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    Wednesday, May 16, 2012
PCSX2 SVN r5210

PCSX2 is a PlayStation 2 emulator for Windows and Linux. Project attempts to allow PS2 code to be executed on your computer, thus meaning you can put a PS2 DVD or CD into your computers drive, and boot it up!



Here's the changelog from latest SVN builds:

+ zzogl: plug vertex array object and remove most deprecated variable from shader. Only remains gl_FragData
+ gsdx, zzogl: avoid nested class inside GSVertexArrayOGL.h
+ zzogl: rework the shader interface to use struct like CG. Shader are still broken because some variables (gl_color & gl_secondary_color) are not supported in vertex shader...
+ zzogl: use 128 vertex buffer instead of 512 that will avoid to fill the GPU vram
+ zzogl: use separate shader infrastructure for GLSL 4 as Nvidia cg. Beside code is much easier to understand
+ gsdx ogl: split GSDeviceOGl header. Will allow easy sharing with zzogl.
+ gsdx ogl: fix some gcc warning
+ zzogl: import Uniform buffer and Vertex array from GSdx
+ i18n: tr_TR pcsx2_Iconized is wrongly translated. I fuzzy all strings to have an english string instead of lookup key
+ various: apply some patch of Micove to disable debug logging in GSdx release mode

Visit official homepage for further information and grab the latest build from automated SVN repository.
 

bsnes v088

bsnes is a Nintendo, Super Nintendo, and Game Boy Color emulator, that began development on 2004. It focuses on accuracy and clean code above all else. It never uses speed or compatibilty hacks. As a result, the minimum system requirements are greater than with other emulators.



Here're release notes for v088 :

As promised from the last news update, this release adds preliminary Game Boy Advance emulation. It's not perfect by any means, but it's one of the better first releases I've put out. It emulates all GBA functionality with the exception of the link cable and ROM prefetch buffer, although being a first release, there are bound to be plenty of bugs lurking in the core. I'd of course love some help with bugfixes, if anyone is interested =)

It's important to note that the GBA emulation has not been optimized yet. The GBA is a more demanding system than the SNES, by way of a much faster CPU core and higher frequency audio. You can expect about ~150fps on average with a Core i7-class CPU for now, but please note that I do intend to improve upon this performance in future releases.

For a bit of backstory: this is basically a byproduct of SNES ST018 emulation. This processor ended up using an ARMv3 CPU core. And since the GBA uses an ARMv4 CPU core, it seemed like a good choice: we could improve the ARM emulation for the ST018, and emulate the final 2D-based Nintendo system.

In the end, it turned out to be harder than expected: it took about a month to complete the emulation core, and it was only this quick due to extensive help from Cydrak; who fixed numerous CPU bugs, emulated the affine and bitmap rendering modes, and also implemented the new GBA FIFO audio channel, among other things.

On a side note, thanks to Cydrak and krom's hardware testing, we do have a nice milestone right out of the gate: proper OBJ mosaic emulation, which seems to be a first. At the very least, hopefully this will be helpful to other emulators.

Note that you will need the GBA BIOS image to use this. There will not be any high-level emulation of the BIOS functions for obvious reasons. Name the file "bios.rom", and place it inside the "Game Boy Advance.sys" folder.

Check out project website for latest files and informations.
 



    Sunday, April 15, 2012
New texture pack: Turok 2 by MU-TH-UR

MU-TH-UR let us know that he's released a Turok 2 texture pack:



Click the image above for more screenshots.

Download the texture pack here:

Turok 2: Seeds of Evil - by MU-TH-UR
 

4DO 1.2.0.1

4DO is no longer titled as "beta". The emulation is in a good state, and the primary features of the emulator have been stable for quite a while.

It’s been a overall a quick revival since the release of the FreeDO source code, and 4DO now provides 3DO fans with a clean, functional emulator.

