Citra the open source 3DS emulator has now reached interesting progress with the addition of having an opengl renderer.
And has posted a new video or Orcarina of time 3D running near full speed on citra.
This footage has not been sped up; it's actually running around, or even faster than, full speed most of the time! There are a lot of OpenGL specific bugs, but they'll be worked out in time. Credit to the hardware renderer goes to https://github.com/tfarley
In it's current state the OpenGL renderer isn't currently planned to be merged into master, but it goes to show how much of a speedup there will be when one is finished.
A new build of HDNes has been released. The nes emulator that allows replacement of tiles up to 4x the resolution.
1. Updated to SDL2, input settings are incompatible with previous version so please configure input again
2. Fixed some clicking noise in the triangle channel
3. Fixed an overflow bug when filling sound buffer
The citra team have posted a new video showing virtual console games being played on citra the open source 3DS emulator.
Did you know that Citra could boot 3DS Virtual Console titles? Neither did we! After figuring it out, we had to get some footage. Unlike previous videos the footage here is not accelerating it, you're seeing it as it was played.
A new release of ppsspp is out, mainly a bug fix for all the issues with 1.0
1.0 shipped with broken scrolling in the savestate list, that and a few other small bugs are now fixed in 1.0.1.
Bugfixes like the save state scroll issue, cosmetic issues like overscroll
Some cheat code bugfixes
Adler32 and Mersenne Twister modules added (fixes some obscure games)
Fix for Jak & Daxter slowdown
Graphics hack for Phantasy Star Portable 2 for Direct3D9
Fix compatibility with some PowerVR devices broken since v0.9.5-959-g4998044]
Six programers from Rare are joining together in hopes of creating a game of their own.
"Join us on our epic quest - Dream of a fun filled future of mega-awesome games! As we get back to our roots - creating unforgettable fun, unforgettable characters and unforgettable experiences, all sprinkled with a hint of magic dust from a golden age of gaming! Subscribe to receive the latest news and updates and opportunities to help shape our games!"
Citra the Nintendo 3DS emulator has made alot of progress lately, and has posted a video of it playing Cave story in game on youtube.
With tons of changes over the past month, Citra is now booting several games! While it's still slow (Citra is running a software renderer and CPU interpreter) the game appears to be fully playable and even completable! Feel free to check out our official website at http://citra-emu.org/
Citra currently does not attempt to emulate sound, so music has been added to the video.
Finally, 1.0 is out, with a ton of new improvements! Note that it can take a while for it to become available in the Play store, depending on your location and Google's datacenters.
Many, many bug fixes in JIT and elsewhere, improving compatibility
Proper fix for Zenfone and related devices
Direct3D 9 supported as a rendering backend on Windows, helps on old GPUs and can be faster than OpenGL in many cases
You can now create specific configs per game
FPU rounding modes much better supported, fixes the Peace Walker boss that was undefeatable. NOTE: This breaks saves in Gods Eater - you must turn off the better rounding, load your save game, turn it on and save.
The JIT now uses SSE on x86, improving speed considerably. This does not affect ARM devices, that's for the next version or two.
Improved audio output code on both Windows and Android, reducing audio latency on Windows and on some Android systems
FFMPEG upgraded, fixed some music hangs ("GHA phase shifts")
Some Ad Hoc improvements, coldbird.net is now default adhoc server. Ad Hoc still unfinished and hard to use.
Graphics fixes: Bezier/spline drawing fixes, vertex position fixes, DanganRonpa on Adreno fixed, flat shading fixed, vertex cache improved, some PowerVR blockiness issues fixed, screen scaling filter added, Google Cardboard support
Simulate UMD speed better, fixing hangs in several games
More Atrac3 fixes, fixing hangs
Somewhat better disk full handling
Fixes to dynamic unloading of code, fixing problems in GEB and TRM 2/3
Updated to SDL2 where applicable (Linux, Mac)
Some new features, like analog/dpad-swap hotkey, graphics hack for Phantasy Star, show last bit of debug log in dev tools, etc
No more need for MSVCRT DLLs on Windows
A new release of the Playstation emulator ePSXe has been released.
The changes are:
- Added HLE bios support (an official PS1 is recommend yet). From this version ePSXe can run games without an official PS1 bios. Compatibility is lower and memcards support limited.
