Emulation64.com  ::  EmuTalk.net  ::  DCEmu.co.uk     About  ::  Hosting  ::  Donate 
Home Files Forums Reviews Guides Articles Interviews

Welcome to the Emulation64 Network501 Users Online

 





    Saturday, April 19, 2014
Wine 1.7.17

Wine enables Linux, Mac, FreeBSD, and Solaris users to run Windows applications without a copy of Microsoft Windows. Wine features: support for running Win64, Win32, Win16 and DOS programs, optional use of external vendor DLL files, X11-based graphics display and X terminal remote display, DirectX support for games, good support for various sound drivers, support for alternative input devices, PostScript printing, modem, serial device and winsock TCP/IP networking support, full-featured debugger and configurable trace logging messages.



Heres's condensed changelog for latest development build:

- More implementations for the Task Scheduler.
- C runtime made more compatible by sharing source files.
- Fixes in the Mac OS X joystick support.
- Various bug fixes.

Visit official website for further information and latest files.
 



    Tuesday, April 15, 2014
Ootake 2.75

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




- "Power-On Black Screen Effect" menu was added to CPU menu. When this menu is checked, the state of a television at power-on (the screen display passes about one second) is simulated. (default)
- "Configure Sprite&BG Buttons" menu was added to CPU menu. This is a function for the developer. The button (keyboard is also available) that switches non-display of sprite and BG is set.
- With Windows8, the bug that the file dialog occasionally stopped was corrected.
As for the Windows8 environment, the delay of the display (two extra frames with Win7/Vista invalidated Aero case) happens. because the drawing buffer(Aero with win7/vista) was not voidable. If possible, please play with Windows7/Vista/XP when you enjoy an action or a shooting game.
For Windows8.1, I schedule "Direct3D low-latencypresentation API function" of DirectX11.2 to be used in the far future. I want to cancel Input Lag.
- The speed and timing were brought close to the movement of a real machine. In the start demo of "Asuka 120% Maxima", the problem that one frame screen falls into disorder was solved. In the demo of "The Kung-Fu", the problem that the upper part of the screen flickers was solved(reduced. with even real machine it sometimes has the flicker).
- Additionally, a detailed part has been improved and corrected.
+ I began Twitter. (Japanese language) http://twitter.com/kitao_n
* The happiness of the game is the world human race commonness. It longs for peace.
* I think that it cannot do improvement & correction of the above-mentioned if there are many neither operation report nor defect report. Thank you really for you who reported.

Check out official website for further information and latest files.
 



    Saturday, April 05, 2014
HalfNES 055

HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application and supports: joystick through DirectInput and xInput, SRAM save, accurate sound core, full screen display and cross-platform portability.



Chere's changelog for latest builds:

055
-Added support for NSF music files.
-Added mapper for Super Spike V'Ball/Nintendo World Cup combo cartridge
-Changed sprite DMA timings (fixes Battle Chess again)

054
-Changed NES color palette to match NTSC filter colors
-Fixed VRC 7 Vibrato, no longer crackles
-Improved speed of NTSC filter some more
-General code cleanups (more are still necessary)
-Provided a more helpful error on stdout when the jInput lirary is missing

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



    Friday, April 04, 2014
PPSSPP 0.9.8

PPSSPP can run your PSP games on your PC in full HD resolution, and play them on Android too. It can even upscale textures that would otherwise be too blurry as they were made for the small screen of the original PSP.



Here's changelog for 0.9.8 release:

+ OpenGL ES 3 detection bug on Xperia devices fixed, graphics work again.
+ More accurate audio mixing and emulation
+ Software rendering and display list performance improvements
+ Workaround for timing issue hanging Crash Tag Team Racing
+ Galician language
+ Built-in ARM disassembler improvements (dev feature)
+ Fix for immersive mode volume key issue on Android Kitkat
+ And more minor tweaks and fixes as always.

Visit Official homepage for for further information and latest build of emulator
 



    Wednesday, April 02, 2014
Emulating Game Boy Games With Custom/Colorized Sprites

Home Blog
::Developer Shonumi
:: Emutalk post

Emulating Game Boy Games With Custom/Colorized Sprites


When it comes to emulation, one could certainly think that weíve explored just about every aspect of the Game Boy so far. From multiplayer over the serial port, the Game Boy Printer, the Super Game Boy, the Game Boy Color Infrared Port, Rumble Carts, to even the accelerometers in Kirbyís Tilt Ďní Tumble: there isnít much emulators canít handle. However, there will always be new territory to uncover and explore, especially for those with creative minds. In the form of an enhancement or modification, custom sprites is one such example. An emulator with custom sprites has the ability to replace a gameís native graphics with data selected by the user. To my knowledge, no one has ever implemented such a feature into a Game Boy emulator. Until now that is.

