pcsx2 has done its monthly report on its progress the past month of june. In this report it goes indepth on how they overcome the problems or running games using the snowblind engine in hardware mode, and also covers the other GSdx improvements.
citra has posted a new video of all the progress that has happened recently.
Thanks to the hard work of many developers, Citra has gotten a lot faster and a lot more accurate. We check out several games with the new and improved Vertex Shader JIT and try some new games that just recently started working.
The Vertex Shader JIT is a way to emulate the 3DS Shaders more efficiently than an interpreter, but in a more accurate way than the GLSL shaders, which were unable to emulate some instructions. The Vertex Shader JIT should not affect compatibility in anyway, making it a mostly free speedup.
In general, there have been a ton of GPU fixes developed since the last update. Fire Emblem Awakening requires a lot of them to get in-game, and more to make it look presentable (though, there are still many bugs to work out.) Majora's Mask 3D is close to playable, but hangs upon creating a new game. Ocarina of Time 3D no longer has the lighting glitches in the Vertex Shader JIT; we're working on figuring out why that fixed it. Super Monkey Ball 3D has some menu objects fixed as well.
While A Link Between Worlds shows the intro, it currently crashes. By the time the Vertex Shader JIT is finalized, this crash will likely be fixed.
There should be more exciting updates coming, so stay tuned!
Some of the small screen footage desynced during editing. It shouldn't matter too much, but just noting that we're aware of it!
NOTE: Source footage was recorded on two different computers. As speed varies between computer, it's important to note as a baseline that most of the footage was recorded on a Core i5 3570K processor. Fire Emblem Awakening was recorded on an i5 4670K. Faster processors will run these titles faster, slower ones will run it slower. The footage also takes advantage of unmerged features that are still being reviewed.
Mappers: Added mapper #65: Daiku no Gen San 2, Kaiketsu Yanchamaru and Spartan X 2 among others.
Mappers: Added mapper #11: Crystal Mines, Metal Fighter, etc. Beware that this mapper has bus conflicts, so some games may behave bad or don't load at all.
Mappers: Added mapper #64: Klax, Skull and Crossbones, Shinobi, etc.
Mappers: Added mapper #71: The Fantastic Adventures of Dizzy, Bee 52. It doesn't work perfect by now, but at least works.
Rom Library Gui: Small change taht it shows the mapper number for the unsupported mapper instead of "------".
Fixed serious bugs in save states when saved to disk.
The dcemul team have been busy, and are now releasing alpha wip builds to see what progress they've made, these arn't full releases so take them as is:
by many requests we decide to make public build of emulator to show and share current stage of its development.
its an alpha/preview quality product so take it AS IS.
it includes new features and new systems mentioned in this topic, many bugs fixed, as well as several unfinished parts, like new DX11NG render.
- somewhat fixed save/load state for DX11NG
- adjusted sound volume, was too loud, notable in Atomiswave games
Dolphin has updated with this months progress report on its gamecube/wii emulator:
As the twilight of the Dolphin 4.0 era approaches, code cleanup and regression hunting have become a high priority, fixing the serious and minor issues that have cropped up over the past year and a half that remain unaddressed. From remedial problems such as INI issues to Real Wiimotes issues on OS X, a lot of those important minor issues have been tackled. As if that wasn't enough, there are still exciting developments within several core features to keep users satiated in this month's Progress Report.
Steem SSE the atari st emulator has been updated to 3.7.2
- HFE images support
This is the file format of HxC floppy emulator.
Copy file HFE_boot.bin to your Steem directory for new disk image
creation (though you may use already existing images converted with
- Improvements in SCP images support
ID around index pulse (I Ludicrus)
Simpler system for weak bit protections
- Support for 7Z, BZ2, GZ, TAR, ARJ compression formats
The feature uses ArchiveAccess.dll, which you need to copy to your Steem
or system directory.
The included DLL has been fixed by you know who so that it also works
with BZ2 files.
You still need unzipd32.dll and unrar.dll for ZIP and RAR archives.