VERY IMPORTANT: Savestates done with a official PS1 bios are NOT compatible with savestates done with ePSXe HLE bios (Besides it uses a different namespace).
- Fixed multi-bin format in Windows version (redump format). Now it supports the games saved in multiple bins files + cue file directly.
- Better SBI subchannel support (for example in Medievil) and fixed SBI in games with ECM format. Added SBI support in MDS/MDF format.
- Added support to save memcards by game. Enabling this option it will create 2 memcards by everygame in memcards/games/ folder, using the serial of the game. In multidisc games, it will share the same memcards by all of discs
- Fixes to the CD-Rom decoder and the core which made almost 20 more games playable or working better like. For example this fixed: Arcade Party Pak: Rampage now works, Crash Bash: Pause menu now works, Final Fantasy V, Junclassic C.C. & Rope club, Kamen Rider v3, Minakatakudou Toujyou, NHL Face Off 2001, Nishijin Pachinko Tengoku Vol.3, Omizu no Hanamichi, Sentient (-i), Simple 1500 Series Vol.006 - The Hanafuda [Rerelease], Standby Say You, Tombi, Tombi 2, Twins Story - Kimi ni Tsutaetakute, Vanark: Pause menu now works, Worms Armageddon, Yuukyuu no Eden - The Eternal Eden, Yeh Yeh Tennis
- New experimental dmachaincore that maybe can fix some graphic glitches in some games like Tomb Raider Chronicles or Metal Gear Solid. Usage execute epsxe.exe -dmachaincore
For more news and downloads go to the epsxe site here, and discuss on our forums here.
The project will need an active community and talented developers, so please make these links known in other emulation related forums because the project should get the attention it deserves. If you care about N64 emulation and want the current bugs to get fixed, please consider to contribute.
A small release to finish with all the bug fixes :
- the return key didn't work anymore in the game selection dialog, fixed and commented, it won't happen again.
- the blend options dialog is better and has an immediate effect, no need to reset/reload the game anymore.
- prevent the console from growing all the time once it has its scrollbar !
that should be enough bug fixes for quite a while!
A new release of raine is available today now to version 0.64.00
Not a lot of changes, mainly the blending files (.bld) are now supported, and included in the archive for this time (maybe not later). Also a workaround for some priorities problems in xmcota (it's been there for very very long), and which is not fully tested. But there were tons of changes in the sources, the patch from last version is 1Mb, cz80 was merged to be able to test a C-only version of raine, all the missing functions were added to the C video core, so it's enough changes to call this one 64. Maybe more interesting changes this time, this one is like a Christmas present for mer-curious, since the idea of the bld files was from him !
Also it's the last version of 2014 ! ;D
Happy holidays to all the regulars here at http://www.emulation64.com/.
I hope you all are enjoying a bit of time off and be able to chill.
Not sure what to do emulation wise this holiday?
Well this week has been active with a few emulators preparing for some big updates and even bigger progress:
ppsspp is planning its 1.0 release in the new year. For those who havn't followed the git releases, it now has an option of a directx9 backend, which opens up so many options (including texture replacement using apps such as texmod).
The playstation 3 emulator rpcs3 has made amazing progress and even getting ingame on some games, and currently shows off the language screen for watchdogs
And in plugin news, edgbla, has posted an interesting answer to how development of the gpuBladeSoft plugin is coming along, and hints about a release to push himself into continuing to work on the plugin.
Many people ask me: is it possible to implement the "widescreen hack". They mean the "Adjust game aspect ratio to match yours" feature of Jabo's Direct3D8 1.6 plugin which enables widescreen mode for games, which don't intended to run in widescreen. Since this feature is a hack, it does not work with any game. You may check a compatibility list. I was unsure how it works, so I didn't promise that it will be implemented in GLideN64. Recently I got an idea how to make that feature and did a quick test. Check the result:
The hack is applied only to 3D objects, don't pay attention on stretched sprites.
