• ALL: Fixed loading of SD F-1 Grand Prix Sample (uses sa-1). [Nach]
• ALL: DMA fix for Tetris Attack (and probably other games). [grinvader]
• ALL: Fixed typo, fixes SA-1 games. [pagefault]
• ALL: Changed NTSC sync value [pagefault]
• ALL: Removed EWJ2 hack [grinvader]
• W_S: Updated the Browser Launch code [Nach]
• W_S: Added a "Documentation" button in the about box [Nach, ipher]
• MOV: Movie encoding using mencoder!. [Nach]
• MOV: Rates other than 32KHz now recorded properly too. [Nach]
• MOV: Audio and Video files now saved in ZSNES launch directory [Nach]
• GUI: Added more movie options [Nach]
• GUI: Made error message appear if mencoder is not found [pagefault]
• PSR: Allow more than one per app [Nach]
• PSR: Overhauled Unified PSR. [grinvader]
• TOL: Updated source counter tool a bit. [grinvader]
• SRC: Directory /cvsroot/zsnes/zsnes/src/psrhead added to the repository [grinvader]
• SRC: Unused CL param dropped and cleanup. [grinvader]
1) Rewrite Super TV,more bright now.But the full screen's bug still not fixed,
You have to Press Alt+Return twice if it can not display full area.
2) Update CUPL.dll,Shing Force II chinese translation work fine now.
3) Bind down PowerUp,which a software to support update Online.From now on, you can get the latest Gens32 Surreal(especially WIP version) by just press PowerUp.exe'.
4) Update Rewind system.You have a chance to select the distance you want to rewind.
5) Update cheat system,you can edit the cheat with a text editor now,but not compatible with old versions.
- Display driver (normal and hires) are completely rewritten. The new sprite-renderer includes also a completely changed coincidence detection. Games such as "Hydefos" or "Psycho World" are now running properly!
- Added "MSX2[b]" configuration with 256KB RAM in Slot 3-3, which is required by many disk-images. This is compatible to the Sony (HB-F700D) layout, that supports POKE-1,255 for running many games.
- Code is now optimized for Pentium Pro and higher.
- Major enhancements of the RuMSX core do now require at least a processor with 1 GHz (1.5GHz recommended)
- Added support for ROM-database including the RUMSXROM.EXE command-line utility for database maintenance. The initial database contains more than 500 known ROMs.
- "Harry Fox with Snow Demonking" did not run on MSX 2+ and MSX Turbo-R machines. This is now fixed!
- Incorrectly selected 16KB ROM-types (e.g. ASCII/16K) sometimes caused RuMSX to crash!
- Support of OPLL audio (MSX-Music, FM-PAC) slightly improved (notes should no longer 'hang').
- Support of video capture hardware slightly improved (video display is now scaled).
- Switched I/O (ports &H40-&H4F) did not work fully correct, therefore Kanji-modes 1+3 displayed filled blocks instead of proper characters (this bug was new since RuMSX v0.32).
- SCC+ access is now recognized (played as SCC sound).
- Added previously removed Hangul ROMs again.
- Added '/NoSoundOut' command-line option to disable annoying MSX sounds.
- Added "International (DIN)" font to locale settings. (provides the DIN "0" character)
Modified the PCE code to only include header files that are needed.
Fixed a memory leak in the state saving code.
PCE: Closing HES music files will no longer produce battery-backed RAM files. x_x
Fixed a memory leak in the state loading code.
Reduced memory slightly in the text rendering code by using all the bits available in the array(instead of the lower bit of each byte) that tells if a glyph is available or not.
Modified the internal message display code to allocate and free space for the message being displayed, rather than using a rather small static array.
PCE: Fixed a small bug that would cause 1/75 second or less of the old CDDA track to play when switching to a new CDDA track.
PCE: Changed how reads from $0000 are handled, and made vblank occur slightly later in the frame, to fix Valis 1.
PCE: The CD reset function of $1804 now clears more variables, fixing problems with lockups when using the START+SELECT soft reset in the middle of a data read.
Finally fixed the endian conversion code so that save states(and netplay) are compatible between big-endian and little-endian systems.
