.
- disable "add harddrive" on vista without full admin privileges
- harddisk panel directory and archive dragndrop added
- included beta updated rtg.library, fully enables >1024 pixel wide bitmaps (including acceleration), obsoletes picasso96fix. (BR)
get from here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emu WIP CPS3 Mame WIP, Sprites.. & Tile Compression Part 2
Sprites..

This is the first shot of some sprites with meaningful tiles. Everything is in the wrong place and upside down at the moment, but you can see where this is heading.
Image
and this is where we stand at the end of the day / night… on our heads.
Image Image Image

Tile Compression Part 2

Dox made a suggestion, I implemented it, and now the tile DMA is fixed.

Basically the RLE byte should affect the last normal byte before it, NOT the byte after it. This simplifies the code, and produces much better results.
Image Image Image Image
Image
Image Image
more info & shots here

Emu WIP ElSemi's CPS3 sprite progress

Image
read more here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emu WIP Elsemi CPS3 wip shots

ElSemi continues to make good progress
Image Image Image Image Image
Image Image Image Image Image
Read more & see the other shots here

Emu WIP Mame CPS3 WIP more progress
I fixed a few problems (broken fastboot hacks are bad mmmk) and Warzard now has sprites, and the Sprite positions in the other games seem more correct.
Image Image Image
The zoom isn’t emulated on the sprites yet, hence the bad looking ones on the first shot in the backgrond.

you may have noticed the site was down for a bit yesterday, basically the bandwidth usage was killing the mameworld.info server, so Twisty disabled it for a while. Go easy on the refresh button guys ;-)
read more here

Emulator Mame32 CPS3 alpha

System PC - Windows

A mame with the CPS3 drivers in, ok so the colours are a little messed up but it works with Mame .114 roms & chd's (apparently I just pointed it at my full set & it works)
get from here, here or here and heres some shots of it in action I took earlier:
SFIII

Image Image Image Image Image Image

SFIII 2

Image Image Image Image Image

SFIII 3

Image Image Image Image
Image Image Image
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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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emulator MAME 0.116u2

System PC - Windows

.diff time, news:
MAMETesters Bugs Fixed
----------------------
adk0116yel [Zsolt Vasvari]
neodrvr0116u1red [Zsolt Vasvari]
strhoop0116u1red [Zsolt Vasvari]
wb3_0116u1gre [Aaron Giles]



Source Changes
--------------
Fixed regressions in Gridlee and Gomoku. [Zsolt Vasvari]

Fixed some unicode build issues in the Windows code.
[Oliver Stoneberg]

Updated a number of games to correctly use the SN76489 instead of the
SN76496, which was a later design. [Justin Kerk, Lord Nightmare]

Cleaned up the exports from a number of drivers, adding static
qualifiers to functions and variables t hat don't need to be exported
and have generic sounding names. [Atari Ace]

Updated numerous drivers to remove the use of global Machine wherever
possible. Also reviewed the clipping regions and made changes to
ensure the passed-in cliprect was honored. [Zsolt Vasvari]

Cleaned up the Dooyong driver: [Vas Crabb]
* Consolidated and streamlined tilemap callbacks
* Took better advantage of MAME's tilemap caching by building
larger tilemaps so they don't need to be invalidated as often
* Interpreted sprite Y position as signed 9-bit value in
rshark/superx (fixes some glitches)
* Added more explanatory comments to help others reading the code

Changed a number of mame timer objects from void * to mame_timer *.
[Atari Ace]

Fixed a couple more Irem CPU opcodes to improve Match It 2.
[Robiza]

Fixed collision detection bug in thunderX. [Shimapong]

Initial cut at working CPS3 driver. Basically works but has a lot
more work to be done to finish it up.
[David Haywood, Andreas Naive, Tomasz Slanina, ElSemi, Philip Bennett]

Fixed minor cycle timing issue in 6809 CPU core. [Ernesto Corvi]

Neo-Geo updates: [Zsolt Vasvari]
* Fixed several regressions from previous update
* Added LED outputs
* Improved smaller visible area configuration

Fixed some incorrect information in the Neo Geo ROMsets. [JohnBoy]

Integrated platform-specific changes into the core makefile, mostly
taken from the SDLMAME makefile. Changed the MAMEOS configuration
variable to OSD, indicating which OSD layer is being compiled. Added
a new configuration variable TARGETOS which specifies the target OS
platform. [Aaron Giles]



New clones added
----------------
Punch-Out!! (Italian bootleg) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Mini Boy 7 [Roberto Fresca]
get from here

Emulator CPS3 Emulator Preview Test version

system PC - Windows

ElSemi's CPS3 emu gets a test release, news:
This is a preview version of my CPS3 emulator. Here you can see the current work-in-progress state of the emulation.

There are still a lot of missing features to emulate properly so don't report any emulation errors yet. The missing features include (and the effect caused by them missing) :

# Sprite Zoom: you'll see the sprite tiles (squares) not being properly aligned or with gaps
# Fullscreen Zoom: Sometimes it seems like the camera is not pointing to the action
# Per-tile palette selection: some colors (a lot in some games) are wrong
# Priorities: objects that are over the background when they should appear behind
# Linescroll: Floor 3D effect missing. SF32ndi scrolling letters in intro missing.
# Linezoom: I don't know where is it used :)

supported games:
# Jojo's Bizarre Adventure: Heritage for the Future
# Jojo's Venture / Jojo no Kimyouna no Bouken
# Street Fighter III 2nd Impact: Giant Attack
# Street Fighter III 3rd Strike: Fight for the Future
# Street Fighter III: New Generation
# Warzard / Red Earth
get from here

