A new version of cemu released today, now at 1.7.2
Heres whats changed:
# Cemu detailed changelog for 1.7.2c
# Patreon release date: 2017-02-16
# Public release date: 2017-02-23
# New in 1.7.2c:
GX2: Fixed a bug in GX2SwapScanBuffers() that could cause the GPU command stream to get corrupted
# New in 1.7.2b:
coreinit: Fixed a crash bug in coreinit initialization code
# New in 1.7.2:
general: Reorganized menu options for better clarity (Some debug option stuff wasn't really for debugging)
general: Added option to choose fullscreen scaling mode (stretch to screen or keep aspect ratio)
general: Default and recommended value for CPU timer option is now 'Host based'
PPC: Thread emulation is now using Fibers. Technically speaking, this change was made to simplify context switching within HLE functions. It allows certain API to behave more similar to the real Cafe OS.
coreinit: Fixed a bug that caused MEMGetAllocatableSizeForExpHeapEx() to return negative values under certain circumstances
coreinit: Fixed a crash bug in MPRunTasksFromTaskQ()
coreinit: Added API MPDequeTask(), MPWaitTaskQWithTimeout(), MPRunTask()
coreinit: Fixed rare deadlock in alarm handler
VPAD: Fixed fullscreen touch input for non-16:9 displays
GX2: Fixed that under certain circumstances GX2WaitTimeStamp() could return immediately due to the low accuracy of the internally used timer (affected only 'Host based timer')
GX2: Added support for texture format R16_G16_B16_A16_SNORM
GX2: Added support for sampler2DRect textures
GX2: Unsupported instructions in a GS Copyshader will no longer cause a crash
GX2: Fixed texelFetch() accessing textures upside-down if ARB_clip_control is used
GX2: Adjusted handling of vsync and flip event to decrease latency
GX2: Optimized texture encoding & decoding
GX2: Optimized frequently used GX2 API
GX2: Optimized various parts of the GPU command processor
GX2: Fixed incorrect mapping of GS->PS attributes if gl_FragCoord is used
GX2: Fixed handling of GS input primitive LINE_STRIP
As i'm sure a lot of you who follow emulation and general gaming heard about the missing snes games that were worth $10k were lost in post, and did make major news posts on emulation sites and gaming sites alike.
But today the panic is officially over.
Heres what byuu said:
On February 21st, I received an e-mail on the missing mail search I had submitted on January 30th, informing me that my package had been located!
Excited, I contacted my CA rep.
... who then proceeded to tell me that the search had failed, and that the e-mail notification was errant.
However, she promised to request all possible locations the package could have ended up at to do one last search.
The CA rep called me late in the day advising that someone in the Atlanta, GA mail recovery center had just now located my package!
Thankfully, the photographs I took of the packages before sending back the first batch of 100 games proved useful with exact appearance, dimensions, weight, etc being available for the search team.
Still, given all the constant ups and downs, I wanted to wait until the package was in hand before giving anyone any false hope.
Success for real!
Finally, today, February 23rd, the ordeal is finally over!
Time to uninstall your wanna-be virus scanners: ; )
Major news is heavily extended documentation - including for some first specs on the TeakLiteII processor. The built-in assembler does now support both Xtensa (Wifi) and Teak (DSP) assembler source code, so it's now actually possible to run hardware tests on that processors (not that I would expect anybody to do such things, so just forget about it). Other weird stuff includes the DSi memory dumper - most recent version is released here: http://gbatemp.net/threads/dswifi-as.../#post-7009852 - to my knowledge, that's the first tool ever that could dump the DSi/3DS camera device ID's, the newer Wifi-ROMs and such stuff (again, just forget about it, the program must be in run in DSi mode, and there are currently only 2-3 people who could do such things). Anyways, the good news is that there are now wide parts of the DSi hardware documented, and that we could theoretically start to reverse-englneer the remaining unknown details at some day in future.