**NOTE** Save states created in previous versions of Mednafen on big endian platforms(such as OS/X PPC) will no longer work in this version.
Removed the tech documentation from the source code distribution.
Truncated the ChangeLog to the first Nintencer release.
. GP2X: Fix miexchng slowdown
. Memcard support (only one available, saved in ~/.gngeo/memcard )
. Unibios settings are now saved
. GP2X: Now, gngeo will create a gfx dump automaticaly if the selected rom is too large to fit in memory. See README.GP2X for details.
. GP2X: Add overclocking control. ie. --cpu_speed 266
. GP2X: Suppress --no-selector option. I replace it with --frontend= where command is the frontend that gngeo have to relaunch when it exit. By defaut --frontend=gngeo2x.gpe so that gngeo restart Selector at exit.
. Update the romrc with some newer hacked roms.
. GP2X: Sound is now complete in garou, last blade 2 etc.
Release 15.1:
GPU: Fixed rendering of transparent areas on 256-color bitmap BGs
GPU: Fixed background color in the OpenGL renderer when luma effects are used
MMU: Added support for 64bit/32bit operations to the hardware divider
MMU: Fixed 32-bit reads from the IF register
MMU: Modified IRQ handling a bit
Release 15:
CPU: Changed CPSR bits when entering IRQ mode
MMU: Fixed some bugs introduced in Dualis 14.1
MMU: Fixed writes to the DMA0 registers
GUI: .nds files are now entirely loaded into memory (for romfs/gbfs)
GUI: Fixed some bugs in the disassembler (CLZ, register-specified shifts)
PSMonkey has again posted an update on the status of his Nintendo64 Emulator for the PSP, heres what he posted tonight:
Well after some back and forth I figured a few things out. For some reason I dont need to byteswap the pif ram where pc emulators do. So with this and a few corrections I got input working. Even better is the fixing of SI transfer now keeps a few homebrew games from crashing.
So here are some screenshots of Pong by omar, Liner (I dont understand the point of this game), Manic Minor & MM hiden levels (oddly enough its very dark), & the wonderful n64 logo returns from waverace (do note that no comercial games run, this just this logo shows up since it draws to the framebuffer with no use of the rsp/rdp). Anyways enjoy. More updates to come when more progress is made.
• added: profiler option: 'parse merge tags' (default = off) Enabling this will add support for 'merge' in datfiles. This is generally some additional merging information, commonly used to ignore identical files within a parent/clone relationship with different names. When you enable this option and scan sets which were scanned without that option in the past, you run into some wrong name / unneeded file (move to parent) messages. That's normal (since that's exactly what the merge tags were made for) and if you enable the fix options, they get fixed.
• added: profiler option 'don't create dummy clones' (default = on) Enabling this option will allow clrmamepro to split-merge fake clones (100% identical sets within a parent/clone relationship). In other words they will be fully merged into the parent. Toggling these new options will clean the profiler cache, too.
• misc: little merger speed increase
• misc: using latest zipclass library
0.5.1:
Fixed a crashy bug with hq2x, hq3x, and hq4x when using big-endian systems, or when the "vdriver" setting is set to "1".
0.5.0:
Added a frame-advance feature. Press ALT+A to enter frame-advance mode, and subsequently to advance frames, and ALT+R to exit frame-advance mode.
The current machine state is now saved at the end of movies, to allow for the future implementation of the seamless continuation of an already recorded movie.
PCE: When loading from a physical disc, auxillary data(save states, movies, etc.) prefixes should now always be "cdrom", rather than "cdrom" for the default device and the given name for other devices, because this(previous) behavior caused problems under Win32(where colons couldn't be used in filenames).
NES: Fixed FDS sound output(it was technically outputting before, but the volume was so low as to be inaudible).
NES: The disk system BIOS can now be in iNES format.
NES: The Game Genie and FDS ROM image loaders can now load the ROM image from a gzip or zip compressed file.
Revised the documentation to remove misleading statements(that applied to FCE Ultra) and add some missing information.
Updated the command-line section of the documentation with warnings and notes regarding settings, network play, and movies.
PCE: Fixed more bugs with CD reading when sound is disabled.
Loading a save state while recording a movie will now embed that save state in the movie file.