- New option for crisp Direct3D fullscreen rendering
- Links updated in general info; don't forget to copy steem.new
(feel free to delete the silly brags and mean-spirited Chuck Norris
- Bugfix MFP spurious interrupt on STOP after CLR int. mask (Return STE -HMD)
- Bugfix fail to properly remove previous disk image on some insertions:
could explain some strange bugs, when two disks are in the same drive it
can't be good...
- Bugfix WD1772 writing data bytes with missing clock bit on Format
Raine has posted unexpected news about its hosting of its site:
Apparently the hosting for rainemu is about to end, sorry I just learnt it and it's probably going to happen very soon now. No new server planned for now, so it's probably the end for raine, I hope you made the backups you need !
... and it was renewed for 1 month, so we have a delay of 1 month at least, no more emergency !
So lets hope these guys gets something sorted soon for this classic emulator.
Play! website has been updated with news regarding beta testing its playstation 2 emulator on android platforms
I've setup a Google Play account for those who would like to get weekly build updates automatically. Since this is still in "beta", you will need to join Play!'s Official Google+ Community to get access to the builds. Once you've joined, you will be able to sign up for the beta test. After signing up, you will be able to download the emulator through Google Play and get updates every week! This will also be beneficial to the emulator's development since I will be receiving your crash logs automatically.
mgba: endrift has posted on his forums about a gba test suite
In the interest of furthering the state of Game Boy Advance emulation, I've been writing a test suite that tests various aspects of hardware. At the moment, it only tests timing operations, but way more will be coming in the future. Source code is available on github Timing tests
Each test contains 20 (or 10 if only an ARM version is supported) configurations:
ROM 4/2 waitstates, no prefetch
ROM 4/2 waitstates, prefetch
ROM 3/2 waitstates, no prefetch
ROM 3/2 waitstates, prefetch
ROM 4/1 waitstates, no prefetch
ROM 4/1 waitstates, prefetch
ROM 3/1 waitstates, no prefetch
ROM 3/1 waitstates, prefetch
The current version contains 1260 tests total.
A new version of yanese (Yet Another NES Emulator) today now to version 0.77
Video: Added 4:3 aspect ratio support in full screen mode. You can change of common 3 resolution you want to be displayed. This is more likely playing in a real TV.
App video crash: I tested the emu in some basic GPUs like Intel ones. It was sometimes crashing in this GPUs. I discovered that changing some compiler settings was the error.
APU: Fixed Triangle Channel problem that some games didn't sound fine.
SOUND: Added a "low pass filter" in sound generation. It sounds "better" not "too much better", but as i said a "little better".
SOUND: Setting volume too high sometimes, in some games caused the sound to cut off.
Improved some code.
Not surprisingly, plenty of different builds of mame/mess today, and HqMAME is one of them.
A modified version of recent MAME with support for xBRZ and HQx high quality image scaling filters and usability tweaks:
- high quality image scalers: xBRZ and HQx
- takes advantage of multi-core CPUs
- Scale from 2-5x using xBRZ and GDI or DirectDraw
- Scale from 2-4x using HQx and GDI or DirectDraw
- lean implementation on top of standard MAME
- improvements to MAME:
-> Excludes BIOS entries from selection screen
-> Sorts games in selection screen by ROM name
-> Removes limit of showing 15 games only in selection screen
-> "skip_gameinfo" active by default
-> "multithreading" active by default
HqMAME 2.24 (MAME 0.163)
Updated Intel TBB to version 4.3 Update 6
Updated MAME to most recent version
New release from the Mame camp today, with the release of 0.163.