Dat CPS3 emu RomCenter/ClrMamePro .dat

simple enough, use em to check your romsets for use with ElSemi's emu
get from here

Emulator Mame32.116.2

System PC - Windows

plain mame with gui
get from to avoid the fileplanet queues

Emulator Mame Plus! .116u2

System PC - Windows

unofficial mame, no specific news this time
get from [url=http://mame.emu-zone.org/]here


Emulator SDLMame .116u2

system SDL

mame with DX out & SDL in, news:
* Added -gl_alwayspow2texture switch which can fix OpenGL corruption on some cards/drivers (Sven Gothel)
* Fixed alt-enter fullscreen toggle in OpenGL mode (Sven Gothel)
* MinGW compile warning fixes/debugger stubs (Firewave)
* New unified makefile for baseline and SDLMAME. Note: SUBARCH is now TARGETOS! (Aaron Giles)
get from here

Dat Mameinfo.dat.116u2

info on games in mame
get from here if you patch it yourself or here for a ready patched one



Emu WIP mame CPS3 WIP update

Sprite zoom
I posted this on Mameworld yesterday because I couldn’t access my site.

Anyway, I’ve hooked up a preliminary spritezoom in CPS3 (this progress is in Mame0116u2) and passed the information on how it works to ElSemi so that he can implement it in his standalone emulator.

Basically each part of a sprite can specify the height / width of that part in pixels, and the number of tiles that are used to cover that height / width. Previously I was using the upper 4 bits of the height / width as the number of tiles instead. After realising that this was wrong and finding the actual # of tiles bit implementing the zoom was fairly straightforward.

JoJo / JoJo Ba have a test mode where you can test the sprites. This is only available when the game is set to ‘Developer Mode’ ( 0×7x region code in the BIOS ) As the current MAME driver is set to this while I work on it, you can access the hidden mode by holding Player 1 button 1 when entering test mode.


Image

Warzard also uses it for the character profiles in the background on the select screen. Compare this to the shot in the previous news post.


Image
Street Fighter 3 3rd Strike uses i during the intro for some portraits, these looked terrible with the previous preview code.


Image

and it’s also used for the ‘Fight’ graphics at the start of the round on most of the games.


Image

there are many other places where it’s used as Capcom made fairly extensive use of it for special effects etc. So having it implemented improves a large number of little things.

CPS3 also has ‘Line Zoom’ and ‘Frame Zoom’ Frame Zoom seems to be some kind of Framebuffer zoom, allowing the player to see a greater / smaller area of the playfield. Implenenting that *fast* in MAME could be a pain ;-) I remember having to do similar for ‘Rabbit’ and it slowing the whole thing down significantly due to the overhead of having to render and clear an extended display area. Anyway, I’ll look into it at some point, but first I’d like to look into fixing the remaining sprite palette issues both myself and ElSemi are having. He’s using one sprite colour register, I’m using the other, there must be some way to combine them, or select which one to use.
Palette
I think I’ve fixed the palettes. There was a single bit to select which one to use (the one in the main list, or the one in the sublists)

Image

Image

Image

not tested too much so far, but everything I’ve seen looks much better. The only ‘bad’ colours I can see now are where there should be shadow sprites / alpha blending effects.
keep up to date here

interpretor ScummVM 0.X.0: "Tic-tac-toe edition"

read the news here as its 406'ing the forum for me
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Re: Non DC Emulation and Homebrew News

Post by Hawq »

emulator Gp2xpectrum 1.4

system GP2X

ZX Spectrum emu, news:
- Memory contention emulation is now optional. It's changed together with frameskip. A different speed is used and will be stored for each setting.
- Allowed speed range is 100-220 MHz.
- Even when contention is enabled, it's not calculated on the upper and lower border, getting a nice speed boost, so default speed has gone down to 145/175 MHz. Without contention emulation it's left to 130/160 MHz.
- Virtual keyboard Y button will keep the key pressed for 5 frames to make sure the option is selected.
- Volume is set to 70% at exit, instead of 0% as before, so games that don't set the volume don't become soundless after executing GP2Xpectrum.
get from here

emulator Gpfce 0.4 r171

system GP2X

Nes emu, news:
UPDATE:
# a bugfix release (r162): Fixed savestate subsections (were causing some mapper data not to be saved).
# Fixed an issue of MapIRQHook getting lost after loading a savestate (glitched Akumajou Densetsu and other games after savestate load).
# A bug, which prevented configuring multiple USB pads fixed.
# Fixed sound breaking bug after switching it on/off multiple times.
# Added "Perfect VSYNC" option, which changes GP2X refresh rate and syncs emu timing to LCD vsync.
# Fixed IPS patch support.
# Some more bugs fixed.

UPDATE: a bugfix release (r163):
# Fixed savestate subsections (were causing some mapper data not to be saved).
# Fixed an issue of MapIRQHook getting lost after loading a savestate (glitched Akumajou Densetsu and other games after savestate load).
# A bug, which prevented configuring multiple USB pads fixed.
# Fixed sound breaking bug after switching it on/off multiple times.
# Added "Perfect VSYNC" option, which changes GP2X refresh rate and syncs emu timing to LCD vsync.
# Fixed IPS patch support.
# Added A r k's fast-direction-change fix for usbjoy lib.