PCE: Save state previews are now generated with correct horizontal linear interpolation, fixing icky blockiness.
NES: It's now possible to record movies with any virtual input devices(like the Zapper), though the nes.input1, nes.input2, and nes.fcexp settings must be set the same as they were at recording time, before playback.
NES: All currently used expansion input devices are now saved in save states(before only gamepad data was saved).
Added a network play setting to merge all local input into one virtual remote input(via inclusive OR on the server), to allow for those UTTERLY SILLY games that support multiple players on one gamepad/joystick.
Worked around an SDL bug(or feature? :b) that was causing events to be processed by SDL instead of Mednafen when SDL_JoystickEventState() is called.
Scrapped the old movie format from FCE Ultra, and replaced it with a simplified version that simply writes the joystick inputs to the movie file stream each frame, and lets zlib handle the compression and encoding. This is incompatible with the old format, sorry.
Movies are now stored in the right directory finally(mcm vs mcs).
Rewrote most of the on-screen display code to work with a separate 256x224 buffer that is scaled and blitted independently of the main game's video output buffer. Note that if you have OpenGL disabled(via "-vdriver 1"), the overlay will not be scaled.
PCE: Added support for multiple resolutions per frame, as used in such games as "Asuka 120%" and "Ryuuko no Ken".
PCE: Adjusted the internal resolution(and outputted aspect ratio) slightly when using the ~7MHz dot-clock.
PCE: Added movie recording support.
PCE: Adjusted ADPCM volume.
PCE: Fixed left overscan clearing and disabled background lines clearing.
The trio code is no longer compiled with -ffast-math.
Removed netplay divider support(it didn't really work all that well anyway), and removed it from the server as well.
PCE: Changes to the IRQ masking register are now delayed by one instruction, thanks to D. Michel for the information.
Status messages are now displayed for 2.5 seconds, rather than 180 frames.
Changed save state display timing from frames to seconds, and set it to display for 2 seconds after a number is pressed(previously it was around 3).
Added the following settings: nes.ggrom, path_snap, path_sav, path_state, path_movie, path_cheat, path_palette.
Changed the data types of "bool" variables that are saved in save states to uint8, to address more cross-platform save-state compatibility issues.
Fixed a problem with save states on big-endian platforms(was dividing by sizeof(uint32) instead of sizeof(uint16) in a few places).
Fixed hq2x, hq3x, and hq4x filters on big-endian platforms.
PCE: Pushing the virtual reset or power button during CD reads will no longer cause the emulator to fail on subsequent reads(a few variables weren't being reset properly).
• Fixes various issues reported this week.
• Theres now a SNES database included in the install thanks to "Incubus". It needs a fair bit of work so I hope some of you will chip in to improve it and even provide more databases.
• Happy Retro Gaming.
• Tom - Out.
- TV-Out support. Thanks, Kounch, for the information.
- New option to configure video synchronization: Disabled, Double Buffer and VSync.
- Support for more GP2X Clock speeds: 133-300 MHz (without flickering).
- Volume control corrected.
- Some improvements in the frontend.
- Improvements in DrZ80 core: Flubba optimizations have been re-added over Reesy latest core. Also some fixes have been added.
CPU: Added SWI 11 (CpuSet)
GPU: Added support for some paletted texture formats
GPU: Added support for some more vertex formats (VTX_XY, VTX_XZ, ...)
GPU: Added support for multiple textures
GUI: Improved the texture viewer
- Corrected extended palettes management in mode 3, 4 and 5.
- Corrected error in SER/DFR touchscreen management.
- Corrected error in Real Time Clock management.
- Buffered pipeline 3d commands (now Zbuffer works).
- Added 4 DMA channels and 4 timers for arm7.
- Fixed an error in double size sprites.
- Changed bios management (now it's emulated in some functions).
- Added firmware management with language selection and touch screen calibration.
GPU: Added support for texture wrapping
GPU: Added support polygon alpha and wireframe rendering
GPU: Added support for material commands
GPU: Added polygon depth comparisons
GPU: Fixed OpenGL errors that occured when VTX_BEGIN/END pairs spanned across more than one frame
GPU: Fixed MTX_MULT_4X4 (missing break)
New features:
- New "lores filter" in GUI, fixes incorrect colors in programs that use superhires trick (eg. Virtual Karting, demo Rest-2).