4DO was able to inherit many great features from FreeDO: high-definition rendering, clock speed adjustments, and the impressive emulation accuracy! The FreeDO user interface was not open-sourced, but the resulting rewrite for 4DO was an overall benefit. The development of 4DO has introduced several unique features as well:

+ Intuitive controller setup, native joystick support, and support for up to 6 players
+ Game identification system
+ Easy-to-use quick save/load system
+ Game compatibility fixes (mainly through the efforts of Viktor!)
+ Support for 6 languages




Latest improvements:

+ Bios 2 Support Added. Viktor determined how to added support for the second bios slot, used in Japanese hardware for the Kanji font. This should enable support for several Japanese games that require it (one example being Blue Forest Monogatari). Awesome!
+ Daedalus Encounter timing fix added. This should alleviate many of the freezes encountered.
+ Screenshot Feature added. Press F3 to take screenshots to a "Screenshots" subfolder.
+ Russian translation fixes and improvements from both Viktor and Sedabi.


Visit official homepage and sourceforge repository for latest files and further information.
 



    Friday, April 13, 2012
NeoRaine 1.3.2

NeoRaine is a NeoGeo CD emulator based on the source of the arcade emulator Raine. Emulator is fast, has great compatibility, many NeoCD specific features, and support for extras like savegames.



Here`s changelog for latest version:

The main change is that it fixes last blade 2 which was impossible to run in 1.3.1 because of an overly optimistic change...
Except that not much, the start of the screen is adjusted for the rasters which fixes the moving clouds in neo turf masters, and makes riding hero more like the video of the original console on youtube. Most of the code for the rasters has been rewritten again, but so far it's quite disappointing.


Visit official homepage for further information and latest version of emulator.
 



    Thursday, April 12, 2012
puNES v0.58

puNES (ex Fnes) is an emulator under development that works on Linux32/64 and Windows32. It needs of SDL library to run.



Here's changelog for latest versions:

0.58 (bugfix relase)
Correct a crash with some fds roms (thx Gokun for reporting).
Help Request:
Any volunteers who wants draw a new icon? You will be rewarded with a nice cold beer Smile.
If anyone is interested can contact me at this address

0.57
Added FDS emulation (read and write, not sound yet).You need of the FDS bios rom located in one of these folders:
1) the working directory,
2) the folder where is the fds file,
3) "$HOME/.puNES/bios" on linux or "/puNES/bios" on Windows.
The bios file must be called "disksys.rom" and must have a size of 8192 bytes.
Added mapper 37.
Corrected some bugs in the cpu emulation discovered thanks to test roms made by Bisqwit
(http://nesdev.parodius.com/bbs/viewtopic.php?t=8738 and http://nesdev.parodius.com/bbs/viewtopic.php?t=8757).
Fixed a bug that in some circumstances, when attempting to load a save state, it crashed the emulator.

0.56
Added mappers 200, 201, 202, 203, 204, 205, 207, 212, 213, 214, 215, 216, 217, 222, 240, 241, 244.
Correct a bug in the Windows version that did not allow proper configuration of some gamepads / joysticks.
Other bugfixes.

0.55 (bugfix release)
Fixed another bug in the square emulation.
Thanks to Eugene.s for the reporting.

0.54 (bugfix release)
I've forgotten to uncomment same code in new squares emulation that results in distorted sound. Correct.

0.53 (massive bugfix release)
Correct frequency pitch emulation in Dandy mode.
Fixed all the bugs that were going to crash the emulator in the Windows version, now are really stable.
Correct a lots of bugs in the apu emulation and now the sound is much more cleaner and precise.
Rewrite from scratch the popping sound reducer.
Thx Eugene.S for suggestions, feedback and patience.

0.52
Added Dendy Emulation.
Implemented mappers 221, 225, 226, 227, 228, 229, 230, 231, 233, 234, 235.
Implemented a sort of "FCEUX Compatibility mode" and now many other FM2 works well (at least several of the most recent).
Bug Fixes.


Check out official thread at nesdev for further information and latest version of emulator.
 



    Sunday, April 01, 2012
FB Alpha 0.2.97.24

FB Alpha (formerly FinalBurn Alpha), based on the original FinalBurn source code, is a multi-arcade (Capcom CPS-1, Capcom CPS-2, Capcom CPS-3, Cave, Neo Geo, Sega System 16 (and similar), System 18, X-Board, Y-Board, Toaplan, Taito, etc) emulator. It includes support for cheating, as well as netplay using Kaillera.