UPDATE: another small bugfix release (r171):
# Added optional "Accurate renderer", which is the original FCE Ultra 0.98.x renderer + PPU emulation code. It's much slower, but it can handle games which need more precise PPU timing emulation (like Marble Madness).
# Fixed saving and loading of game specific configs.
# Some other minor changes.
get from here

emulator AGE 0.44 / MAME 0.116u2

system PC - Windows

fruit machine emu, news:
With all these cleanups, I've moved a lot of AGEMAME specific initialisation into age.mak, the theory being that this makes SDL compilation just a matter of changing targets, rather than makefiles.

# Source Changes Cleaned up the exports from a number of drivers, adding static qualifiers to functions and variables that don't need to be exported and have generic sounding names. [Atari Ace]
# Fixed minor cycle timing issue in 6809 CPU core. [Ernesto Corvi]
# Fixed some incorrect information in the Neo Geo ROMsets. [JohnBoy]
# Integrated platform-specific changes into the core makefile, mostly taken from the SDLMAME makefile. Changed the MAMEOS configuration variable to OSD, indicating which OSD layer is being compiled. Added a new configuration variable TARGETOS which specifies the target OS platform. [Aaron Giles]

Neo-Geo updates: [Zsolt Vasvari]
# * Fixed several regressions from previous update
# * Added LED outputs
# * Improved smaller visible area configuration
get from here

emulator Ootake 1.10

system PC - Windows

PC-Engine emu, news:
* The processing part related to "Joypad" and "Memory Base 128(Preservation device put on the market in Japan)" has been improved. In "THE ATLAS", "Super Mahjong Taikai", "Emerald Dragon", and "Linda Cube", etc. it came to be able to save to "Memory Base 128".
* Operation speed & timing of CPU has been elaborately adjusted.
* In "Burning Angel", the problem that the character was displayed in front of the status display was solved.
* Additionally, a detailed part has been improved and corrected.
get from here

emulator Genesis Plus 21.06.2007

system GC/Wii

Genesis emu, news:
- added 4.7GB DVD support for WII drives (the maximal allowed size for Gamecube DVD is still 1.35GB)
- removed MPAL video timings, always use 60Hz NTSC: fix display problems for PAL wii users (no more PAL50 version needed)
- added Console Reboot option in main menu (IPL Reboot)
- added Multitap support (EA 4-Way Play and Sega Teamplayer): allowed up to four players in games supporting those peripherals
- added partial Sega Menacer lightgun support (use Analog Stick): automatically set when detecting the 6-in-1 Menacer game
get from here

Emu WIP CPS3 Mame WIP, Full-screen Zoom
I’ve come up with a preliminary implementation of Full-screen zoom, used pretty heavily by JoJo and Warzard.

Right now the code assumes that the view will never be zoomed more than twice the normal visible area away, as it’s a framebuffer zoom I’d expect there to be some sensible limit in hardware such as this, although testing on the real hardware would be good.


Image

Image

Image

Image

Test source code can be found at http://haze.mameworld.info/misc/cps3_220607_fsz.zip Again I’m not posting binaries.

Note, I haven’t managed to fix the reported crash in SFIII NG, I’m looking into it now.
stay up to date here

emulator Mame32 .116.2a

system PC - Windows

plain mame with gui with the latest CPS3 drivers now
get from EmuHQ to avoid fileplanets queues

emulator Mame Plus! .116u2b

system PC - Windows

unofficial mame, news:
* updated CPS3 driver cps3_220607_fsz.zip [Haze]
* speed up GUI rom audit routines [regret]
get from here

emulator MAME32XT 0.116u2a

system PC - Windows

unofficial mame
get from here

emulator SDLMame .116u2a

system SDL

mame with DX out & SDL in, news:
* Added OPT_FLAGS override for RPM builds (XulChris)
* Fixed PowerPC compile (RB)
* Video code cleanups & added -sdlvideofps to benchmark video independantly of the emulation (Sven Gothel)
* Fixed MinGW compile (RB)
* Turned off CPS-3 file-dumping (RB)
* Optimized compiles now are warning-free on Linux x86, Mac OS X (both PPC and Intel), and MinGW (RB)

Note: -gl_glsl doesn't seem to work properly in this version (tested with sfiii). Sven, could you check it out?
get from here

emulator Mame Plus Plus .116u1

system PC - Windows

unofficial mame with 3D plugin support & kaillera, yes its a version behind right now but it does have the CPS3 drivers in
get from here

homebrew Toads Tool 64 beta 0.2

system PC - Windows, Mac OSX

A graphically oriented Super Mario 64 level editor, news:
Version 0.2b fixes a bug that prevented texture importing, and it should be now possible to click on the 3d view to select or move objects, as expected.
get from here
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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emulator WinUAE 1.4.3 Public Beta 6

system PC - Windows

Amiga emu, news:
* rar unpacking double memory deallocation (unrar.dll is still the most stupidly designed unpacking library)
* crash if dearchiver (rar or archiveaccess) was not available
* hardfile filesys loader/relocator sometimes incorrectly allocated code/data space from chip memory
* lha/lzh archive detection fixed
* P96 ram allocation forced indirect JIT mode
* -datapath fixed, overrides paths-panel paths again
* recursive harddrive archive support enabled

Archives inside archive are only unpacked when first accessed for best performance. Tested by creating 200MB zip archive that contained ~250 pre-installed zipped WHDLoad demo slaves. (Note that this can confuse some programs because size of "harddrive" gets bigger and bigger the more archives inside archives are unpacked..)