- Logitech G15 keyboard LCD support.
- FPU emulation updates and fixes.
- Ability to create 1:1 HDF from Amiga formatted harddisk.
- ProWizard module ripper updated to latest version.
- Display Filter panel updates, added 1x,2x,4x,6x,8x multipliers.
- PNG screenshots.
- Light pen hardware emulated. (but no trigger or cursor emulation yet)
- Manual language selection.
Bug fixes:
- Right border color problems finally fixed. (Leander, T-Racer, Unreal etc..)
- Misc custom chipset emulation updates. (Bubba'n'Stix second level, Cover Girl Strip Poker title screen, Detonator, Thai Boxing, Wicked etc..)
- CIA TOD counter fix. (demo Harmony by Haujobb)
- Display was shifted by one pixel in lores-mode and horiz centering enabled.
- Overlay windowed mode one pixel position error.
- Swapped parallel port joystick adapter firebuttons.
- Toggling disk image's read-write status don't leave locked files anymore.
- Amiga Forever 2005 path detection should really work 100% now.
- Corrupted wav-files in 4-channel audio mode.
• Improved ASPI and IoControl latency
• Added SPTI support
• Added support for 16bit rendering (including 565), only used if necessary
• Full screen mode configuration (NTSC and PAL configured separately)
• Fixed GTE bug that caused Valkyrie Profile to crash
• Improved streamed ADPCM audio (Valkyrie Profile and others)
CPU: Added one of the missing CP15 operations
CPU: Fixed flag updates for MVN instructions
GPU: Added preliminary support for lighting
GPU: Fixed rendering of extended palette OBJs in the D3D renderer
GPU: Added support for display lists
GPU: Added support for viewport commands
MMU: Fixed a bug with fixed destination DMA transfers
MMU: Fixed some bugs when writing to VRAMCNT_*
GUI: Fixed some bugs in the disassembler
GUI: Fixed some bugs in the texture viewer
Though the attacks were blocked by our server, too much stress was made on the routers and the server company had to take the server offline. We're currently working on getting the server up as quickly as possible, but the server company is very slow and not very cooperative, which is the reason it's taking so long.
Please bare with us, we're doing everything we can. I apologize for the inconvenience.
• ALL: Added gamma support to 16-bit new gfx engine [pagefault]
• ALL: SA1 IRQ timing/counter overflow fix, this should fix SA1 games that were previously freezing [pagefault]
• ALL: Timing fixes for games [pagefault]
• ALL: Remove FF3 hack, FF3 works perfectly now! [pagefault]
• ALL: FF3 cursor bug fixes, sprite rendering fixes to support RTO properly, ALL: FF3 mode 7 DMA timing fixings [pagefault]
• ALL: Fixed program counter in RET macro, Dirt Racer now plays with some blinking, making progress :) [pagefault]
• ALL: Made STOP clear the IRQ flag when it's set, this fixes Star Fox 2 [pagefault]
• WIN: Fixed disable Screensaver option. [Jonas Quinn]
• GUI: Fixed Primary Buffer option. [Jonas Quinn]
• Fixes emulator lists not showing in 5.70
• Fixes configuration application not loading in 5.70 on Windows 98/ME
• Control panel editor now working in the theme editor. Note this is not implemented in GameEx yet.
• Added gamma support to 16-bit new gfx engine [pagefault]
• SA1 IRQ timing/counter overflow fix, this should fix SA1 games that were previously freezing [pagefault]
• Timing fixes for games [pagefault]
• Remove FF3 hack, FF3 works perfectly now! [pagefault]
• FF3 cursor bug fixes, sprite rendering fixes to support RTO properly, FF3 mode 7 DMA timing fixings [pagefault]
Enhancements:
Themes/Theme Editor:
• Thanks to Ben AKA HeadKaze, GameEx now has an awesome theme editor.
• It's really a fantastic enhancement to GameEx, and is beautifully coded.