Art History 101:

The original Game Boy, Game Boy Pocket, and the Japanese-only Game Boy Light were only capable of displaying graphics using four different shades of gray (this applies only to background tiles, sprites were restricted to 3 shades with one shade reserved for transparency). Each pixel was either completely on, 2/3 on, 1/3 on, or completely off. The monochrome palette lasted until the Super Game Boy came out, allowing games to be played with 32 (sometimes garrish) colored palettes, as well as custom ones. I never owned one, but I do remember having quite a few ďPlay It LoudĒ poster sheets that came with my Game Boy games advertising the Super Game Boy. Eventually the Game Boy Color came out allowing games to be played with colored palettes as well. Still, games that were not Game Boy Color only or backwards compatible games that did not fully utilize the Game Boy Color never really achieved significant colorizations, at least nothing that made them on par with native Game Boy Color games. There is a Game Boy Colorizer ROM hacking tool that aims to help hackers convert old DMG ROMs into fully capable GBC ROMs, but from what I have heard, it can be finnicky at best.

Currently, I am working on my own Game Boy emulator that I plan to call Game Boy Enhanced. It isnít a very original or clever name, but this is my first emulator, so I can afford to be simple and straightforward. Since the project will introduce me to emulator programming, I do want it to be as accurate as I can make it, however, I donít shy away from graphical enhancements when it comes to emulation. This is the future after all, so we might as well be able to make things shiny if we want to. At first, I was planning to have the usual assortment of enhancements that nearly every other emulator has: 2x-3x-4x nearest neighbor scaling, various scaling filters (the HQ family, SuperEagle, 2XSai), save states, and maybe built-in sound-ripping. However, one of the regulars on the Dolphin emulator forums suggested that it would be nice to allow custom sprites as a feature, and this got me thinking.

Dolphin is a pretty advanced emulator; it allows users to dump textures for games, edit them, and then load them into the game. This activity is quite popular in sprucing up old N64 games in the N64 emulation community, and the practice has extended to Gamecube and Wii games now too. I figured it would be possible to do the same with Game Boy Enhanced (GBE for short). Although there are a number of more pressing things to program for GBE, I decided to see if I could implement it anyway. The general theory is similar to how Dolphin operates. Based on the spriteís raw pixel data, GBE generates a unique hash to represent it. GBE stores every hash in a list. When drawing a sprite, GBE compares the current hash against the list. If the hash is in the list, rather than drawing the pixel data obtained from Video RAM (VRAM), GBE will load the custom sprite data from a file. I will go in-depth more about that, but first GBE needs to allow users to get the sprites to modify in the first place.

Taking a dump:

GBE needs to dump the sprites as the game generates them. The general idea is to get the hash and compare it to what we already have in the list. If the hash is already in the list, thereís no need to dump the sprite again, so GBE ignores it. When itís a brand new hash, GBE pulls the pixel data from VRAM and then saves that data to a BMP. The trick here is to make sure that the file is going to be as unique as the sprite itself, so GBE names it after the hash. This will help when loading the modified sprite as well. Since this work was fairly experimental, the hashes were simply 128-bit numbers converted to hexadecimal. Thatís enough to create a unique hash for every possible 8◊8 sprite possible as it takes 32 bytes (128-bits) for the Game Boy to represent an 8◊8 sprite. 8◊16 sprites have yet to be implemented in GBE, so Iím not worrying about that just yet.

Now here comes the fun part: editing tiny 8◊8 bitmaps. Obviously there are a couple of challenges. The first is in determining what youíre looking at exactly. If you donít have a discerning eye, it can be quite difficult to see the sprites youíre after. Of course enlarging the dumps in an image viewer helps, but most larger sprites are a combination of the 8◊8 sprites. Visualizing which ones match together is not unlike a puzzle game in and of itself. The next thing to consider is how you want to edit these sprites. Since whatever data entered here supercedes the Game Boyís color choice, custom sprites are not concerned with things like the palette. The colors in the BMP file are the final colors that will be output to the screen. If the custom sprites decide not to add color, they need only determine what shade of gray each pixel should be, irrespective of any programmed palette.