Original archive is "duplicated" as a directory called <name of archive>.DIR

"file not found" or "empty directory" is returned if decompression fails

In future there may be options to disable recursive archive support and ability to replace original archive file with unpacked directory (without .DIR extension) Another future idea is write access (to separate "diff" directory)

Note: rar archive inside another archive can not be unpacked without archiveaccess.dll (unrar.dll can't do it without temp files and I refuse to use temp files)
get from here

emulator Sega Li 1.11 "meisei"

system PC - Windows

Nes emu, news:
* CPU/PPU: small speedup from 32-bit struct alignment
* blargg's nes_ntsc updated to 0.2.2
* input: fixed !+toggle function combination
* input: added a doubleclick function, that acts as a single pulse, and made it a shortcut to switch to fullscreen/windowed mode
* directories are defaulted to . on the 1st run
* draw: added "Stretch to Fit" and "Correct Aspect" to the GUI
* added an about window, and a help window that opens the documentation
* newly opened windows are now centered on their parent window when needed
* added Konami HyperShot controller emulation
* draw: fixed screen not being properly refreshed sometimes when switching from fullscreen to windowed mode
* mappers: fixed crash when trying to change dipswitches without having loaded a game
* draw: message font black outline looks somewhat better
* draw: fixed bottom overscan part being drawn with a delay of 1 frame
* draw: added video signal settings to the GUI
* draw: added Direct3D renderer, including all features of the DirectDraw renderer
* draw: added bilinear filtering (Direct3D only)
* mappers: fixed iNES mapper #87, it supports 32K PRG
* mappers: added support for Namcot 106 battery backed EXRAM
* added autodetection of MMC6 games by SRAM size, after initial setup
* draw: fixed DirectDraw crash when trying to recreate itself if it got lost due to another application taking over
* draw: added "Software Rendering" and "VSync" to the GUI
* several trivial changes (mainly renaming some unclear settings/GUI text)
get from here

emulator MagicEngine 1.0 PR 10.2/ OS X (universal binary)

system Mac OSX

PC-Engine emu, news:
* fixed arrow keys double-move bug in the load ROM menu
* added mouse cursor auto-hide feature in fullscreen mode
* added missing mouse wheel support in 640x480 mode
get from here

emulator VB81 XuR 25/06/07

system PC - Windows

ZX81 emu, news:
* 8255 card added in "Setting" and in the options popup.
* : Centronic card ( http://zx81.ordi5.free.fr/brico/centronic )
* Virtual Centronics printer.
* : The universal card.
* minor changes (T81+ASM2 window).
get from here

emulator iNES 3.4

system PC - Windows/dos, S60 3'rd edition phones

Nes emu, news:
This version adds proper emulation for non-standard input devices: the light gun (Duck Hunt, etc), the paddle (Arkanoid) and the PowerPad (Athletic World, etc).
First two are simulated with a mouse. The PowerPad uses the left and right sides of your computer keyboard. I have also extended the built-in menu with options to choose new input devices, record game soundtrack, and swap DiskSystem floppies. To save screen estate, the built-in menu has been rehashed. It now has universal "Load File" and "Save File" options and figures file type by its content.

The iNES-Symbian has got a lot of new Symbian-specific features. You can now configure its display for portrait or landscape mode and force display backlight on (this should work around the backlight bug in the E62 firmware). Starting with this version, iNES-Symbian supports FamiBASIC keyboard and provides a virtual keyboard ([EDIT] key) for phones without the real keyboard. There are a few fixes that prevent possible crashes, warning messages, and so on. Finally, I have fixed the opendir() bug, so all built-in menu options work now.
get from here

emulators JME C64 v1.5.1 & JSwing C64 v1.5.1

system Java

C64 emu's one for PC the other for mobile devices, news:
JME:
# some minor performance optimizations
# correctly align the virtual joystick
# enable virtual joystick if pointer events OR pointer motion events are supported
# don't use full-screen mode if there is enough space below the C64 screen

JSwing:
# some minor performance optimizations
get from here

emulator AGE 0.44 / MAME 0.116u2 binary

system PC - Windows

got round that missing file so heres a binary of this fruit machine emu
get from here or here

Emu death Mame32FX

Mamesicks calling it a day
I'm going to quit, this time for real and for ever. Too much things are changing in my life in this period... and I have to follow them.
Decision is taken, so don't complaint, don't cry but wish me good luck instead.
If I'll have the time I'll release a final 0.117 or 0.118 just to give you the ability to enjoy CPS3 games with 32FX.
This forum will close soon since I have no more time to follow it. I have to thanks a lot of people here and there, there's no need to list them you know who you are.
Spread the news and god bless you.
read more here

Emulator CPS3 Emulator Preview 2 Test version update

system PC - Windows

ElSemi's updated his CPS3 emulator with a small change
UPDATE: I've noticed that I disabled the image filtering in fullscreen. I've updated the package with an .exe that works like the old version you can get the unfiltered version by setting FilterTilemaps=0 in the ini.
get from here

emu WIP CPS3 emulator

20/6/07
Image Image
Image Image

24/6/07
Image Image
Image Image

homebrew Toad's tool 0.3b

system PC - Windows, Mac OSX

Mario 64 editor util, news:
•A bad bug in Windows that was triggered when right-clicking causing TT64 to crash or refresh the window was eliminated.
•Some imported textures weren't correctly saved to ROM (creating a dot in the corner). This should now be fixed.
•The "Rotate Camera" button should now be hilighted as it should, when a level is loaded.
•Manually entering decimal values in the parameter bar would cause the wrong number to be entered instead. Also fixed.
•On Windows TT64 should now stop using CPU cycles when it's window is deactivated or minimized.
•Fixed a bug where clicking on cancel when opening a ROM would generate a script error.

Some people seem to have problems opening a ROM even if it was extended, for example generating a script error while loading in TT64. I guess that there are some variations in the ROM versions, and that even if the ROM extender works on a ROM, it doesn't guarantee that it will be compatible with TT64. In future versions I'll implement a more thorough check to ensure people open/extend the right version.

