bsnes is an emulator for the Super Famicom and SNES video game systems. The purpose of the emulator is a bit different from other emulators: it focuses on accuracy, debugging functionality, and clean code.
bsnes v107.1 Changelog:
GUI: added high DPI support
GUI: fixed the state manager image preview
Windows: added a new waveOut driver with support for dynamic rate control
Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso]
Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering
Windows: fixed XInput controller support on Windows 10
SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4 coprocessors
SFC: fixed a slight rendering glitch in the intro to Megalomania
Cemu is a Nintendo Wii U emulator that runs commercial games. Highly experimental software to emulate Wii U applications on PC.
Cemu v1.15.4b Changelog:
# New in 1.15.4b:
general: Fixed memory searcher tool not displaying some values
general: When certificates for online mode are missing or corrupted Cemu will now print a warning to log.txt when they are accessed
H264: Stability improvements
GX2: Fixed crash when R10_G10_B10_A2_SNORM texture format is used
GX2: GX2ConvertDepthBufferToTextureSurface() will now reset global depth clear to 0.0 as a side effect since Dragon Quest X relies on this behavior
nlibcurl: Fixed crash bug in free() wrapper
nlibcurl: Implemented curl_multi_fdset()
nlibcurl: Added support for CURLINFO_CONTENT_TYPE and CURLINFO_REDIRECT_URL
nn_boss: Fixed crash when running unregistered task
nsysnet: Stability improvements
# New in 1.15.4:
general: GamePad view now works with OSScreen API (used by some homebrew)
debugger: Various stability improvements and bug fixes
H264: Added full h264.rpl module implementation (#25)
CPU/JIT: Implemented PSQ_L type 9 (single U16 load) (#30)
GX2: Fixed a bug when determining vertex winding order for primitive RECTS with non-standard vertex shader attribute mapping
GX2: Fixed a bug in texture copy operations with non-zero mip levels (#19)
GX2: Added support for texture formats X24_G8_UINT and D32_FLOAT_S8_UINT (#9)
GX2: Minor optimizations
nlibcurl: Several crash bugs fixed
input: Added support for hot plugging configured controllers while a game is running
nn_boss: SpotPass files are now cached across Cemu sessions and only redownloaded if they are outdated
nn_boss: Added support for RawDlTaskSetting API in tasks and file handling (#31)
nn_boss: Fixed incorrect http headers in web requests
nn_boss: Fixed a bug in task.StopScheduling()
This is a simple UI for the Supermodel. Supermodel is a Sega Model 3 arcade emulator.
Added - list view of all the supported games
Added - preview of each game (snaps).
Added - button of the roms directories.
Added - check Load button (Load Rom)
Added - all video options
Added - all sound options
Added - all control options (for the time being it uses the supermodel configurator (accurate and will never fail)
Added - system link options (preliminary) will only work with the only version created by Spindizzi
Fixed some problems with the list of games to not match all of the games.xml
This is a simple UI for the "GREAT EMULATOR" By ElSemi SEGA Model 2 Emulator. v1.1a. Model 2 Emulator, formerly Nebula Model 2, is a Sega Model 2 arcade emulator for Windows, developed by ElSemi (author of CPS-2, Neo-Geo, PGM and Konami emulator Nebula).
Added - list view of all the supported games of version 1.1a of m2emulator.
Added - preview of each game (snaps).
Added - 3 buttons of the roms directories.
Added - check Antialiasing.
Added - check Bilinear.
Added - check Trilinear.
Added - check FilterTilemaps.
Added - check Wireframe.
Added - check ForceSync.
Added - check FakeGouraud.
Added - check MeshTransparency.
Added - check ForceManaged.
Added - check AutoMip.
Added - check Fullscreen (now with the shooting games the window will not be minimized when shooting in the upper corner).
Added - check Sound.
Added - check Widescreen .
Added - check Resolution (Native).
Added - check Force Feedback.
Added - check HoldGears.
Added - check Joy Xbox360 (xinput).
Added - check (Cursor) Show / Hide.
Added - check DrawCross.
Added - check UseRawInput.
Added - check RawDevP1.
Added - check RawDevP2.
Added - check Load button (Load Rom).
Priorities for future versions
Add - Widescreen (correctly) to all the missing games.