It takes a keen eye to edit 8◊8 sprites like this. Here we have Mario, obviously.

Once the sprites have been dumped and edited, the next step is to load them back into the emulator. Itís pretty much the reverse of what GBE does when dumping them. Whenever new sprite data is generated, GBE generates a hash for that and tries to load a BMP file named after that hash. Once the BMP file is loaded, it gets stored into a cache. GBE then updates a list of which hashes have already been used to get custom sprite data. The list ensures that the same hash isnít used again to load the BMP file since the cache already contains the custom sprite data. Whenever GBE draws a sprite whose hash matches an entry on the list, GBE draws the custom sprite data pulled from the BMP instead of VRAM. With this, GBE effectively replaces the original pixel data without affecting the rest of the game.



The whole process of custom sprites:

Look at all the colors

The custom pixel data can be anything we choose; it can even exceed the color limits of the Game Boy Color. The limitations enforced on the original system need not apply to GBE, since the emulator has the final say over graphical output, not the original hardware. Itís easy to have a sprite use 10, 20, or even 30 different colors. Although it takes a bit of creativity, thereís nothing stopping sprites from taking on a 16-bit look and feel. The only issue is the screen size (160 x 144 pixels) which makes for relatively small sprites.

However, the possibilities donít just end there. We can completely mod Game Boy games with this method to create custom pixel data for anything. Background tiles are stored and processed in the almost exact same manner as sprites. The method of generating hashes for background tiles and replacing background tiles with custom pixel data is identical, so it wasnít hard to program GBE to manipulate the background as well. Now itís possible to fully colorize original DMG games in a reliable manner. And yet thereís more; consider that this isnít just a method a colorizing sprites, itís a way to make the sprites look like whatever one wants them to look like. How about Tetris with Poke Balls? Super Daisy Land wherein Daisy saves Mario? Master Chief as Mega Man? Anyone with enough time and effort could alter or create just about anything.

If GBE ever catches on, I would hope this to be a defining feature, as it could prove popular within the ROM hacking community (even though, technically, the ROM data is not touched with this process). GBE isnít quite ready for its public release as an open-source project however, as Iím reworking LCD emulation and increasing game compatibility at this moment, and most of the custom sprite code needs to be rewritten as well. It should up on Google Code within a month however, so anyone wanting to play around with this neat feature can have a go.

Other emulators are quite capable of adding this functionality themselves if so desired. The method described here is not specific to Game Boy Enhanced at all nor the original Game Boy games it emulates. GBC, GBA, NES, SNES, Genesis: basically any system that uses sprites can also use custom sprite data. As long as the emulator has some way to view the sprite data (which an emulator needs to, if it ever wants to draw that data onscreen), it can generate a hash and replace the necessary data. Thatís not to say it would be easy to implement in every emulator, only that such possibilities do exist. Personally, I think this is an exciting opportunity for people and communities that want to see new life breathed into games that are now getting to be decades old. It could add interesting twists to games that weíve already been playing for years. I very much look forward to seeing how people apply this technique in the future.

A video of custom sprites in action can be found on my YouTube channel. Itís only Tetris (and not my best game, mind you), and not everything is fully colorized. This is just a proof-of-concept demonstration until the underlying implementation is perfected. Still, it works, and thatís half the battle :)
 



    Sunday, March 16, 2014
ePSXe for Android v1.9.17

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 UI and Logo (Robert Typek)
* Full screen inmersion (4.4)
* 32bit blit.
* Very low latency sound mode.
* Improvents and gamepads support (more pads, automap on gameplay, l2/r2 mapping)
* Bluetooth keyboards support.
* New ECM indexer.
* Option to download the OpenGL plugin.
* Option to delete savestates
* Korean language (Duo Jeon)
* Fixed Ppf support.
* GPU: Fixed Mad Stalker.
* ixed Kidou Senshi Gundam - Gihren no Yabou CD2

Visit developers homepage and Google Play app page for further informations.
 

RockNES 5.13d

RockNES is a Nintendo Entertainment System (NES) videogame emulator. It's fully coded in C and uses the Allegro library for audio, video and input devices, plus the zLib library for compressed files ZIP or GZ.



