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    Wednesday, August 21, 2013
PS3 price cut to €199/£169/$199

Sony has cut the price of the PlayStation 3 to €199 in Europe.
The 12GB Super Slim PlayStation 3 will also see similar price cuts across America, with Sony reducing the price tag to $199.
SCE president and CEO Andrew House confirmed the cut during Sony's Gamescom presentation, along with detailing a series of price cuts to next-gen titles.
Sony confirmed consumers who purchase titles such as Call of Duty: Ghosts, Watch Dogs and Battlefield 4 on PS3, will for a limited time be eligable for a "significantly reduced price" on the game's next-gen editions.
House said: "It's a great way to reward PS3 gamers."
The CEO didn't reveal the level of discount players can expect on the blockbuster titles, but it's certainly a move designed to ease the transition between console generations for consumers.

PS3 News

PlayStation Vita price cut to €199 in Europe and $199 in North America

Sony has slashed the price of PlayStation Vita to €199 in Europe and $199 in North America.
Sales for the handheld have been sluggish since its launch early last year, but the platform holder is hopeful that this will pick up with the launch of the PlayStation 4 this November.
The price cut was announced during Sony's Gamescom press conference, where the company also announced that almost every PS4 title will be playable on Vita using the system's Remote Play option.
It also detailed new titles for the handheld, including forthcoming indie hits such as Hotline Miami 2 and new IPs Murasaki Baby and Big Fest.
Sony claims there will be more than 900 titles available for the platform by the end of year, with more than 150 developed specifically for PlayStation Vita.

PlayStation Vita News .

PS4 to launch in Europe on November 29th, USA on November 15th

The PS4 will launch in Europe on November 29th, Sony has revealed.
Two weeks before, the PS4 will launch in North America on November 15th.

Sony's next-gen console will launch in 32 different countries
Andrew House said to date, more thanone million PS4s have been pre-ordered.
The console will retail at $399 in North America and £349 in the UK. Across Europe it will sell for €399.

"Interactive takes major leap forward with launch of PS4. Our goals are clear, ambitious and unwavering," said House.
"We sought insight from best develoeprs in the world to build a platform where they’re inspired to create."


    Monday, August 12, 2013
Soywiz`s Psp Emulator r525

Soywiz's Psp Emulator is a Open Source Sony PlayStation Portable emulator developed with a TDD approach for PC made in C# 4.5. It contains many features, like: fast dynamic recompilation, fast memory access using VirtualAlloc, very fast function cache, clean HLE emulation

Here's changelog:

+ Updated to .NET 4.5 / Mono 3.x.x
+ Reimplemented how the CPU dynarec works:
- Now generates an AST
- Perform some generic optimizations and others related to lwl/lwr that weren't possible before without the AST.
- Adds a new window that allows you to see generated functions as C#, IL, XML or MIPS/disassembler.
- Branch as local optimization
- Native calling/jumping/tail calling with dynamic static fields
- Optimized jalr in fors, caching repeated calls
- syscalls rewritting to normal calls
+ direct memory access
+ VFPU completely reimplemented (now most of the instructions are implemented right)
+ Faster CSO decoding using the native DeflateStream from .NET 4.5
+ Huge Speedup related to GPU rendering:
- Avoid to write video memory into RAM and then read to the display (now it copies the framebuffer into the display window without transferring data)
- Support for scaling the render target (better quality of 3d games and games with bigger 2d textures)
- Removed the requirement of wavoutput.dll and all that stuff, now it uses MaiAt3PlusDecoder
- Added initial support for pmf/h264 videos. It is buggy and doesn't play sound yet. But it is a beggining.
- Much more accurate vsync
+ Lots and lots and zillions of major and minor improvements

Visit Official homepage for latest version of emulator

    Monday, August 05, 2013
ePSXe 1.9.0

ePSXe is a Sony PlayStation emulator for your PC running under Win9x/2k/XP/Vista/7 or Linux, which takes advantage of the popular PSEmu Pro plugin system, and provides high compatibility and speed.

Here's changelog:

- Added support for more types of Gameshark cheat codes. (D0-D3, E0-E3).
- Added support for multi-bin iso format (redump format), and preliminary support for ECM iso format.
- The internal SPU plugin has been updated to the 1.9.0 version. It includes fixes on interpolation (Square games) and other minnor fixes (Kururin Pa!).
- Added support for joysticks with Circle analog Range. Choose "Full Circle" on the kind of analog on configure gamepad screen. (Logitech and Xbox gamepads).
- Fixed analog full range to -128,127. (Ape Escape)
- Fixes to the CD-Rom decoder and the core which made almost 30 more games playable or working better like. For example this fixed TempestX3, Duke Nukem Land of Babes, Rayman, Kiganjo, Kids Station - Motto! Oja Maho Doremi Dokkan! Maho Dou Eigo Festival, Firo & Klawd, Stahlfeder ...

Check out Projects website for further information and files (both Windows and Linux version is available for download).

    Saturday, August 03, 2013
DGen 1.32

DGen is a free, open source and portable emulator for Sega Genesis/Mega Drive systems. The latest version supports save states, interlace mode, Game Genie, Linux joystick support, compressed ROM images, and other nice features, like OpenGL textured video output or hqx filters for upscaling.