11 Feb 2017 - version 2.8e
- gba/bugfix: forces WAITCNT.15=readonly (for DKong:KingOfSwing, thanks endrift)
- dsi/teak/a22i: added TeakLite II assembler (supports most TL+TL2 opcodes)
- dsi/teak/help: specs for teak cpu flags (which opcodes affect which flags)
- dsi/teak/help: specs for memory mapped I/O ports on teak/dsp side
- dsi/teak/help: specs for teak CPU registers, details for operand encoding
- dsi/teak/help: specs for teak st0-2,icr plus undoc stt0-2,mod0-3
- dsi/emmc: detects/supports debug-version eMMC images (tweaks port 4004024h)
- dsi/help: cleaned up some RSA descriptions, notes on debug-version RSA keys
- dsi/help: first attempts on describing SCFG_xxx registers for ARM7 side
- nds/wifi/help: added details on ds-download-play's openpgp-rsa-sha1 signature
- dsi/boot: mimmicked support for booting with AR6013 (when WifiFlash[1FDh]=2)
- dsi/dsdump: released dumping tool for dsi memory areas and chip IDs
- nds/wifi: released dswifi ASM port (and bugfixes for original dswifi-library)
- dsi/wifi/a22i: added assembler support for atheros/xtensa instruction set
- dsi/wifi/disass: fixed bugs for ANY/ALL/4/8 and EXTUI-based SHR pseudo-opcode
- bugfix: handles 16bit (not 32bit) return value of GetKeyState/GetAsyncKeyState
- nds/wifi/help: added note on W_IF acknowledging for counter half-overflows
- dsi/tmd/help: added age ratings and public/private .sav entries in .tmd specs
- dsi/devicelist/help: added DSi SD/MMC Device List chapter (for carthdr[1D4h])
- dsi/startdirect: initializes device list, aes keys, etc. (still imperfect)
- fontfile/help: more info on dsi font file (compression, nitrofont, characters)
- lz/help: added pseudo code for lzss, lz11, and lzrev decompression
- bootinfo/help: SHA1 WifiFlash[00h..27h] and eMMCBootInfo[00h..FFh,180h..1FFh]
- whitelist/help: info on RSA-SHA1's, SHA1-HMAC's and missing RSA check in v1.4E
- flipnote/help: info on various flipnote files, rsa, md5, xor-encryption
- rsa/help: added info on rsa basics, rsa pseudo code, rsa big-endian format
- rsa/help: added note on SWI 23h using OpenPGP Message Format (RFC 4880)
- rsa/bios: 80x86 dsi bios clone supports RSA bios functions (SWI 20h..23h)
- nds/bugfix: disables dsi I/O ports in DS mode (avoids misdetecting DS as DSi)
Sometimes, it's easy to forget how much work there is left to do on a refined emulator. While the rush of getting a new game to boot or discovering a crazy feature hidden within an obscure gem never gets old, those moments do tend to get further and further apart as accuracy increases. As if to defy fate itself, excitement reigned over the month of January as a plethora of ancient bugs were fixed and many unbootable titles finally saw their day of reckoning come to be!
Among the new recruits are the final Virtual Console game, a massive Wii MMO that installs itself to USB, two games where we're almost certain the developers purposefully put code in to defeat Dolphin, and two channels developed by the remnants of Factor 5.
And also the PlayStation 2 emulator pcsx2 has posted its Q4 2016 progress report with the notable addition of the start of adding PSX emulation, and with many enhancements and bug fixes, a massive update to the start of the year.
The new version of cemu the wii u emulator has been released, and for version 1.7.0 comes a whole host of new features including graphic packs, which allow for even greater resolutions.
# Cemu detailed changelog for 1.7.0
# Patreon release date: 2017-01-09
# Public release date: 2017-01-16
# New in 1.7.0d (public release):
GX2: Fixed a bug that sometimes caused Cemu to crash while caching large shaders
# New in 1.7.0b/c:
GX2: Minor graphic pack related bug fixes
GX2: Fixed a rare bug which could cause textures to get corrupted
# New in 1.7.0:
GX2: Added support for customizable graphics via 'Graphic packs' (alias graphic modding support built into the emulator)
GX2: Overhauled shader cache. Shader cache files can now be transferred between different PCs and remain compatible across future Cemu versions.
GX2: Fixed a bug where alpha-test related registers where incorrectly handled for shaders read from the shader cach
A new release development version for the amiga emulator fs-uae/
Updated FS-UAE icon.