Here`s list of changes for latest version:

- Rewrote the DAC core, improving performance and timing [iq_132]
- Updated the Mogura and The FairyLand Story drivers to use the new DAC core [iq_132]
- Updated the Armed Formation, King & Balloon, Irem M72 and M90, Route16, Sega System 16A, SunA16, Terra Cresta, The New Zealand Story, Vigilante drivers to use the new DAC core [Barry]
- Fixed the new DAC core with GCC 3.4.5 [Barry]
- Updated Z80 cycle counting, improving accuracy [iq_132]
- Added cycle counting to the I8039 CPU core [iq_132]
- Updated PGM driver making Bee Storm - DoDonPachi II and Demon Front playable [iq_132]
- Added Fantasic and Kong to the Galaxian driver [Barry]
- Added Arange Mode hack of DoDonPachi to the Cave driver [JacKc]
- Added clone of 1941 to the CPS-1 driver [Bonky0013, JacKc, Techmotour]
- Added clone of King of Dragons to the CPS-1 driver [Barry]
- Added clone of Street Fighter II: Champion Edition to the CPS-1 driver [Barry]
- Added clone of UniWar S to the Galaxian driver [Barry]
- Added clone of Deer Hunting to the Seta2 driver [Barry]
- Added clone of Super Chase to the Taito driver [Barry]
- Added clone of Arkanoid 2 to the The New Zealand Story driver [Barry]
- Added 1945 Part 2 (hack of Battle Garegga) to the Toaplan-2 driver [Barry]
- Fixed sound samples in the Kageki driver [Barry]
- Fixed sample sounds in King & Balloon [Barry]
- Fixed 68000 CPU speed in Best of the Best driver [iq_132, reported by Cmart]
- Updated dip switches in the Side Pocket driver [Barry]
- Changed CPS-1 sprite timing for bootlegs/hacks that render the sprites in reverse order [Barry, identied by manliodp]
- Big-endian fixes for Data East, various Misc, and PGM drivers [lantus]
- Added Unicode title for 1945 Part 2 [JacKc]
- Added support for insane cheat file lengths [Barry, reported by money_114]
- Fixed issue with the load progress dialog not being killed when loading unavailable sets [Barry, reported by BisonSAS]
- Fixed crash if SampleInit is called without a sample list [iq_132]
- Removed sek.h and zet.h from burnint.h, and added to drivers where necessary [Barry]
- Synced sets with MAME 0.145u5 [Barry]


Visit official homepage for further information and latest version of emulator.
 



    Saturday, March 31, 2012
3DOplay 1.8.2

3DOplay is a new russian 3DO emulator based on FreeDO code.



Changelog for 1.8.2 :

- Fixed bugs in games that worked in previous versions is slower than usual, and now everything is fine.
- Fixed font in a wicked 18.
- Games run faster.
- Fixed bugs and other flaws.


Visit official homepage for further information and latest version of emulator.
 



    Wednesday, March 28, 2012
Jpcsp SVN r2500

Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.



Here's the changelog from 3 latest SVN builds:

SVN r2500
-------------
+More progress on adhoc networking: implemented sceNetAdhocMatchingSendData, sceNetAdhocMatchingGetHelloOpt, sceNetAdhocMatchingSetHelloOpt, sceNetAdhocctlConnect, sceNetAdhocctlGetPeerList.
+ Still only communicating between two Jpcsp, not a real PSP.

SVN r2499:
-------------
+Implemented a lot of missing CW cheat codes.

SVN r2498:
-------------
+ Fixed NullPointerException raised in ClassSpecializer when enabling the software rendering.
+ The java compiler used by ant for the build distribution is not producing the same code as the java compiler started from my eclipse workbench: eclipse was generating only TABLESWITCH instructions whereas ant is generating LOOKUPSWITCH instructions!



Visit official homepage for further information and grab the latest build from automated SVN repository.
 



    Tuesday, March 27, 2012
BeebEm v4.14

BeebEm is a BBC Micro and Master 128 emulator. It will run most BBC Micro software including Elite, Exile and Revs, and most BBC Micro ROM software (e.g. Wordwise) on any modern PC (both Windows, Unix/Linux systems), Mac, PocketPC, PSP, and GP2X .



Here's the changelog from 4.14 version:

* IDE hard drive interface.
- Limited IDE_Geometry command supported, allows 4 heads x 64 sectors
(disks up to 512M), and 16 heads x 64 sectors (disks larger than 512M).
- SCSI and IDE hard drives selectable/configurable.
- Disk images referenced by DiscsPath setting.
* Double-sided SSD disks supported (image file>&40000 bytes long).
* Debugger updates, bug fixes and addition of "script" command.
* XAudio2 sound support (thanks to "bredbored").
* Added a couple of TV resolutions to the DX video mode menu.
* Fixed bug where disk drive sound sticks on.
* Fixed keyboard issue for Dr Who game.