Add - support of the games that use system links, in simple steps so that everything is configured automatically "same pc", "pc in network", "online".
"Maybe" add - Model1 (MAME).
"Maybe" add - Model3 (Supermodel).
GLideN64 is a new generation, open-source graphics plugin for N64 emulators
GLideN64 Public Release v4.0 Changelog:
Today is time to set new Release tag to master branch.
Previous Release 3.0 was a revolutionary one because of massive changes in plugin's architecture and new possibilities opened by these changes. This release is rather evolutionary. It continues tendencies started in the previous version. Of course, new features had been developed too. Lets see:
Solution for HLE problems
The main theme of the new release is solution of HLE-related problems. It started with long long awaited HLE implementation of BOSS ZSort microcode made by Gilles Siberlin.
Then olivieryuyu and me completed our "Mission Impossible 2" : HLE implementation of microcodes for "Indiana Jones" and "Battle for Naboo".That was a huge and incredibly hard work. Successful completion of that task ultimately closed "HLE not supported" issue. All N64 games now can be run in HLE mode. olivieryuyu wrote an article about this microcode: "The masterpiece graphic microcode behind the Nintendo 64 version of Indiana Jones and the Infernal Machine and Star Wars Episode I: Battle for Naboo". I highly recommend to read it.
Next step was to fix issues caused by incomplete or incorrect implementation of some HLE commands, which caused HLE-only glitches. We started with re-implementation of S2DEX microcode, which is designed to draw such 2D objects as sprites and backgrounds. olivieryuyu decoded that huge and tangled microcode and we made new HLE implementation of it, trying to reproduce original algorithms as close as possible. That work took us circa six month.
We also fixed several small HLE issues, where glitch was caused by an issue in some command. Such fixes also required microcode analysis. Thanks to olivieryuyu's efforts we fixed:
missing transition effect in Dark Rift menu
Coin Block Blitz mini game in Mario Party
Conker's Bad Fur Day lighting fix
Missing graphics in Sim City 64
The second big topic of this new release is fixing of regressions.
Unfortunately, each big release is brings not only new features and fixes, but also new bugs. Complete testing is very hard and tedious process. Fortunately, users are founding and reporting us about issues. One of my goals for this release was to fix all known regressions. I combed project's bug tracker for such bugs. To my surprise, many reported issues were actually old and very old regressions. I even found regressions, which were made before the very first public release. I fixed all these issues and I hope that this release will not bring many new ones.
1. As you know, GLideN64 has special mode for precise emulation of N64 depth compare. This mode helps to fix many minor and some major issues with depth compare, but it has some limitations:
serious performance drop in some games
incompatibility with Multi-Sample Anti Aliasing (MSAA)
Logan McNaughton aka loganmc10 found OpenGL extensions, which helped us to weaken the performance issue greatly. Now you can use N64 depth compare freely if your hardware supports required extensions. This mode is still incompatible with MSAA, but now we have a solution. I implemented Fast Approximate Anti Aliasing (FXAA) , which you can enable along with N64 depth compare.
2. Ultimate solution for "remove these darn annoying black boarders" issue: Overscan feature. Now you may crop output image as much as you want.
3. User profiles. You may create profiles with different settings and switch between them. For example, you may create a profile with 2D fixes enabled to play 2D games, or create a profile with N64 depth compare + FXAA enabled.
New supported games
I already mentioned implementation of new microcodes, which finally made it possible to run any game with HLE. However, there are still games, which can't run properly because they do something weird what GLideN64 does not expect and can't emulate yet. Example of such game is Super Bowling 64. The way that game programmed makes it hard to emulate on PC hardware. Finally I found a way how it can be done. That fix then helped me to solve split screen issue in NASCAR 2000. Another example of hard to emulate issue is multiplayer mode in GoldenEye 007 and Perfect Dark with 3 or 4 players. It was fixed too.
It is impossible to list all solved issues. We closed more than 175 issues during this release cycle .
You may read my change-logs on Patreon for details.
Thanks to all backers of "Indiana Jones and the Infernal Machine" crowdfunding campaign on Indiegogo. We hardly would take that task without your support.
Thanks to all my patrons on www.patreon.com/Gliden64 I very appreciate your support.
Thanks to all users of https://github.com/gonetz/GLideN64. Your bug reports and feedback greatly help us to improve quality of the program.