Bad news: it seems that levels that I thought would be very reconfigurable, (Bowser courses, Lethal Lava Land) actually are limited by the fact that they rely on the main level collision data. If you move platforms in these levels, the collision data won't move with it. Dealing with this will require some pretty complicated collision data editor. I guess that this problem will encourage me to work on it sooner than expected. But don't expect miracles, it's not as simple as enabling movement of individual vertices in the collision data.

The Documentation is still not finished, but I made a few changes (mainly the styles and layout).

I'm gonna leave town for 6 days starting Monday, instead of Sunday. But, I'm also gonna be outta town later today, and be back by Sunday afternoon/evening
get from here

homebrew Lemmings DS v7.02 Full

system DS

Its Lemmings, what more can I say? apart from the news of course:
Lemmings DS is an open-source port of the classic Amiga action-puzzle game Lemmings for the Nintendo DS.

It features all 120 levels from the original Amiga Lemmings, and all 100 levels from Oh-No! More Lemmings.

That’s Fun, Tricky, Taxing, Mayhem, Tame, Crazy, Wild, Wicked and Havoc!

Other features include:

* DLDI support - You can enjoy all of the features of Lemmings DS on any of the devices listed on this page, without any fiddling about! (Even the R4.)
* Automatic progress saving - Lemmings DS automatically keeps track of what levels you have completed! (No more annoying passwords!)
* Make your own levels and traps using the included level editing tools, and share them with others online using the official MrD.net forum!
* Did we mention it’s completely free? - Download and play Lemmings DS today!

Once again, many thanks to the supah folks who tested Lemmings DS… including 0xtob, Mike Dailly, sgstair, chishm, WinterMute, dovoto, natrium42, Wibble, Stuart Campbell and everybody else who popped in to give their support!

v7.01: Fixed a silly bug with ‘Tactics Style’.

v7.02: Updated the downloads with the correct levels Fun 11 and Fun 23. You can download the fixed levels by themselves from this page. Copy them into the “Lems A - Fun” directory to play ‘em.
get from here
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Re: Non DC Emulation and Homebrew News

Post by Hawq »

emulator AmiArcadia/WinArcadia 4.26a

system Amiga OS3.5+, Pc - Windows

Emerson Arcadia 2001 & clones, Interton VC 4000 & clones and Elektor TV games computer emu, news:
-Emerson Arcadia 2001: bug fixes.
get from here

emulator PalmMAME 019

system PalmOS

mame fer PalmOS things like the Zodiac, news:
* Wow. Well I decided it was time to upgrade. So this is almost half-way to my goal of updating to the base MAME 0.37b16
* So all new working original games from 0.37b1 to 0.37b6 are supported unless they had known problems in which case they are disabled.
* This makes the file sizes significantly larger as there are updated cpu cores, some new ones and a ton of games.
* Hacked the CAVE games (Dangun Feveron, Esp Ra. De. and DoDonPachi) to work with palms limited memory. You must turn off the sound to make these games work and (you might want to sit down) YOU WILL NEED AT LEAST 60MEGS of free RAM to play them. They work pretty well on the Zodiac though, quite playable.
* Speedups will be added once the code base is stable again. Anyone wanting to help optimize the speed should contact me! Although nothing will be done until I hit the highest MAME version before the speed drops off.
* Artwork has been updated to support later versions of backgrounds.
* High scores now save and load properly (need a hiscore.dat in your palmmame dir)
* Smash TV and Total Carnage now work!
get from here

Emulator Yabause 0.8.5

system PC - Windows/Linux, Mac OSX, DC etc..

Yes I know it got mentioned in the main DC bit up top of the boards but heres the detail of whats new for all versions:
scsp:
- Added functions for dumping individual slots to wav files.

scu:
- Fixed SCU execution speed

sh2:
- Added DVDNTL/DVDNTH mirrors
- Added overflow interrupt

vdp1:
- Added function for displaying vdp1 textures for debugging
- Other bug fixes

vdp2:
- Added more RBG0 debug info

68k:
- Added a core system for m68k and a c68k core interface.
- Added a dummy m68k core based on old yabause code, working enough to boot the bios.

emulated bios:
- Registers are now reset correctly
- Fixed bug in BiosSetSh2Interrupt
- Added Read/Write Save support
- Added undocumented CD Authentication function

opengl video core:
- RBG0 bug fixes
- Rotation Screen improvements

software video core:
- Added 32 BPP cell draw mode

bsd port:
- Added support for OpenBSD

linux port:
- Fixed the segfault that occured when opening the preferences dialog.
- Added texture display in vdp1 debug dialog
- Other GUI improvements

macos port:
- Added browse button for bios setting
- Other bug fixes

windows port:
- Fixed a bug that was causing sound to not work on some people's computers.
- Added texture display in vdp1 debug dialog
- Added window/full screen resizing
- Added full screen on startup
- Settings changed to use tabs instead of what was previously used
- Other bug fixes
- Logging now is done to a logging window when DEBUG is defined while compiling.
- Added cheat dialog
- Added memory editor
- Added Visual C++ project file

general:
- Added Cheat support. Largely untested.
get from here

Dat CPS3 Cheat.dat for Mame

now with Warzard cheats, its attached
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The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

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Re: Non DC Emulation and Homebrew News