Check out project website for latest files and informations.
 



    Monday, March 26, 2012
PCSX2 SVN r5135

PCSX2 is a PlayStation 2 emulator for Windows and Linux. Project attempts to allow PS2 code to be executed on your computer, thus meaning you can put a PS2 DVD or CD into your computers drive, and boot it up!



Here's the changelog from 5 latest SVN builds:

+ GSDx: Found the likely actual cause for the FFXII hack problems, probably introduced with index buffers. Also made the hack a little more crash proof and maybe fixed an off by one pixel error.
+ GSdx: Updating the CRC list with some Korean titles. Thanks for the list, 99skull.
+ GSdx: Quick and sloppy fix for a sloppy hack, fixing FF12 pal. Thanks, pseudonym.
+ pcsx2: gcc 4.7 compilation fix
+ debian: update control file to support multiarch in latest ubuntu


Visit official homepage for further information and grab the latest build from automated SVN repository.
 

RPCEmu 0.8.9

RPCEmu allows you to emulate classic Acorn systems, such as the Risc PC and A7000, on multiple platforms including Windows, Linux and Mac OS X.



Changes in v0.8.9 build - 1/1/2012:


+ Add support for emulation of 256 MB of RAM - the maximum possible in the Risc PC and A7000 architecture.
+ A new option to reduce CPU usage. By enabling this menu option, RPCEmu will attempt to reduce its CPU usage by utilising the 'Idle' feature of RISC OS. Once enabled, the CPU usage should reduce roughly 30 seconds after booting RISC OS provided that activity is low enough. No 'Portable' module is required to use this feature. This is partly based on code by Jeffrey Lee.
+ A two-button mouse mode, for use on laptops and similar: this menu option swaps the right and middle mouse buttons, allowing the more common RISC OS use of Select and Menu on two-button mouse systems such as laptops.
+ Several fixes to the "Follow host mouse" feature, which should make it more reliable: Correctly interprets OS_Byte 106 and handles pointer/cursor linking.
+ SWIs are now intercepted even when called using CallASWI, based on a patch by Alan Buckley. This further improves the reliability of the "Follow host mouse" feature.
+ The mouse type will be automatically configured based on the type of emulated machine. Previously it was necessary to use '*configure mousetype' when changing between Risc PC and A7000 emulation.
+ Resolved ARM bug where rotate could set C flag incorrectly.
+ A possible crash in the Dynamic Recompiler has been prevented by a fix from Tom Walker.
+ RISC OS 4.02 with no VRAM configured now boots in Risc PC emulation.
+ Accuracy improvements to emulation of IOMD.
+ Workaround ADC issue on 64bit recompiler which prevented RISC OS 5.17 from booting.
+ Refactoring of code, particularly relating to RAM and IOMD.
+ [Windows] The window size is now taller by one pixel. Previously it was too short, and the very bottom row of the display was missing.
+ [Windows] Some improvements to the GUI, including enabling Windows "Visual Styles" so that windows adopt the native look of the OS, and improving the layout of the "Configure" window.
+ [Windows] A potential freeze when choosing "File->Exit" has been fixed.
+ [Windows] An improved icon, which includes high-resolution variants for Windows Vista and later.
+ [Linux] Some improvements to the GUI, including improving the layout of the "Configure" window.



Check out project website for latest files and informations.
 



    Sunday, March 25, 2012
WinAPE 2.0a18

WinAPE is Amstrad emulator for PCs running any 32-bit version of Windows. WinAPE is fast, highly accurate of all CPC models emulator, with built in debugger and assemble, and support for DSK/ESDK/ARC and DSC disc images.



Here's changelog for latest Changes for 2.0a18 version:

- Improved sound emulation,
- Debugger enhancements,
- and more.


Visit official homepage for latest files and further information.
 



    Friday, March 23, 2012
Download issues resolved

For those of you who have had problems downloading some of our larger files (for example the N64 Textures), this issue has now been resolved.

