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
I have just finished migrating all sites on the network to a new server. For site owners reading this, you don't have to change anything, all data has been transferred and accounts and passwords stay the same.
About the move: The old server was only rebooted once during the ~480 days it was online so it was very stable. However, the hardware on it was getting a bit outdated and so was the Linux OS installed on it (Debian Squeeze) with old packages installed due to it and I didn't want to run a complete OS upgrade on a live server. The old server also had an outdated version of the domain control panel (Plesk) as well.
Anyway, if you're reading this you are already connecting to the new server. Let us know if you have any problems. :)
For those who know me know ive been a fan of emulation for 20 years or more, the reason i started a videogames website was purely because i like to play emulators of old consoles on a single device.
Recently the homebrew/emulation scene has been stagnant, no real breakthroughs means that the best way is to buy a device that is made for emulation fans like myself, i reviewed the JXD S7300 Android Tablet and for a fan like me i loved it. The Android tablet was for me perfect, the mixing of old style controls and touchscreen inside an Android OS and with Gamecenter X you could download games onto your console with no messing around, the console/tablet game with Android/N64/Megadrive/Arcade/GBA and Nes Emulators with games built in, beyond awesome.
But JXD since then have brought out a new and improved JXD S7800b Gaming Tablet which features PS1, MAME, Dreamcast, N64, NeoGeo, Atari, NES, SNES, Gameboy, Gameboy Colour, Gameboy Advance, SEGA Master System, SEGA Mega Drive, CPS1, CPS2, Amiga, Commodore 64, ZX Spectrum Emulation to name just a few, am i salivating ?, hell yes.
The JXD S7800b Gaming Tablet has a 7" 1280x800 IPS 5 Point Multi-Touch Capacitive Screen, RockChip RK3188 QuadCore 1.8GHz CPU - 2GB DDR3 RAM - 8GB Memory, Network Wi-Fi(802.11 b/g/n), External Ethernet，3G with Dongle and runs Android 4.2.2 Jellybean OS.
So this Android Tablet runs one of the latest versions of the Android OS plus comes built in with all them emulators and you can do what you would expect from a normal Android Tablet.
"GLideN64 is currently compatible with all emulators which support Zilmar’s plugins specification, that is present in all top N64 emulators. GLideN64 is also compatible with Mupen64Plus 2.0, which has its own plugin specification. Supported OSes are: MS Windows 7-8, Linux 32 and 64 bit. System requirements are: graphics card with support of OpenGL 4.2 or better. GLideN64 is also being ported to the Android OS, however the Android version is less functional. System requirements for Android: OS version 4.0 or above, OpenGL ES 2.0 support, fast CPU. The demo video shows desktop version of the plugin in action."
Wiimm had been analysing the Mario Kart Wii network traffic since November 2012 and had already written a helper tool named MKW-ANA. And so he decided to get together with Leseratte and other people to create the Wii-Server Project, known as "Wiimmfi" to replace Nintendo's servers for Mario Kart Wii and for other games if they were to have been shutdown.
Mednafen (an acronym for "My Emulator Doesn't Need A Frickin' Excellent Name") is a portable, utilizing OpenGL and SDL, argument(command-line)-driven multi-system emulator with support for following systems: Atari Lynx, Neo Geo Pocket (Color), WonderSwan, GameBoy (Color), GameBoy Advance, Nintendo Entertainment System, Super Nintendo Entertainment System/Super Famicom, Virtual Boy, PC Engine/TurboGrafx 16 (CD), SuperGrafx, PC-FX, Sega Game Gear, Sega Genesis/Megadrive, Sega Master System, Sony PlayStation. The emulator runs under Microsoft Windows, Linux, PlayStation 3, RISC OS, and Wii.
Here's changelog from latest build:
+ Save extra input device state in save states that the bsnes core fails to save.
+ Removed computationally-expensive and unnecessary (it's already done in the state load code path) duplicate-variable check debug code in the save state saving code.
+ Hooked up Super Scope emulation.
+ Removed debug puts() in VPC mixing inner loop, and added compiler hints to some of the rendering and mixing loops.
+ Fixed an ancient regression introduced around version 0.9.16-WIP. Said regression caused the file extension of the save state used by the auto save state save/load feature(setting "autosave") to be the same as the extension used for the currently selected save state slot, effectively overwriting that save state slot on exit.
+ Added setting "video.disable_composition", to allow the user to override Mednafen's default behavior of disabling desktop composition on Windows Vista and Windows 7.
+ Fixed a 68K emulation regression introduced in 0.9.34, that broke save game loading in "Sonic the Hedgehog 3", and possibly broke other games in subtle ways.
+ Fixed prototype for cart mapper 16-bit write function.
+ Cleaned up debug printf()s.
PSX, PCE, MD, CDPLAY:
+ Resolved a few compiler warnings.
+ Fixed an old bug that, when coupled with changes made in 0.9.35, caused low-volume crackling in the CD-DA sound output.
Hoxs64 is a Commodore 64 emulator for Microsoft Windows XP / 7. The emulator substantially reproduces this legacy machine in minute detail. Emulator features: a cycle based CPU, VIC, CIA and SID; suport for 1541 Disk drive and Tape deck; proper emulation of all screen effects; support for .TAP, .PRG, P00, D64 files... and bulid-in disassembler.
Here's changelog for 220.127.116.11 releases:
1) Resizable main window for windowed mode.
2) Fix Ultimax VIC fetch.
ePSXe for Android is a Playstation emulator (PSX and PSOne). It is a port from the famous ePSXe for PC. ePSXe provides high compatibility and good speed. It is designed for smartphones and tablets, including a fun 2 players option for tablets using split screen mode. Games must be provided by user. Include virtual touchscreen pad support, and hardware buttons mapping (Xperia Play, Phones with keyboard, and external pads like WiiMote or Sixaxis).
Here`s list of changes for latest version:
* Updated OpenGL plugin - better Adreno 320+ support and faster (http://epsxe.com/files/libopenglpluginv2.so)
* Added a new video renderer with FXAA filter (prefs>video renderer=fxaa)
* Added a flag in prefs to enable more accurate graphics
* Added DualShock vibration support (enable on prefs)
* Mapped left stick to dpad in digital mode
* Fixed a crash when scanning games
* Fixed Digimon 3 freeze during battle
* Fixed open menu in Android 3.2
Nintendo has decided to release their own user-end version of the Reggie tool!
Mario Maker (working title) offers up a Super Mario Bros. dream: the ability for players to use the Wii U GamePad to design levels from scratch. Place blocks and enemies anywhere and play through the level. With the tap of an icon, users can even switch the visual style between a classic 8-bit Super Mario Bros. look and the world of New Super Mario Bros. U in the E3 version. The game is scheduled for the first half of 2015.