What's new for version 5.13

version 5.13d (01/19/2014)
- Fixed PRG RAM data saving/loading in savestates.
- Fixed popup message color.
- Internal code optimizations and cleanups.

version 5.13c (01/18/2014)
- Fixed coin detection in VS System (mapper 99), press F8 to "insert coin".

version 5.13b (01/17/2014)
- Fixed FPS (frames per second) display.
- Fixed "disable_ppu_clipping" and "mouse_poll_latency" flags.
- Famiclone sound mode setting is now saved.
- Minor changes in the GUI.

version 5.13 (01/15/2014)
- New menu item "View CPU state", replacing the "Dump->CPU context".
- New blitter, 256x240 interpolated. Press key 1, then 3.
- Fixed Famicom Disk System support, a few games are playable now.
- Fixed Refresh button in the disassembler dialogs.
- Fixed a bug loading mapper 20 (Famicom Disk System).
- The disassembler shows the full bank again (size of $1000).
- Fixed a configuration problem of input devices.
- Fixed flag for patched ROMs (it was always zero).
- Added detection of dirty NES headers (DiskDude).
- Internal optimizations, minor changes and fixes in the GUI.

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



    Saturday, March 15, 2014
openMSX 0.10.0

openMSX is an emulator for the MSX home computer system. openMSX is confirmed to run on the following operating systems: Linux, Windows, Mac OS X, FreeBSD, OpenBSD and NetBSD; on x86, x86-64, PPC, ARM, MIPS and Sparc CPU's. Its goal is to emulate all aspects of the MSX with 100% accuracy: perfection in emulation. openMSX has also a built-in command interface called the console, which allows you to control almost all aspects of openMSX while it is running.



Here's list of new or improved emulator features:

+ added subdirectory support for dir-as-disk
+ added configurable host to MSX joystick mapping, e.g. useful to bind the crawl command (button A+B) in Metal Gear 2 to a single PC joystick button
+ added support for bash completion (useful for using openMSX on the bash command line)
+ performance improvements:
- improved start-up performance (on Dingoo openMSX starts over 20% faster)
- reduced CPU overhead when enabling reverse
- further optimized CPU emulation
- sped up CAS loading (use 3744 baud instead of 2760 baud)
- reduce input latency (poll host events more often and remove delays)
- speed up reverse in combination with harddisk by using incremental hashing
+ reverse/TAS:
- added reverse subcommand to truncate the current replay
- show two decimals in the reverse bar time
- added setting to prevent the reversebar from fading out and made that the behaviour in TAS mode
- added bookmarks feature to reverse bar
- added possibility to customize TAS key bindings in an external script
- added setting to auto save replays at intervals
- added command to reset the lag counter
- added commands to go to frame boundaries and advance/reverse to frame boundaries
- show values of TAS widgets also in the middle of a frame
+ several improvements on the OSD menu:
- several improvements on the file browser
- better error handling
- only show media menu options that are relevant for the current machine (e.g. do not show disk drives when the machine has none)
- added support for LaserDisc
- added a quit menu with confirmation
- added limitsprites setting
- added basic mouse/touch support, including:
* right click to close current menu
* support for scrollwheel of mouse to scroll in lists
- only show video options if they actually make sense
- added option to make current machine default (started when launching openMSX)
- added resampler setting (for performance tuning)
- added detailed sound chip control (balance, volume, per channel mute)
- added possibility to browse to other drives on Windows
- added possibility to insert a new tape in the cassette player and made it easy to browse to your newly created tapes
- added short cuts to browse to your file pools (if they contain stuff)
- added confirmation dialog before overwriting existing save states
- added feedback when executing actions like inserting disk, saving state
+ remove SSE and MMX assembly routines, only keep rewritten SSE2 routines
+ added interleaving with black frame for monitors with LightBoost support
+ added OSD widget that displays how busy the VDP is
+ enable grab on fullscreen (workaround for Mac issue)
+ added Cmd+I hotkey to press Insert key on Mac

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



    Tuesday, March 11, 2014
PPSSPP 0.9.7

PPSSPP can run your PSP games on your PC in full HD resolution, and play them on Android too. It can even upscale textures that would otherwise be too blurry as they were made for the small screen of the original PSP.