The problem happened when a visitor tried to download a large file and the download was cut off. The reason for this was that the cache send timeout was set to 60 seconds so after 60 seconds the download would stop and in case you hadn't completed the download the file would end up corrupt. This issue is now resolved as the send timeout has been increased so even if you're on a slow connection you will be able to download all our files without problems.
 



    Tuesday, March 20, 2012
Supermodel WIP

Supermodel emulates Sega's Model 3 arcade platform, allowing you to play a number of ground-breaking arcade classics (like: Daytona USA 2 Power Edition, Fighting Vipers 2, Scud Race Plus, Star Wars Trilogy - screen below) on your PC. It uses OpenGL and the SDL library, and can run on Windows, Linux, and Mac OS X.



Changes for latest WIP version:

+ fewer garbled textures capable of running multi-texture shader
+ improved rendering performance
+ fixed the grainy SCSP audio
+ specular lighting
+ wide-screen mode


Check out project website for files and latest informations.
 



    Thursday, March 15, 2012
bsnes v087

bsnes is a Nintendo, Super Nintendo, and Game Boy Color emulator, that began development on 2004. It focuses on accuracy and clean code above all else. It never uses speed or compatibilty hacks. As a result, the minimum system requirements are greater than with other emulators.



Changelog for v087 :

- emulated the 21.47MHz ST018 (ARMv3) coprocessor used by Hayazashi Nidan Morita Shougi 2
- fixed PPU TM/TS edge case; fixes bottom scanline of text boxes in Moryo Senki Madara 2
- fixed saving and loading of Super Game Boy save RAM
- NEC uPD7725,96050 ROMs now stored in little-endian format for consistency
- cartridge folder concept has been reworked to use fixed file names
- added emulation of serial USART interface (replaces asynchronous UART support previously)


Check out project website for latest files and informations.
 



    Wednesday, March 14, 2012
4DO 1.1.6.3 Beta

4DO is an open-source, low-level emulator based on the FreeDO source code.



Latest improvements:

+ Wing Commander 3 video rendering fixed. It took me quite a while to track down the problems, but the video rendering in Wing Commander 3 is now fixed! Additionally, Viktor has added some freeze fixes to resolve several of the freezes seen when playing videos! As a result, the game is now quite playable! Please be aware that I have still run into a couple freezes during the videos a couple times. If you happen to find a reproducible case, please leave a comment!
+ Timing / freeze fixes. Viktor has added timing behavior to work around occasional loading screen freezes in these games:
- Immercenary
- Scramble Cobra
- Twisted (EU version)
- Street Fighter II (There were no known freezes for this one, this is just a timing fix)
+ As a result of the rendering fixes, some of issues seen in other games are also fixed. Known examples (spotted by Viktor) are:
- The Horde
- Jurassic Park - in the car mission
- Wicked 18 - fonts fixed
+ Spanish translations correctly added. I neglected to release the translated files in 1.1.6.2! (Translations contributed by Antonio `Bloodbat` Ramirez!)
+ This version also includes some corrections to the French translations.


Visit official homepage and sourceforge repository for latest files and further information.
 



    Monday, March 12, 2012
FB Alpha 0.2.97.23

FB Alpha (formerly FinalBurn Alpha), based on the original FinalBurn source code, is a multi-arcade (Capcom CPS-1, Capcom CPS-2, Capcom CPS-3, Cave, Neo Geo, Sega System 16 (and similar), System 18, X-Board, Y-Board, Toaplan, Taito, etc) emulator. It includes support for cheating, as well as netplay using Kaillera.



Here`s list of changes for latest version:

- Added clone of Caveman Ninja to the Data East drivers [JacKc, Corrado Tomaselli]
- Added bootleg of Side Pocket to the Data East drivers [Barry, Corrado Tomaselli]
- Allowed Neo Geo drivers to disable the watchdog reset, and used it to fix Neo Pong v1.0 which is now added to release builds [Barry]
- Changed the game selection dialog back to the old size and updated the dialog to be resizable [Barry]
- Fixed issue with disappearing preview images in game selection dialog when switching back to the window [Barry]
- Applied latest libsnes patches [Themaister]
- Standardised revision info in game titles [Barry]
- Made inclusion of png.h in burner.h optional in makefile via INCLUDE_LIB_PNGH flag [Barry]
- Updated the helpfile with the game selection dialog changes [Barry]