Post by Hawq »

emulators iNES 3.4.1 and fMSX 3.3.1

system 3'rd edition series 60 symbian phones

Nes & MSX emu's, news:
These updates fix compatibility with the Nokia 6280 phone and the previously messed up landscape mode startup. On suggestion from Juha Riihimaki, fMSX 3.3.1 also includes the configurable backlight control. This should help Nokia E62 users whose phones do not reenable the backlight after shutting it off.
get from here

emulator XRoar 0.19

system PC - Windows, Linux, Mac OSX, GP32, DS

Dragon 32/64 emu, news:
* WD279x Read Address command implemented.
* VDG fixes.
* Delta bugs in initialisation and drive select fixed.
* Better error reporting.
* Better compatibility with old snapshots.
* Performance improvements in OpenGL driver.
* DMK virtual disk reading bugfix.
* Virtual disk image file write support (DMK format only).
* Write protect toggles in SDL user-interface.
* Attached virtual disk filenames written to snapshots.
get from here

Emulator Mame32 .116.2c

system PC - Windows

plain vanilla mame, now with the latest CPS2 drivers
get from EmuHQ to avoid the fileplanet queues

emulator MAME32XT 0.116u2c

system PC - Windows

unofficial mame, with the latest CPS3 drivers
get from here

Tutorial installing Amiga workbench in UAE

pjhutch has a usefull guide up for installing workbench in UAE, check it out here
Image
The Prisoner - Makes NGE's ending look almost intelligible.
theres no-one else to blame

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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emu WIP CPS3 Tile Compression Part 3

Sean's Stage in SFIII New Generation uses a different compression scheme to the other games. For some reason, Capcom decided that one stage, in one game would use a different system. The Compression used on this level supports 8bpp tiles instead of 6, thus allowing for more colours, but a less efficient compression scheme. I’ve spent some time looking at this, and mostly figured out how it works. There are still a few problems, but I now have reocgnizable background tiles at least.
Image Image
read more as it happens here

frontend GameEx 8.19

system PC - Windows

multi emu & game frontend, news:
GameEx 8.19
# If available control panel will be shown for nine seconds or until key/button press when launching a game
# In game control panel shows and exits much quicker. It also shows a screen capture of the game as the background
# External applications now have options for launch before and launch after

GameEx 8.18
# For registered users AutoHotKey style real time key remapping via an advanced emulator configuration file
# Automatically creates default MAME ROM cfg file before launching a game
# Fixes HTML apps turned off by default on a new install
# Much quicker exit from emulators when using an advanced configuration file
get from here

emulator Daedalus PSP R12

system PSP

N64 emu, news:
[!] Fixed issue preventing Goldeneye from being loaded.
[!] Fixed dynarec for Goldeneye.
[!] Fixed dynarec for Super Smash Bros.
[!] Fix various texturing issues with 4bpp and small or non power-of-2 textures.
[!] Fix TexRect instructions with negative s/t components.
[!] Fixed the HUD in Mario 64 (broken in R11.)
[!] Fixed lights in F3DEX2 microcodes.
[+] Correctly implement instruction fetch exceptions, improving compatibility.
[+] Improved floating point compatibility.
[+] Correctly handle mask_s/mask_t tile values.
[+] Implemented a few custom blend modes.
[+] Screenshots just cover visible viewport.

If you've been following the updates on this blog over the past month the most obvious change is that Super Smash Bros. is now running well with dynarec enabled, and many graphical glitches have now been resolved. The compatibility fixes were specifically aimed at Super Smash Bros. but may well fix issues with other roms too. Overall SSB is looking and playing much better than it was in R11, but even at 30-40fps it's still not running at fullspeed yet. There are a few graphical issues that still need resolving, but all in all it's starting to feel very playable with frameskip set to 1 or 2.

Goldeneye is also running in R12. Although the intro sequence is running very quickly and with few noticable graphical issues, a lot more work is needed to it running at a playable framerate in-game. I think it's a good start though, and something to get excited about for the future :)

Otherwise R12 just has a few minor compatibility and graphical fixes - there are no optimisations for this build.
get from here

emulator jdarcnes Build 27.06.2007

system iPod Linux

multi system emu, news:
- Reads and writes to jdarcnes.cfg in linux root (will make it detect from windows root also later if linux root config doesn't exist)
- Actually loads the volume saved in jdarcnes.cfg on startup, before it loaded the value volume but never applied it
- Clicking rewind in the key menu goes back to config menu not main menu
- Make menu look better with spaces
- Added restart rom option but isn't working and also loading in rom list isn't working either, was this working before?
get from here

emulator igpSP 0.9 Beta 25.06.2007

system iPod Linux

GBA emu, news:
scaling, nano works, minor speedup. if u r bugged by scaling, tell me and ill upload w/o scaling
get from here

emulator gngeo2x V0.7a

system GP2X

Neo-Geo emu, news:
A NeoGeo Emulator for the gp2x, with assembler Z80 core and graphics dumper. Runs most games fullspeed with sound, features save states!