Here's changelog for 0.9.7 release:

+ Several scheduling and audio fixes, fixing black screens in Yu Gi Oh games among other things.
+ Screen rotation and immersive mode support on Android
+ Large improvements to the software renderer (still not really playable, but looks right more often than not)
+ New VPL allocator and bugfixes, fixing Pangya Golf performance problems.
+ Some mpeg/video playback fixes, fixing Parappa The Rapper and others. Some issues remain.
+ Fix save state bugs causing incompatibility between 32 and 64-bit platforms.
+ Symbol map/debugger improvements
+ Depth buffer copy, fixing Jeanne D'arc. May cause minor slowdowns though, this will be worked around in the future.
+ MsgDialog fixes. Saving fixed in numerous games.
+ Initial multitouch support on Windows 8 for on-screen controls.

Visit Official homepage for for further information and latest build of emulator
 

NeoRaine 1.4.3

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 version 1.4.3:

+ fix the crash when loading a 2nd game with audio tracks
+ fix alignment issue in opengl with the drawpixels renderer
+ min font size = 8 for the gui0

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

Stella 3.9.3

Stella is a freely distributed multi-platform Atari 2600 VCS emulator; originally developed for Linux by Bradford W. Mott, it is now maintained by Stephen Anthony. Stella allows you to enjoy all of your favorite 2600 games once again by emulating the 2600's hardware with software. Stella is written in C++, which allows it to be ported to other operating systems and architectures. Since its original release Stella has been ported to AcornOS, AmigaOS, DOS, FreeBSD, Linux, MacOS, OpenStep, OS/2, Unix, and Windows, as well as consoles such as Sega Dreamcast, GP2X, Nintendo DS and Playstation Portable (among others).



Here are changes presented in latest build:

+ Added bankswitch schemes BF, BFSC, DF, DFSC and 4KSC, thanks to RevEng and CPUWIZ of AtariAge.
+ Updated ROM properties for several ROMs, thanks to Omegamatrix of AtariAge.
+ Fixed program crash when specifying a bankswitch type that Stella didn't recognize; an error message is now displayed.

Check out official website for further information and latest version of emulator.
 



    Friday, February 14, 2014
CCS64 v3.9.1

CCS64 is a program that runs on your PC that turns your computer into an old Commodore 64 computer. CCS64 emulates briefly the following things of an old C64 system: (1) main Commodore 64 console, with the keyboard and peripherals like joysticks, paddles and mouse - both systems sold in Europe as well USA version (2) up to four 1541 disk-drives (3) C2N cassette recorder (4) many of the old cartridges.



Here's brief changelog for 3.9/3.9.1 versions:

- FIX: The TAP of the game 'Bombuzal' now loads properly.
- FIX: A random slow-down problem has been fixed.
- FIX: The 'Sync To Screen' option has been fixed.
Note: The lock-up problem with the game 'Katakis' cannot be re-produced. Tested with CCS64 V3.9 and the Dark Force 100% version of the game.
- FIX: Several analogue anomalies have been fixed, e.g. Crest's EmuSuxx0r.
- ADD: Several PAL artifacts, blurring, etc., have been implemented.
- The previously-reported bugs (i.e. regarding Moon Shuttle and Edge Of Disgrace) are still being investigated.

For full changelog and latest files visit project website.
 

Yabause 0.9.13

Yabause is a Sega Saturn emulator create under the GNU license. It currently runs on FreeBSD, GNU/Linux, Mac OS X, Windows, Dreamcast, PSP and Wii.
It's still in development but it's quite stable and support booting BIOS and some games using Saturn CDs or ISO files.



Here's changelog:

+ Working Netlink emulation over LAN/internet
+ CD audio emulation fixes
+ Support for mdf/mds (version 1) dumps
+ CD+G
+ GDB stub
+ Saturn mouse and 3D control pad
+ Awesome new SH2 debugging features
+ More user-friendly interface
+ At least 0.0.1 more than any previous version
+ And of course, better overall emulation

Visit project website for for further information and latest files.
 