• You must check it out, its highly substantial so I want list all the features but will just say what is not implemented just yet: Font Colour can't be changed just yet, Custom Emu backgrounds, and custom control panel will be coming soon. The editor only works with V2 themes (templates included in the install,) and currently these are fixed to full screen usage only. There maybe a few minor issues with all this, so if you find any please report on the forum.
MAME:
• New lists for Horizontal and Vertical games
Control/Input:
• There is an option to use all and any attached Game device at the same time rather than just the first device or chosen one.
• There's a shortcut control to show the game information page, so you can add to favourites etc if you turned this off
Emulators:
• Database support. GameEx now has database support for emulators, allowing you to navigate and show games much like you do for MAME. You can navigate by name, manufacturer, category, and year, and descriptions are shown for the games. Thanks to Craig Steinbeck there's an already an N64 database done, which is included with the install. Huge thanks Craig, without you this would've been months off.
• Theres an option for each emulator to run as a single PC Game. So if you have an emulator setup just as one game, say you have special control mappings for it, you can have GameEx skip displaying the list and just have gameex launch the first/only game.
Jukebox:
• Added FLAC support
• There's now a CD Player with automatic CDDB internet lookup.
• For registered users GameEx now has a one click CD Ripper. Simply insert a CD, Rip with full tag support, and automatically add it your library and play - without dropping back to windows.
• There a small graphic equalizer that displays when a track is playing, either on the taskbar, or if the track is currently visible in the showing list, next to the track name.
• New: Playlist. You can now view and navigate the current Jukebox play list.
Display:
• There's an additional even bigger font size setting.
• Please Wait animation is more slick, and only displays if waiting more than a second. There's also new graphics for this for the other non MCE style included themes so it blends in nicely.
Fixes
• MNG videos no longer flicker.
• Fixes configuration application truncating removed games.
• Fixes custom emulator background video back bug.
• Screensaver videos not playing
• Various other fixes.
Posted over on PCSX2.net, General Plot has been busy testing and 'playing' Grandia 3, here's what was posted:
General Plot has been strangely happy these past few days, slowly taking screenshots and recording a video from Grandia 3, betatesting has warped his mind, now he finds 0.x-2 FPS 'fun' :P.
So yes you guessed it, there's a video with this news post, but you have to admit, seeing something in motion truly gives a better impression of what it looks like!
Video is AVI using xVid so you will need a media player capable of playing back this format. This file is being shared using Bit Torrent, so you will need a torrent client, such as uTorrent to download this video.
- New option to configure GP2X clock frequency. Thanks to Hermes PS2R for the CpuCtrl library.
- New option to save game configurations.
- New versions of DrZ80 and Cyclone cores, with some compatibility improvements. Thanks to Reesy.
- Hardware video scaling fixed in some games with big screen resolution (Spy Hunter, Paper Boy, Toobin, Super Sprint, etc).
- Sound improvements in some games with video frequency different from 60 Hz (Green Beret, Iron Horse, Juno First, Popeye, etc).
- Added a new frontend graphic skin created by Sike, dedicated to Warriors of Fate.
This is a highly-unstable build, and no bug reports will be accepted for this version.
• ALL: Fixed crash after enabling Sound Interpolation mid game. [Jonas Quinn]
• ALL: Removed off by 1 line fix. [Jonas Quinn]
• ALL: Fixed burning effect in executables compiled with GCC. [Jonas Quinn]
• ALL: Partial RTO support, FF3 cursor now fixed. [pagefault]
• W_S: Some speedup for non DOS ports. [Jonas Quinn]
• W_S: Overhauled WIP Message. [Nach]
• WIN: Fixed black screen after the computer was locked. [Jonas Quinn]
• DSP4: Fixed turn offs. [Nach]
• GUI: Implemented delay function for windows, fixes some annoyances in the GUI [pagefault]
• GUI: Fixed Gaussian always selected bug when MMX Support is disabled. [Jonas Quinn]
• GUI: Some options that are only available with MMX enabled are now hidden if MMX is disabled. [Jonas Quinn]
• GUI: Fixed garbled screen after VSync or Trible Buffering is enabled. [Jonas Quinn]
• GUI: Optimized code a bit. [Jonas Quinn]
• GUI: Fixed missing shadow in F1 Menu. [Jonas Quinn]
• GUI: Fixed extra lines on top in F1 Menu and in screenshots. [Jonas Quinn]
• GUI: Revamped the Movie window [ipher, Nach]
• SRC: Removed some DOS only code from other ports. [Jonas Quinn]
• SRC: Cleanup and removal of dead code. [Jonas Quinn]
• SRC: Fixed a minor bug in objfix [Jonas Quinn]
• SRC: Fixed warning in VS.NET 2005 [pagefault]
• SRC: Fixed some GCC 4 warnings. [Jonas Quinn]
Today marks the one year anniversary of the Dualis project. And what better way to celebrate that than with another release? This installment features much improved 3D emulation.