NOTE: This is the developmental build of the emulator and therefor may be unstable
get from here

frontend Rage2X v1.1

system GP2X

frontend for the above Neo-Geo emu, news:
v1.1
-beta test finished, update version and public release

V1.0.1 (beta11) (no public release yet)
-fix TV-OUT scaling (I'm very happy now )
-fix TV-OUT flickering
-fix TV-OUT synchro (thanks to Pepone's frame_skip source )
-chg all options code
-add --ramhack and --no-ramhack option
-add --vsync and --no-vsync option
-add --tvout and --no-tvout option
-add --tv_offset=x,y option
-add --dumpsprite
-add unsupported options (16 max) in rage2x.cmd
-add activation or not of all command line from rage2x.cmd (request Pepone)
-add save for these command line states (request me)
-add background scrolling options (if no scrolling you can down rage2x clock to 66MHz)
-add exit_program line in cfg if you want to launch another prog than default menu
-chg preview reading to reduce sd access
-add rom=ZIPNAME rage2x command line to return on launched rom (need more test when gngeo2x'll support it )
-add edit roms path 1 option
-add edit roms path 2 option
-add edit exit program option
-use gngeo2x craigix's ram tweak option for rage2x
-use gngeo2x --tv_offset=x,y option parameters to realtime center of rage2x in tvout mode
-add B button to launch a game
-add gngeo2x files checking (and "nochecking" cmd line for rage2x reboot)

V1.0 (no public release)
-fix no preview display speed (forgot to convert the picture to 16b)
-fix all over-range & missing settings in rage2x.cfg
-add -funroll-loops flag for compilation
-add rage2xclock option (you can change rage2x frequency from 66MHz to 133MHz)
-add credit screen with lot of name
-add memory cleaning at exit or gngeo launching
-add synch() for all save.
-chg to the last HW SDL lib by paeryn
-chg surface setting for hardware with double buffer (smooth now)
-chg default rage2x speed from 133MHz to 100MHz (by default)
-chg no preview picture (I prefere this one)
-chg NEO-GEO background logo (I prefere this one too )
-chg selector picture
-chg rage2x boot speed (already fast but faster now )
-chg the quick exit for a double START
-add missing screenshot and chg some.
-big update of database!
get from here

emulator WinUAE 1.4.3 Public Beta 7

system PC - Windows

Amiga emu, news:
- rom scanner detects overdumped roms again
- added "(SK)" to A3000 KS 1.3 ROM name (SuperKickstart disk rip, this version has never been in ROM chip format, only included because it comes with AF)
- removed A4091 boot rom from scan result dialog (NCR SCSI won't be implemented in next version)
- removed add host scsi from advanced chipset (not working)
- added more rom choices to "highend" configuration
- rom scanner didn't write full path to registry (zipped roms)
- command line configuration parameters accept compressed configuration files ("-f myconfigurations.zip\myconfig.uae")
- some dms compressed files failed to decompress and also took very long time to finish
- disk history is updating correctly again
- new rtg.library version number bump. added warning if older library is installed. NOTE: new rtg.library is fully compatible with older (Win)UAE versions.
- disabled CDTV debug logging
- hrtmon works again
- gzip decompression works again
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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Re: Non DC Emulation and Homebrew News

Post by Hawq »

Emulator MAME 0.116u3 Redux

system PC - Windows etc..

.diff update, news:
Oops, looks like my build script was broken by the recent change in object paths, and thus it did not catch a compilation error in the original 0.116u3 update. A new version of the diff is now available (same name as the original). If you need to unapply the original (via patch -R), you can still download the busted one
get from here

emulator Ootake 1.11

system PC - Windows

PC-Engine emu, news:
**IMPORTANT please read
In almost all the games of TurboGrafx16's "Turbo-Chip", there is a report that is able to play without trouble with Ootake. Please convert it into a correct image file if you use the sucking out machine for Japanese "Hu-Card". It is possible to convert it when the file is opened with Ootake. The converted "just proper" image file can be used with [a lot of other Free TG16/PCE emulators], too. This is a "fair" method for the "PC Engine & TurboGrafx16" emulator and the PCE/TG16's fan. (Thank you for reading.) Video chip (VDC,VCE) processing part was considerably sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
# The screen processing of "SUPER GRAFX (Japan)" was improved, and the speed improved.
# Processing related to the "ARCADE Card (mass buffer memory card of Japan)" is improved, and interchangeability has been improved. "Laplace no Ma" came to operate without trouble.
# "ARCADE Card" menu was added to "CD-ROM" menu. If this check is removed, it can be operated in the state of "ARCADE Card none".
# "Star Mobile" came to operate.
# Operation speed & timing of CPU has been elaborately adjusted. In stage 3 of "Soldier Blade", the screen disorder of one frame (generated by v1.10) was solved.
# In visual scene of "Ninja Ryuukenden", overlapping the screen was corrected.
# Additionally, a detailed part has been improved and corrected.
get from here


emulator MAME Plus! 0.116u3

system PC - Windows

unofficial mame, no news yet
get from here

emulator Mame Plus Plus .116u3

system PC - Windows

unofficial mame with kaillera & 3D plugin support, news:
# updated to mame plus .116u3
# Added region hack to CPS3
# Strange venture of hiding character effective edition - to future heritage - addition... cps3.c
get from here

emulator Mame32XT .116u3

system PC - Windows

unofficial mame
get form here

Dat Mameinfo.dat v0.116u3

info on games in mame, news:
* Updated to MAME 0.116u3.
* Added 0.116u3 Source/Listinfo changes.
* Newest Bugs (xxth Jun).
* Added infos about all src files that have been added or removed from 0.80-0.89u6 to the Mameinfo.dat and Hardware.txt.
* Completely re-added MAME 0.88u5-0.89u1 Source/Whatsnew/Readme-infos.
* Added Romset (kb/files/zip) infos.
* Fixed/Added 'Recommended Games'.
* Fixed Mameinfo.dat infos.
get from here if you patch it yourself or here for a ready from the box version

emulator CPS3-32 .116u3

system PC - Windows

CPS3 only mame32 build
get from here or here

Emulator CPS3 Emulator Preview 3 Test version

system PC - Windows

does exactly what it says on the tin, news:
New features emulated:
# Palette fadein/out
# Sean stage special tile compression
# Proper sprite/tilemap alignment
# Proper priority handling

The CPS3 emulation is almost complete. Only the shadow/blending emulation is missing. There is a preliminary emulation for it that works partially with the shadows, but is not correct in some other places (warzard sword effects for example).
I've added savestates support. To make a savestate, first select the slot with CTRL+number (in the main keyboard, not in the keypad) then press F11 twice (it's done that way so you don't accidentally delete a working state). To load a savestate, select the slot and then press F10.