and here, changelog for v 0.2.97.22

- Added support for 7z files for roms and samples [Barry]
- Added driver for Act Fancer [iq_132]
- Added driver for Gals Pinball [iq_132]
- Added driver for Momoko 120% [iq_132]
- Added clone of Final Fight to the CPS-1 driver JacKc, Bonky0013
- Added clone of Forgotton Worlds to the CPS-1 driver [JacKc, Bonky0013]
- Added clone of Street Fighter II to the CPS-1 driver [JacKc, Bonky0013]
- Added clone of Street Fighter II: Champion Edition to the CPS-1 driver [Barry]
- Added clone of Puzz Loop 2 to the CPS-2 driver [Barry]
- Added clone of Super Street Fighter 2 X to the CPS-2 driver, and added support for the graphic rom format it uses [Barry]
- Added clone of Vampire Hunter to the CPS-2 driver [Barry, JacKc]
- Added clone of Jojo's Venture to the CPS-3 driver [Barry]
- Added clone of Jojo's Bizarre Adventure to the CPS-3 driver [JacKc]
- Added bootleg of Eyes [iq_132]
- Added clone of X-Men to the Konami drivers [JacKc, Bonky0013]
- Added Super Bubble Pop to the Neo Geo driver (player 1 inputs don't work, hence debug only builds) [Barry, iq_132, JacKc]
- Added PCB version of Demon Front to the PGM driver (non-working, debug builds only) [JacKc]
- Added clone of Altered Beast to the Sega System 16B driver [Barry]
- Added bootleg of Silk Worm to the Tecmo driver [JacKc, Bonky0013]
- Changed CPS-1/2 palette handling to be more accurate, should fix some glitches [Barry]
- Changed CPS-2 video timing to use the values in MAME that have come from hardware measurements [Barry]
- Improved CPS-2 sprite list end detection [Barry]
- Moved the CpsGetObj() call, fixing sprite lag in Super Street Fighter II and clones [manliodp.]
- Fixed IRQ generation in the Irem M72 drivers, fixing video timing in Dragon Breed [Barry]
- Fixed sound in the Irem M72 drivers [Barry]
- Minor CPS-3 update with a small speedup [iq_132]
- Update the Mysterious Stones driver [iq_132]
- Removed duplicate set of Super Monaco Grand Prix [Barry]
- Added savestate support to the the OPL based sound cores (YM3812, YM3526 and Y8950) and interfaces [Barry]
- Removed previous attempt and added savestate support to the YM2413 core and interface [Barry]
- Added savestate support to the DEC-8 driver [Barry]
- Tidied and fixed Data East savestates where necessary [Barry]
- Fixed Sengoku 3 Unicode title (string wasn't terminated) [Barry]
- Moved the Pocket Gal Deluxe driver to the Data East filter [iq_132]
- Big-endian fixes for the new CPS-1/2 palette code, CPS-2 raster interrupts, Konami drivers and devices, PGM driver, some Misc drivers, Sega FD1089, Seta drivers, and Toaplan games that use the V25 CPU for sound [lantus]
- Fixed some invalid BRF_NODUMP definitions [Barry]
- Overhauled the cheat system [iq_132]
- Added overrides to allow drivers to exclude addresses from cheat searching, and used it to prevent a crash when searching for cheats in CPS Q-Sound games [Barry]
- Tidied the game selection dialog a bit, and changed the behaviour of "show available" to allow showing available and/or unavailable sets [Barry]
- Fixed TurboGrafx 16 games displaying as MVS cartridge hardware in the game selection dialog [iq_132]
- Added a Ctrl+W shortcut to close the current game [Barry]
- Made the cliprect for the OSD shortmsg wider, allowing more text to be displayed [Barry]
- Prevented the 68K debugger opening if the 68k interface is not in use [iq_132]
- Disabled menu item for 68k debugger if the 68k interface is not in use, and renamed the menu item to "Invoke 68k debugger" [Barry]
- Removed definition of LSB_FIRST in epx.cpp since it is now defined (or not) in the makefile [Barry]
- Fixed issue with definition of LSB_FIRST in makefile.mingw [Barry]
- Added libsnes target files [Themaister, twinaphex]
- Fixed some memory leaks and possible memory leaks [kev]
- Identified and fixed some out of bounds array issues [kev, iq_132]
- Updated the zlib library to v1.2.6 [Barry]
- Updated the libpng library to v1.5.8 [Barry]
- Matched all sets to MAME 0.145u3 [Barry]
- Matched the Megadrive sets to MESS 0.145u1 [Barry]
- Changed PC-Engine driver to be auto-generated from the MESS software list [Barry]
- Matched the PC-Engine sets to MESS 0.145u1 [Barry]


Visit official homepage for further information and latest version of emulator.
 