Allow specifying sub_title = 0 to disable the sub title.
Changes in FS-UAE Launcher 2.9.3dev:
Fix for published/unpublished status of variants.
Extract WHDLoad arguments from .info file when loading a WHDLoad archive.
Set floppy drive volume (empty) to 0 when starting with a WHDLoad archive.
Show error message when version started is too old (cannot read databases).
New option whdload_quit_key to set global quit key, added to settings UI.
Renamed “Joystick” to “Controller” in settings dialog.
Improved look on Windows 10.
Updated look for the settings dialog.
Updated button links to option docs.
Updated FS-UAE Launcher icon.
CDTV games (from database) did not set CDTV model.
Changes in FS-UAE Arcade 2.9.3dev:
Add application icon to the Arcade window.
Added new icon for FS-UAE Arcade (instead of the Launcher icon).
As we end the new year (and for some already celebrating it!) its time to reflect 2016, and for emulation 2016 was pretty exciting year, the Wii U emulator cemu has jumped in leaps and bounds and its compatibility and features have increased pretty rapidly, and for your modders was also the year you could dump the textures from the games!
And talking about modding, this was also the year the first PlayStation emulator, (well psp!) allowed for texture dumping and replacement, ppsspp has again become a very feature packed emulator on a multiple of ports and continues to develop thanks to its open source nature on a daily basis.
This year has also been the year for some interesting twists on mods and emulation, one that has caught the eyes of many has to be the nes emulator 3dnes, which does what it says, takes your nes games into the next dimension! Allowing you to tailor the depth and tinker with each game to hearts content, and at the current version 1.2 even has support for vr headsets.
And what about the rest...well the Xbox 360 and PlayStation 3 emulators have continued to improve making use of vulkan and directx 12 to improve speed and also increasing the compatibility, with far more games getting in game, they're certainly ones to watch for 2017. citra the 3ds emulator again has again really progressed, and now even capable of hd rendering, and although they still yet to release a stable version, its nightly builds have shown a lot of promise, and hopefully 2017 will bring its first official stable build.
These are just a few of the things thats happened this year, i'm sure i've missed loads!
And to end it all, a big thanks to you all, its the community and dedicated team, and forum posters that makes this site, keep your mods coming, keep showing off what you've found, lets make 2017 an even more interesting one in the emulation scene....oh and incase any of you regular ::emutalk posters are wondering, our most online this year, and of all time is (drum roll please) 6,964 on December 19th!, which also happened to be the day NES_player4LIFE leaked one of his secret recipes! (joking of course!)
See you all in 2017 and be safe have fun and make sure you bookmark the site to not miss out all the big things happening for this year!
Yape is the best emulator of Commodore microcomputer family running on Windows and Unix. The emulator faithfully imitates the C-264 (alias Commodore Plus/4) model.
memorize window size when not using GDI rendering
new selectable tape signal detection method (added 'edge triggered') for WAV samples
loading MTAP's with non-native frequency such as ones recorded with NTSC bit set (report courtesy of Luca)
load C64/VIC20 tapes recorded in MTAP format with the KERNAL loader
even line hue phase offset in CRT emulation mode
tape code cleanup
sound engine related improvements
preset screen size bug
TAP save overwrite warning (bug report courtesy of Luca)
OpenEmu is an open source multi-system game emulator designed for OS X. It provides a plugin interface to emulate numerous consoles' hardware, such as the Nintendo Entertainment System, Genesis, Game Boy, and many more. The architecture allows for other developers to add new cores to the base system without the need to account for specific OS X.
Added support for the new MacBook Pro Touch Bar.
Added gameplay preference to allow playing with controllers while in the background.
Added automap support for PS4 Slim DualShock 4 (model CUH-ZCT2).
Improved importing Multi-Disc Games.
Fixed case where games would not load if a previous game failed to load.
Fixed a potential crash when checking for and downloading core plugin updates.
Fixed a crash when using the popout gameplay window and accessing the Services submenu on macOS 10.12.
Fixed main window toolbar appearance for some localizations.
Fixed various 10.12 SDK UI issues.
Added Catalan localization.