Very special thanks to olivieryuyu, the author of incredible microcode decoding
Mesen-S is a cross-platform SNES emulator for Windows & Linux built in C++ and C#.
Mesen-S v0.1.0 Alpha changelog:
First release - this is an alpha-quality release.
In other words, there may be critical bugs - please don't use this to start playing a 5+ hour game!
Among other limitations, none of the enhancement chips (Super FX, etc.) are currently supported, so any game that uses them will not work.
Nintaco is a work in progress. It is a NES-Famicom-Dendy emulator written in Java 8, ostensibly making it cross-platform. The full source will be made available per LGPLv2.1.
If double-clicking the jar does not automatically launch the emulator, try: java -jar Nintaco.jar
Configure input: Options | Button Mapping...
If you are using an 8 button controller, such as a USB NES gamepad, try mapping Rewind Time to Start + B.
If you want to resume at arbitrary points in the past: Tools | Watch History... and Resume Here
Nintaco (2019/03/31) changelog:
Fixed bug introduced in the last build that inhibited loading FDS and NSF files.
Fixed issue that prevented FDS games from being debugged.
Introduced ability to shoot offscreen.
Added 97 NES 2.0 mappers.
Updated the cart DB.
Updated the FAQ.
My Nes GTK is a nes emuator written in .net C#. It can run an Windows(R) and Linux platforms. It uses GTK# for menus, SDL.NET for emulator window.
- My Nes GTK Interface Features
Uses GTK# which is an easy-to-use multi-platform interface.
A good launcher interface, allows to easily select and run games.
Uses NesCart DB to show and use accurate game information.
Allows to easily edit and change the emulation settings.
- My Nes SDL
Run game in windowed or fullscreen mode with useful video options like keep aspect ratio.
Ability to save snapshots of current game.
Save and load state ability.
- My Nes Core Features
• Accuracy, My Nes pass almost all known nes tests by emulating the real hardware behaviors without any kind of emulation
• Multi-threaded Emulator, the emulation process run in thread separated from renderer threads.
This may improve
performance especially with multi core cpus.
My Nes Emulation Specification
• CPU 6502: All CPU 6502 instructions implemented including the so called illegal opcodes.
• Interrupts: Implement exact interrupt timings like interrupt check before the last instruction behavior
• PPU: Implement the Picture Processor Unit as described in the wiki docs
http://wiki.nesdev.com/w/index.php/PPU_rendering with exact timing
• Palettes: Implement the palette generator of NTSC video as described at
http://wiki.nesdev.com/w/index.php/NTSC_video • TV Formats: NTSC, PALB and DENDY.
• Sound: Implement all Nes 5 sound channels, MMC5 external sound channels and VRC6 external sound channels.
• Sound Playback: Frequency can be 22050 Hz, 44100 Hz or 48000 HZ. Bit rate fixed to 16 bit, channels fixed to Mono.
Also, My Nes implement the exact Mixer as descriped at http://wiki.nesdev.com/w/index.php/APU_Mixer (i.e. low-pass and high-pass filters).
• Mappers And Boards: Implement about 97% of known and documented mappers
• Controllers: 4 players joypads, each joypad is playable through Keyboard, Joystick or XBox360 Game Controller (XInput).
Also Game Genie is implemented as well.
My Nes GTK v3.2 Changelog:
* My Nes GTK is rebuilt from scratch, performance and usubality is improved slightly.
* My Nes GTK is now become compatible with new My Nes Emulation Engine (version 7)
* My Nes SDL is now updated to the latest renderer implementation and options. Emulation rendering performance and quality is improved slightly.
* My Nes, My Nes GTK and My Nes SDL all now share the same emulation engine core (Core.dll), thus, any new updates regards
the My Nes emulation core is applied to this version too.
* Added refresh info button which allows to refresh game snaps, states ... etc after playing a game.
* Improved Input Setting dialog, allows to configure inputs more easily.
-added support for mapper 224
-improved vrc7 audio emulation, now volumes behave more accurately
-added newly dumped data for accurate vrc7 instruments
Controls right now are keyboard only and do the following:
Y/Z is A
X is B
A is Start
S is select
Arrow Keys is DPad
Keys 1-9 integer-scale the window to number
P is Pause
B is Disk Switching (for FDS)
O is Enable/Disable vertical Overscan