The new games added or promoted from not working are:
Entex Electronic Basketball 2 [hap, Sean Riddle]
Entex Color Football 4 [hap, Sean Riddle]
Tomy Break Up [hap, Sean Riddle]
Player's Edge Plus (PP0021) Standard Draw Poker [BrianT, Jim]
Player's Edge Plus (PP0048) Joker Poker [BrianT, Jim]
Player's Edge Plus (PP0085) Joker Poker (Two Pair or Better)
Player's Edge Plus (PP0089) Standard Draw Poker [BrianT, Jim]
Player's Edge Plus (PP0130) Aces and Faces [BrianT, Jim]
Player's Edge Plus (PP0132) Standard Draw Poker [BrianT, Jim]
Player's Edge Plus (PP0150) Standard Draw Poker [BrianT, Jim]
Player's Edge Plus (PP0181) Standard Draw Poker [BrianT, Jim]
Player's Edge Plus (PP0223) Deuces Joker Wild Poker [BrianT, Jim]
Player's Edge Plus (PP0401) 4 of a Kind Bonus Poker [BrianT, Jim]
Player's Edge Plus (PP0467) 4 of a Kind Bonus Poker [BrianT, Jim]
Player's Edge Plus (PP0550) Joker Poker (Two Pair or Better)
Player's Edge Plus (PP0750) Standard Draw Poker [BrianT, Jim]
Player's Edge Plus (PP0757) Double Down Stud Joker Poker [BrianT, Jim]
Player's Edge Plus (PP0764) 4 of a Kind Bonus Poker [BrianT, Jim]
Player's Edge Plus (PP0812) Deuces Joker Wild Poker [BrianT, Jim]
Player's Edge Plus (X000489P+XP000038) Double Down Stud Deuces Wild Poker
Player's Edge Plus (X000557P+XP000038) Standard Draw Poker
Player's Edge Plus (X000578P+XP000038) Standard Draw Poker
Player's Edge Plus (X002312P+XP000112) Triple Bonus Poker Plus
Player's Edge Plus (X002412P+XP000096) Standard Draw Poker (5 Decks)
Z80 TV Game System [Robbbert]
Player's Edge Plus (X000057P+XP000038) Deuces Wild Poker [BrianT, Jim]
Player's Edge Plus (X002024P+XP000038) Double Bonus Poker
Coleco Frogger [hap, Kevin Horton]
Advanced MAME has been updated today with version 1.3 of its mame/mess emulator.
Added support fo Haiku OS.
Included free ROMs gridlee, polyplay and robby.
Trick to reduce the input lag by one frame [Manlio De Pasquale].
Better effect selection if display_resizeeffect is 'auto'.
Changed the default of "magnify" to auto.
Fixed manpages format.
This brings back some of the nasty threading issues squashed a few days ago. Hopefully when SDL is no longer used for video in the Qt port, this will go away. Fwiw, the issue seems particular to the Advance Wars intro. Probably happens in other games, but I've yet to see it (it's an X11 threading issue, maybe doesn't happen on Windows/OS X?)
An update from the arcade emulator raine today with a new maintenance build now to version Raine 0.64.5
- aes bios support : at least it works, I can't say I tested it a lot, it seems to completely ignore the dipswitches, but it's probably normal (probably no dipswitches in these aes cabinets I guess).
- fixed the day of week for the neogeo calendar displayed when you choose "book keeping" (b+c+d at boot with unibios, and something equivalent with most other bioses I guess...). This clock is completely different from modern clocks in pcs. Nowdays clocks are synchronized using ntp over the network at a scale of 0.001s or sometimes even much less. This one is very unprecise, it increases its seconds everytime the display is updated, except the neogeo display is not exactly 60fps, it's 59.2 fps approx, so it quickly gets out of sync ! Actually the role of this clock was only to keep track of how many times a given game was played and if continue was used on it, how much time and at which date. No need for a lot of precision for that, but it's still quite surprising. Not talking about this year on 2 digits only in 199x, but I guess they didn't actually care about the year at all in this case...
Anyway in raine this clock is initialized from the pc clock when you launch a game so you get the correct date in "book keeping", but I had forgotten the day of week, I thought it was computed, but no, it's just read as well from the calendar chip. So this one comes also from the pc clock now, so you'll get a precise calendar now ! :) (totally useless, yes, I know !)
- Hum, except that I played at reproducing the level skipper in bublredux using a raine script for the other bublbobl clones. Oh well, the only thing I didn't emulate is the sound effect produced when you change the level. It was just to check it can be done very quickly, and indeed, it's very short to do ! For normal player it means there is a new cheat for all bublbobl clones, "skip this level", completely at the end of the list normally.
With all the goings on with this xbox 360 emulator, seeing the website have a major change wasn't unexpected, although the website looks like its still unfinished, its certainly worth noting for things to come, and at looking at their news post "HELLO WORLD" they do say about needing some style love.