As I can see, proportions of 3D object remained correct. To be sure, I open wide screen shot in Paint and lay normal screen shot over it:
Now back to the question: is it possible to implement the "widescreen hack"? It depends. The screen you see is not from beta, it's even not a work in progress. It is an experiment, pretty successful as I can see. I need time to complete it. Time is money. The project collected 8K funds and I'm overloaded with works planned to implement for these money. "Widescreen hack" is among tasks, which will be done with 10+K funds. BTW, another 10+ task, "port to Apple Mac OS X" is almost ready. You still can support the project - the more time I can work on this project, the more complete the result will be.
The latest binarys of Mame are doing the rounds, with the new build now at 0.156, with updates to the various builds following the update.
As usual theres a quite a few updates and fixes, with a lot of new clones now added:
New Game Added
Pit Boss Megatouch (9234-20-01) [Brian Troha, Mariusz Wojcieszek, The Dumping Union]
Alien Invaders [Seth Soffer, David Haywood, Mariusz Wojcieszek]
Hammer Away (prototype) [( Atro - from Neo-geo.com aka Rui Baptista )
( _rm_ - from Neo-geo.com aka Ricardo Marques)
( 1up - from Neo-geo.com aka Daniel "casebres" )]
Solar War (Anonymous)
Pop'n Music 1 (ver AA-A) [smf]
Super Duck [system11, David Haywood]
New NOT WORKING game added
Western Dream (Yasuhiro, hap)
Club Pacman [Roberto Fresca, ytsejam] (dual inputs not mapped)
Sonic 2 (bootleg of Megadrive version) [caius, The Dumping Union]
Cute Fighters [system11]
New games/clones promoted from NOT_WORKING
Teenage Mutant Hero Turtles (UK 4 Players, set 3) [caius, The Dumping Union]
A new version of the arcade emulator Raine has been released.
With version 0.63.15, many bugs from thier previous version have been fixed.
Heres a snip-it from the changelog:
Sorry some bugs to fix in this one again, there was a last bug with the very badly supported format where audio tracks are merged with the data track for neocd (only for games having a lot of files in their iso, like ssrpg), and a bug in sound associations which deleted them before saving them !
Except that I added what I wanted to add in the previous version, the ability to save inputs to some user configuration, and then load them either from one of these configurations or to get them from another game. For that to work, I had to change the way inputs are saved, which means that if you had some custom inputs saved, they will be reseted to the default inputs for this version. The good news is that it will be much faster to change them now if you have a few games to change.
A new release of Yabause has bee released to celebrates Sega Saturns 20th birthday since its first release in japan.
There are quite a few changes and additions to this version with many new translations.
The full change list is:
- Fixed crash when bin is not found in a bin/cue.
- Added Traditional Chinese translation.
- Added Japanese translation.
- Added Russian translation.
- Updated German translation.
- Added inline SH2 assembler function to main emulation code.
- Fixed miscellaneous memory leak/uninitialized variables.
- Added Stunner/Virtua Gun emulation
- Added USB Dev cartridge emulation
- Added SDL2 support
- Added screenshot feature to Android port
- Work around fix for games trying to change scu mask from slave sh2 when using hle bios. Fixes Astal.
- Added extra checks to resolution setting to avoid potential leaks or crashing.
- A few fixes to the Xcode projects for OS X
- Fixed fullscreen mode when compiled with a newer OS X SDK
- Fixed an issue where coff/elf files weren't selectable when using memory transfer function.
- Fixed a bug where qt volume slider wasn't showing the saved value on startup.
- Mouse will now optionally auto-hide with no movement
- Added gui for inline assembler.
- Revised Mouse emulation handling, added sensitivity setting.
- Other fixes
- Fixed compilation
- Fixed a bug where coordinate y increment wasn't being initialized under a specific set of circumstances. Should fix hang in Radiant Silvergun using OpenGL rendering.
- Fixed Special Color Calculation mode 2
Gonetz let us know that he's posted a status update on the upcoming GLideN64 release. GLideN64 had a very successful crowd funding setup that met its goal and then some.
Anyway, here's a small snippet of the release notice:
The project is moving forward according to the “Plan for Project Completion”. Today we set the new project’s milestone: the first monthly beta. This topic is a kind of press-release. According to the Plan, the following two tasks ware planned to accomplish in October:
* Fix stability issues
* Implement missing functionality to achieve compatibility equivalent to Glide64