    Wednesday, February 12, 2014
PCSX2 1.2.1

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 are a rundown of the biggest changes in this release:

Windows
Core:
+ microVU fixes for Dreamworks games, later Tony Hawks games, Evil Dead and others
+ Fixes to New GIF unit to solve regressions
+ microVU bugs fixed (affecting Extreme-G Racing and others)
+ CDVD fixes (Impossible Mission now boots)
+ Path 3 arbitration and timing refinements
+ MFIFO fixes for DDR games
+ Huge DMAC bug fix solving most of the problematic videos. (Baldurs Gate 2, Katamari Damacy and more)
+ Memory card support improved in many games, now supports PSX memory cards also Multitap support improved greatly
+ Many game fixes for COP2 problems inherent with emulation. (Ace Combat, Forbidden Siren and others)
+ VIF Unpack optimizations
+ VU Delays added to fix the graphics of Snowblind engine games (Champions of Norrath, Baldurs Gate 2)
+ Various other game specific fixes in GameDB
+ NVM file creation (if one doesn't exist) now fills in iLink ident. (Age of Empires 2)
SPU2-X:
+ Improved DMA system
+ Fixes to reverb
+ Improved time-stretcher recovery on extreme speed changes.
+ Portaudio (providing WASAPI in Windows, ALSA/+OSS in Linux) now supported and the default output module. Latencies with this mode are lower than other modules
GSdx:
+ Improved adapter selection for detecting of videocards
+ CLUT (Color LookUp Table) fixes for games such as Disney Golf
+ Texture Offset options added to help improve upscaling artifacts
+ OpenGL mode added (Experimental currently)
+ Various CRC hacks
+ Hack for NVIDIA cards, solves problems with stretching on drivers above 320.18
+ New shader resources! Complete PCSX2 FX Revised 2.0 by Asmodean has been integrated
DEV9ghzdrk:
+ Improved support for online play and make the users MAC address unique.

Linux
Core:
+ Support for external patch (pnach) files
OnePad changes:
+ Bugfixes for multiple button presses
+ Bugfixed memory leaks
ZZogl:
+ Added support for MESA drivers
+ Bump OpenGL requirement to 3.0 with floating texture
+ Various OpenGL fixes
SPU2-X:
+ Added SDL Backend

Visit official homepage for further information and latest files.
 

higan v094

higan (formerly known as bsnes) is a Super Game Boy, BS-X Satellaview, Sufami Turbo, Famicom, Super Famicom, Game Boy, Game Boy Color and Game Boy Advance emulator, that began development on 2004-10-14. 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's changelog:

+ sfc: added SA-1 MDR support (fixes SD Gundam G-Next bug)
+ sfc: remove random/ and config/, merge to system/ with better randomization
+ gb: improved color emulation palette contrast
+ gbc: do not sort sprites by X-priority
+ gbc: allow transparency on BG priority pixels
+ gbc: VRAM DMA timing and register fixes
+ gbc: block invalid VRAM DMA transfer source and target addresses
+ gba: added LCD color emulation (without it, colors are grossly over-saturated)
+ gba: removed internal frame blending (use shaders to simulate motion blur if desired)
+ gba: added Game Boy Player support (adds joypad rumble support to supported games)
+ gba: SOUND_CTL_H is readable
+ gb/gbc: PPU renderer is now cycle-based (major accuracy improvement)
+ gb/gbc: OAM DMA runs in parallel with the CPU
+ gb/gbc: only HRAM can be accessed during OAM DMA
+ gb/gbc: fixed serialization of games with SRAM
+ gb/gbc: disallow up+down or left+right at the same time
+ gb/gbc: added weak hipass filter to remove DC bias
+ gb/gbc: STAT OAM+Hblank IRQs only trigger during active display
+ gb/gbc: fixed underflow in window clamping
+ gb/gbc/gba: audio mixes internally at 2MHz now instead of 4MHz (does not affect accuracy)
+ gb/gbc/gba: audio volume reduced for consistency with other systems
+ fc/sfc/gb/gbc/gba: cheat codes are now stored in universal, decrypted format
+ ethos: replaced file loader with a proper game library
+ ethos: added display emulation shader support
+ ethos: added color emulation option to video settings
+ ethos: program icon upgraded from 48x48 to 512x512
+ ethos: settings and tools windows now use tab frames (less wasted screen space)
+ ethos: default to optimal (video, audio, input) drivers instead of safest drivers
+ ethos: input mapping system completely rewritten to support hotplugging and unique device mappings
+ ruby: added fixes for OpenGL 3.2 on AMD graphics cards
+ ruby: quark shaders now support user settings inside of manifest
+ ruby: quark shaders can use integral textures (allows display emulation shaders to work with raw colors)
+ ruby: add joypad rumble support
+ ruby: XInput (Xbox 360) controllers now support hotplugging
+ ruby: added Linux udev joypad driver with hotplug support
+ phoenix: fixed a rare null pointer dereference issue on Windows
+ port: target -std=c++11 instead of -std=gnu++11 (do not rely on GNU C++ extensions)
+ port: added out-of-the-box compilation support for BSD/Clang 3.3+
+ port: applied a few Debian downstream patches
+ cheats: updated to mightymo's 2014-01-02 release; decrypted all Game Genie codes


Check out project website for latest files and informations.
 