I've added an option to set a custom fullscreen resolution in the .ini file (FullScreenWidth,FullScreenHeight). You must enable it setting Video->Fullscreen Resolution->Custom. Using a resolution that is not supported by your video card will cause the emulator to crash.

I'm not including the MultiCPU version as it causes some graphics glitches and if you have a dual core CPU, then you have enough power to run the standard version.
get from here

emulator LisaEm 1.0.0 Release Candidate 2

system PC - Windows, Mac OSX

Apple Lisa emu, news:
2007.06.26
# fixes to build.sh for differences between platforms.

2007.06.22
# floppy de-serialization routines.

2007.06.20
# rawbmp.h code finally works - except crashes on win32. sad.gif

2007.06.13
# rawbmp.h code works, much, much faster!

2007.06.12
# wxImage::SetRGB works - faster than old blit code

2007.05.01
# integrating new wxui code is taking me too long becaue of a lack of free time, so I'm going to go the other way so as to be able to make a release soon.

2007.04.24
# Dual Parallel ROM cheat

2007.04.15
# Found OS X display slowdown issues
# Fixed display sizing issues when skinless.

2007.04.14
# Fixed skins on/off switch on OS X

2007.04.13
# Debugging video system on OS X

2007.04.11
# Added Disk Copy 6.x detection to libdc42 open. This allows better error messages to be returned.

2007.04.10
# Added MacBinII stripper to libdc42 auto_open

2007.04.09
# finalized buffered raw keycodes to compensate for repeats
# decoupled the COPS 1/10th second timer from Lisa CPU and tied it to the host clock, clock is now acurate regardless of CPU speed.

2007.04.08
# added Unthrottled menu option for those who want to melt their host computer. smile.gif
# added buffered raw keycodes to compensate for repeats.

2007.04.07
# bug with raw keycodes that prevents updates found and fixed.

2007.04.06
# Changes for OS X issues (might roll these back since Jerome Vernet found that the slowdown issues go away with wxWidgets 2.7.2, will test on all platforms before committing to either path.)
# reworked display to draw directly to dc and skip full blit only done for AntiAlias mode, need to redo for all others.
# reworked timing loop to no longer need wxMilliSleep
get from here

emulator AGE 0.44 / MAME 0.116u3

fruit machine emu, news here as the boards 406'ing every time I try to put it here for some reason
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
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Posts: 7817
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Re: Non DC Emulation and Homebrew News

Post by Hawq »

emulator Mame32 .116.3a

system PC - Windows

plain mame with gui, not sure the change, probably to do with the updated .diff
get from here to avoid the fileplanet queues

emulator Mame32XT .116u3a

system PC - Windows

unofficial mame
get from here

emulator Yape 0.75

system PC - Windows

Commodore Plus/4 emu, news:
* support for custom drive ROM images
* added parallelized 1541 drive emulation (both types)
* optional breakpoint opcode ($F2)
* /BREAK command line parameter now accepts hexadecimal addresses (0xADDE)
* true drive emulation and high accuracy mode are now the default
* couple of bugfixes (custom joystick keys etc.)
get from here

interpretor ScummVM DS 0.10.0 beta1

system DS

Scumm engine interpretor for those point & click classics, news:
* New engines supported: AGI, CINE, and SAGA.
* Option to show the mouse cursor
* Word completion on keyboard for AGI games
* Plenty of optimisations

Supported Games
Build A:
* All Lucasarts games from Manic Mansion to Sam & Max Hit the Road

Build B:
* Beneath a Steel Sky
* Flight of the Amazon Queen

Build C:
* Simon the Sorcerer 1/2

Build D:
* Sierra AGI games
* Gobliiins 1 - 3
* Bargon Attack
* Ween: The Prophecy
* Future Wars

Build E:
* Inherit the Earth

Build F:
* The Legend of Kyrandia
get from here

interpretor Wine 0.9.40

system PC - linux

run windows stuff on yer penguin with this, news:
* Many MSHTML improvements.
* A few more sound fixes.
* Many Direct3D fixes.
* Lots of bug fixes.
get from here

emulator TI83 Emulator version 0.01

system GBA

TI-83 calc emu, news:
0.00
I'll release an extremely early build just to get feedback.
Yes, this is extremely early. Does not support sending programs to emulator, or savestates. Only emulates a TI83.

How to use:
* First append a TI83 rom image to the end of the .gba file, using something like copy /b ti83emu.gba + ti83.rom ti83emu_rom.gba
Keys:
SELECT: Toggle keyboard overlay
Keys (keyboard visible)
* Arrows: Move cursor
* (right now cursor is not displayed over arrow keys, just move it away a few times)
* A: Press that key
* B: Quick Keys
* Start: ENTER
* L: Alpha
* R: 2nd
Quick Keys: (Hold down B while keyboard visible)
* A: ENTER
* Arrow Keys: Arrow Keys
* (other keys same as keyboard visible)
Fullscreen Keys:
* Arrows: Arrows
* A: 2nd
* B: Alpha

0.01
# Has a Link Feature.
# Append the TI83 ROM, then append a single .83g file.
# Press L+R in fullscreen mode to send the attached 83g file. (uses silent linking, calc must be on and at homescreen)
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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