Here's changelog:

* Debugger: the displayed instruction after hitting a breakpoint was wrong,
this is now fixed.
* Debugger: the disassembler doesn't assume instructions have a fixed size
* Debugger: fixed breakpoints support.
* Debugger: implemented the ability to step over multiple instructions.
* Debugger: implemented set(b|w|l|r) comands to read/write memory and
* Debugger: added M68K instructions counter (can be displayed with the "reg"
* Debugger: added M68K instructions tracing to display instructions while
they are executed.
* Debugger: other miscellaneous fixes (such as reverse-i-search flickering in
* Fixed 6-button emulation that wasn't working correctly.
* OpenGL: enabled byte-swapping by default for 32-bit textures on big endian
machines so users don't have to use bool_swab.
* Fixed a crash (infinite loop) while exiting.
* Imported Cyclone 68000 0.099, a highly optimized M68K core written in pure
ARM assembly. It is much faster than Musashi, especially on low-spec
machines such as the Raspberry Pi.
* Imported DrZ80, a Z80 core also written in pure ARM assembly (from
PicoDrive). A tiny bit faster than CZ80.
* Fixed various crashes with Cyclone 68000 and DrZ80 which tend to choke on
invalid code.
* Cyclone 68000 and DrZ80 are now the default CPU emulators on ARM-based
* Fixed remaining CPU core switching bugs.
* Implemented MJazz, a feature present in the original Win32 version of DGen.
Enabling bool_mjazz initializes three FM chips instead of one. Each
additional chip runs at twice the rate of the previous one, causing the
MJazz sound effect.
* Added autogen.sh to make everyone happier.
* Updated Musashi to version 3.31. This new version fixes many games.
* Made DGen/SDL more responsive on slow machines by checking input events
after each dropped frame.
* Double-buffering can now be disabled, useful on slow machines
* Added an optional separate thread (bool_screen_thread) for displaying
frames. Only useful on slower machines where flipping video buffers takes
time, especially when V-sync is enabled and doing so blocks DGen/SDL until
the next frame without consuming CPU time (such as the case of Dispmanx on
the Raspberry Pi when bool_doublebuffer is also enabled).
* Optimized Musashi to access memory regions directly without going through
callbacks. This idea was taken from Genesis Plus GX. Although not as fast
as Cyclone 68000 on ARM, it is noticeably faster than before.
* VDP: implemented VDP interrupts properly.
* VDP: added the ability to switch VDP planes on and off
(bool_vdp_hide_plane_a, bool_vdp_hide_plane_b, bool_vdp_hide_plane_w,
* VDP: improved sprites priority bit handling to fix sprites glitches in a
lot of games (Streets of Rage among others). This unfortunately makes
emulation slower.
* VDP: implemented sprites limitations (per-line, per-frame, dot overflow),
and enhanced masking (DGen/SDL now passes Nemesis' sprite masking test
* VDP: implemented sprites boxing, the ability to draw boxes around sprites
for debugging purposes.
* VDP: implemented 2-cell vertical column scrolling mode. This fixes video
glitches in several games (i.e. Psycho Pinball, Gunstar Heroes, Sonic 3).
* VDP: optimized tiles blitting (but it's hard to notice).
* VDP: implemented sprite overflow and collision bits.
* VDP: forced data offset from the name table to wrap at 8K to fix video
glitches in some games games (such as Dragon Slayer I & II).
* Updated StarScream to version 0.26d (was previously 0.26a).
* Joysticks support has been reworked. They are now managed like the
keyboard, with similar names in the configuration file (joy_* instead of
key_*). Because of this, some configuration variables have been removed and
no longer work in DGen/SDL 1.32. Configuration files must be updated
* Implemented the ability to bind/unbind keys and joystick/joypad buttons to
arbitrary commands using bind_* variables. This replaces the similar
feature that only worked with joystick buttons.
* "calibrate_js" has been renamed "calibrate" and now works with both
keyboard and joystick events. Makes controllers configuration
* Implemented "bool_buttons" to display each pressed button in the status
bar. Helpful when configuring buttons manually.
* Documentation: updated manual pages for all of the above.
* Documentation: more files have been converted to Doxygen.
* Screenshot files names are now prefixed with the ROM name so they are
easier to find.
* Emulation bugfixes (code/address register cleared when writing a VDP
register, randomization of unused BUSREQ bits, VDP reset).
* Miscellaneous bugfixes (libarchive detection during configure, forced
flushing of debugger output, autoconf fixes, missed video resize events
during init).

Check out Projects website for further information and files.

jzIntv 1.0 beta 4

jzIntv is, in part, an Intellivision emulator. That is, jzIntv emulates the hardware of the Intellivision Master Component and some of its peripherals. jzIntv has been ported to: Linux, FreeBSD , MacOS X, PSP, Solaris and Win32

Here's release info:

Well, 6 years after Beta 3... jzintv ekes to Beta 4.

Click on one or more of the download links at the right to download the appropriate binaries for your system and/or the source code. The source code also contains the complete source for SDK-1600. The two have been merged into one complete package.

If you just want the emulator, download the ZIP file labeled for the type of machine you have. For example, Windows users should download "jzintv-1.0-beta4-win32.zip". This contains the jzIntv emulator and the SDK-1600 tools.

If you would like to try your hand programming Intellivision, also download "jzintv-1.0-beta4-sdk1600.zip". This archive contains all the SDK-1600 example code and documentation.


Visit Official homepage for latest version of emulator

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