    Sunday, January 12, 2014
DeSmuME 0.9.10

DeSmuME is a Nintendo DS emulator running homebrew demos and commercial games. The original author of DeSmuME is YopYop156. He has stopped working on it on the beginning of april 2006 and passed the torch to a new team of developers.



Here is changelog for latest version:

In this version, we have focused on trying to clean up some complexities in the user experience and emulator internals. Pretty unglamorous stuff, but some games are newly compatible.

General/Core:
enh: break savestate back-compatibility
bug: improve save size autodetection for some games
bug: cpu: fix many basic jit cpu bugs
bug: 3d: tweak softrasterizer edge marking
bug: 3d: fix stale 4x4 texture palettes
bug: fix some GPU sprite blending scenarios
bug: fix bios HLE BitUnPack, UnCompHuffman
enh: modular slot-1 device system, emulate GC bus more faithfully
enh: support NAND slot-1 device
enh: auto-detect appropriate slot-1 and slot-2 device
enh: many revisions to firmware boot process for more authenticity. iQue and FlashME versions function, .dfc rewritten.
enh: support streaming NDS file from disk (like an ISO, to avoid long initial load time)
enh: run .dsv directly on disk, to save long flushing times. should speed backup operations.
enh: spu synch mode and method on commandline

Windows:
bug: fixes to advanscene DB import
bug: save opengl display method filter option
bug: general bugfixes to various screen layout modes
enh: add option to stop non-integer scaling during fullscreen or maximize
enh: improvements to save import dialog
enh: improved memory viewer tool
enh: operate better when run, against our advice, from a zipfile
enh: add slot-1 Nitro Filesystem viewer tool

Cocoa:
bug: fix slot1-R4 path saving
bug: fix bug with mic samples < 16khz
bug: fix bugs and enhancements in multi display windows
bug: fix handling of some joystick analog inputs
enh: save display windows configuration and emulation speed on app exit


Visit projects WIKI for further information and official homepage for latest emulator builds.
 

BGB 1.4.3

BGB is a GameBoy, GameBoy Color, and Super Gameboy emulator/debugger which runs on Windows. Program features accurate emulation of the hardware, powerful debugger, SGB multiplayer with up to 4 gamepads and TCP/IP game link support, graphics with GDI, DirectDraw, Direct3D, OpenGL output, and HQ2X, Scale2x, scanlines, blocky filter, accurate/high quality sound emulation, bandlimited synthesis, GameGenie and GameShark cheat, and more.



Here's changelog since v1.4.1:

1.4.2 - fixed a large number of small problems and bugs including: direct3d now works on secondary monitors, some accuracy fixes (including sagaia problem), added some features including: mono sound output and an exception break if making bad accesses during an OAM DMA transfer. tested to work on windows 8.

1.4.3 - fixed: loading/saving save files for roms with unicode filenames was broken if a save dir is not set. this was broken in 1.4.2.

Check out official website for further information and latest version of emulator.
 

RPCEmu 0.8.11

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 0.8.11 - 23/10/2013:

All Platforms
+ Support for emulating Phoebe, the Risc PC 2. Produced with the assistance of The Centre for Computing History. Instructions on how to setup Phoebe emulation and the required files are on the 4corn website. http://www.4corn.co.uk/articles/phoebe/
Note, this is a prototype machine, so is more for historical interest than running production code.
+ Introduced the concept of configuring the Hardware Model rather than using CPU type to determine hardware. See the Settings->Settings window for details. You may need to reselect a model based on your previous CPU choice.
+ Fix very rare bug in which the MIPS count was sometimes wildly incorrect.

Windows
+ Fix 'Follows Host Mouse' bug, where the host and emulated mouse pointers were not lined up until the RPCEmu window had been moved.
+ Fix network GUI bug where the selected networking type was not correctly set.