    Sunday, March 11, 2012
Ootake v2.65

Ootake [pronounced oh - ta - ke] is great PC Engine/TurboGrafx16 emulator, with high compatibility, nice GUI and a lot of settings.




- "Windows Auto V-Sync (Time-Lag exists)" was added to "Setting->Screen"
menu. Use this with a PC environment to which V-Sync(flicker cancellation) doesn't function well.
* A little display delay happens when this setting is used. With a PC environment without the problem, please select "V-Sync (59-61Hz)".
* Only Direct3D-mode(default) is effective.
- "V-Sync Timing Adjust (for Old PC)" was added to "Setting->Screen" menu. With old PC etc., if the upper side of the screen flickers, try this menu.
- A detailed volume balance of the Wave-Memory-Sound has been adjusted. I think that I was able to improve tone quality.
- The processing part of the Wave-Memory-Sound has been improved. In "F1 Triple Battle", "Fire Pro Wrestling Series(1-3)" and "Formation Soccer'90" etc., the tone has approached a real machine.
- The speed and timing were brought close to the movement of a real machine. In "Flash Hiders", at the victory or defeat settlement, the problem that one frame of the screen darkens (generated by a recent version) was solved.
- When "Screen->FullScreen Customize->FullScreen Resolution Auto Change" menu is used, when the screen is switched by the automatic operation, the bug that had slowed (generated by v2.64) was corrected. And, it was sped up a little.
- When "Load State" is done, the bug that the size of the window did not uncommonly fit (generated by v2.64) was corrected.
- Additionally, a detailed part has been improved and corrected.


Check out official website [yeah, it's jap. :] for further information and latest files.
 

Mupen64Plus 1.99.5 tagged and released

Richard42 has tagged and released Mupen64Plus 1.99.5:


I have tagged and released Mupen64Plus version 1.99.5. It's been over a year since the last tag, and we're long overdue for a new version. There's nothing too earth shattering here, but a lot of minor fixes and improvements have acculumated since 1.99.4. One of the most important changes in this release is that I have finalized the API version handling between each of the different modules. This means that in the future, we can make small or big changes to the API, and all of the compatibility issues will be handled gracefully. I have also added version information to the configuration sections for most of the modules. This will help backwards compatibility as well, because newer versions of plugins will be able to automatically update their configuration information when there are changes.

Some of the highlights of the 1.99.5 release are:

Core: emulate N64 internal real-time clock
Core: use X-Scale's new cracked PIF-CIC algorithm
Core: New config parameter for path to save SRAM/EEPROM/MPK files, so they can be separated from emulator snapshots
Core: bugfix: #290 - OnScreenDisplay text is sometimes captured in screenshots
Core: bugfix: for Interpreter cores, use proper math functions instead of x87 rounding modes (fixes some games)
Input: Improved input setup behavior (auto-config) to make some use cases more friendly
Input: Add new parameter for mouse sensitivity, handle mouse movement differently so mouse is easier to use as controller
Input: New auto-configurations for 7 controllers
Input: bugfix: #392 - fail to switch between rumble pak and memory pak is some cases
Input: bugfix: #424 - problem with USB devices supporting multiple controllers per device
RSP: Handle JPEG decompression, used in Ogre Battle 64 and Pokemon Stadium
UI-Console: New option to disable internal core speed limiter (for benchmarking)
Rice-Video: Hires texture loading: support for 8-bit PNG images
Rice-Video: New config option for forcing vertical sync
Rice-Video: Bugfixes: GUI front-end integration, hi-res textures, crashes
Lots of makefiles fixes and improvements from Lazhur


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SUPER MARIO 64 (02may2012) 0.5.0 - by MU-TH-UR
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SUPER MARIO 64 (02may2012) 0.5.0 - by MU-TH-UR
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SUPER MARIO 64 (02may2012) 0.5.0 - by MU-TH-UR
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