Check out project website for latest files and informations.
 



    Friday, January 10, 2014
PCSX2 SVN r5805

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:

+ Dev9ghzdrk: Take the first 3 bytes of the host MAC for the virtual one, should make it unique for people using xlink or multiple people playing the same game.
Hopefully this works anyway ;)
+ GSDX: Nonsense workaround for VS2010 crash issue. We suspect that memory is getting corrupted but we've failed to find the code responsible. Many different changes result in code that doesn't crash for no obvious reason, this one at least looks vaguely like sane code though.
+ Reverted optimisation flag for VS2010 release target.
+ GSDX: (FXAA) Treat shader model 4.1 as 4.0 and future shader models as 5 rather than failing to compile.
+ GSDX: As the Optimization option in VS2010 causes GSDX to crash now, i've disabled it. Whole program optimization is still on and the release will use both (compiled with vs2013). So the SVN can like it or lump it ;p
+ GSDX: Modified the FXAA shader loading so Page Up works again. Now loads the shader just in time.
+ i18n:
* update korean translation
* generate german binary mo file
Translation status:
locales/ar/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/cs_CZ/pcsx2_Main.po - 564/ 2/565 ( 99%) -1
locales/fi_FI/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/hu_HU/pcsx2_Main.po - 525/ 8/565 ( 92%) -40
locales/id_ID/pcsx2_Iconized.po - 49/ 48/74 ( 66%) -25
locales/id_ID/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/ja_JP/pcsx2_Main.po - 563/ 4/565 ( 99%) -2
locales/ms_MY/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/nb_NO/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/pl_PL/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/ru_RU/pcsx2_Main.po - 557/ 8/565 ( 98%) -8
locales/th_TH/pcsx2_Iconized.po - 72/ 3/74 ( 97%) -2
locales/th_TH/pcsx2_Main.po - 563/ 2/565 ( 99%) -2
locales/tr_TR/pcsx2_Main.po - 564/ 2/565 ( 99%) -1
locales/zh_CN/pcsx2_Main.po - 564/ 2/565 ( 99%) -1
locales/zh_TW/pcsx2_Main.po - 563/ 2/565 ( 99%) -2

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



    Thursday, January 09, 2014
SuperJarioES Released

Jason Ladere, author of Jario64 (N64 emulator), informed us about his new project - written in java SNES emulator - SuperJarioES. As you can see, for initial release, it works quite well.



Here's full info:

I have released the initial version of my snes emulator SuperJarioES which is based off of the higan/bsnes emulator. I have also released a newer version of my older Jario64 N64 emulator. Both of these emulators, along with my other emulators are built using a Fractal Component Architecture.


Visit official homepage at code goole for latest source s and binaries, and don't forget to leave your feedback at initial EmuTalk thread.
 

File Releases

Turok 2 Seed of Evil - By Magnio
Turok 2 Seeds of Evil - High Resolution Textures

DeSmuME 0.9.10
No Description in database.

DeSmuME 0.9.10
No Description in database.

DeSmuME 0.9.10
No Description in database.

Banjo Tooie - by Gronos
Banjo Tooie texture improvement pack.



Latest Forum Posts

fifa road to world cu ...
Last Reply: dondiddi
Replies: 0

Game Boy
Last Reply: Shonumi
Replies: 1201

Controls not working ...
Last Reply: Fanatic 64
Replies: 5

Wine 1.7.17
Last Reply: Fanatic 64
Replies: 3

Project 64 - N-rage I ...
Last Reply: squall_leonhart
Replies: 3


Latest Reviews

NDS - Okamiden
Created by WhiteX

Wii - deBlob 2
Created by WhiteX

Wii: The Conduit
Created by WhiteX

NDS: Hotel Dusk - Room ...
Created by WhiteX

NDS: Elite Beat Agents
Created by WhiteX


Support Guides

PCSX2
Created by Martin

Dolphin Emulator
Created by Martin

Nintendo DS Homebrew.
Created by WhiteX

PSX Plugins: Lewpy's Gl ...
Created by Dark Watcher

PSX Plugins: P.E.Op.S S ...
Created by Dark Watcher


Our Affiliates

AEP-Emu.de
DCEmu.co.uk
6Bit.net
PSemu.pl
VT Emulation.net



23,336,318 Visitors To The Emulation64 Network

Copyright 1999 - 2012 www.emulation64.com