GPU: GPU: Fixed some matrix operation bugs (OGL only)
GPU: Modified 3D layer rendering (OGL only)
GPU: Added limited texture mapping support (OGL only)
GPU: Fixed capture source blending in the D3D renderer
GPU: Added support for luma effects on extended palette OBJs (non-scaled)
GPU: Master screen/char offset is now supported for rotoscale BGs
Plynx who has already released an Atari Lynx emulator for the PSP has now ported Virtual Jaguar the Atari Jaguar Emulator to the PSP.
Heres what he posted:
I've tried, just for fun, to port Virtual Jaguar to the PSP. Put the Jaguar BIOS image (jagboot.rom) in the same directory as the EBOOT. Rename the cartridge image to cf.jag and put it in the same directory. I've tried Cannon Fodder and Atari Karts ... and ... it's pretty slow, be patient
See Virtual Jaguar website for compatibility stats. (DSP is not enabled)
Keys :
A - Square
B - Triangle
C - Circle
Pause - Start
Option - Select
It seems most Commercial Jaguar games work and although the speed is very slow its the first Jaguar emulator for not only the PSP but im sure any console :)
Amazing Work Plynx, More screenshots and the Download at his site here --> http://plynx.dcemu.co.uk/
1) Try to fix some classical Gens's bug.Such as the '&About' file.
2) Restore the logo effect, You can set them in Option->Mic.
3) Added multi-Menu system,if you don't like Surreal's menu,you can switch to the old classical menu in Option->Mic.
4) Added Rewind system.You can find it under Tools Menu.
5) Low down Unl's game's support to low up official game's compatibility.
6) Support 'Common Unl Patch Library' which designed to solve some Unl game's problem.(Item 5 + Item 6 = Compatibility up with all roms).
PS:
1) This version's theme was designed by heavyds, who's from Brazil. The theme is really very very nice, thanks.And the chinese translation's theme was designed by LuciferWon.Also very nice and many thanks.
CPU: Fixed crashes when using SWIs in Thumb mode
GPU: Fixed some luma effect bugs
GPU: Rotoscale BGs are now drawn regardless of the color mode bit in BGCNT
GPU: Fixed some OBJ bugs
MMU: Fixed VRAM mirroring for 8-bit reads
SamuraiX has updated the port of Beats of Rage to the PSP, heres the information:
Updates and New Features:
- Updated Charge Indicator, Time Indicator (Now shows status of AC/Battery Source)
- Updated Sprite Engine. (Ported from Dreamcast BOR uses ALOT less memory to display sprites)
- Added PSP Video Mode Widescreen. (Must restart BOR for changes to take effect. Work in progress!)
Bug Fixes:
- Hopefully no more level crashes!!!
Future Releases...
- Pak file selector.
- Video Modes.
- More Optimizations....
PSMonkey has posted some great news about the progression of his Nintendo 64 Emulator for the PSP, he decided to write a Nintendo 64 emulator from scratch to get a better emulator in the long run and now it looks like things are already starting to come along nicely, heres what he posted:
O M F GOD
God bless my gf and her taking over the pc for 20 mins. If not for her I would have not tested out all the PD roms I have on my PSP. Thanks to this I now have 2 count that, 2 brand new demos up and running. They are liners & 1964. Both would actualy progress furter if not for the lack of input/pif emulation.
Tomorrow I plan to test more PD roms and see if others work. At the moment everything else causes the psp to lock up somewhere (and roughly near each other). So hopefuly I can debug and fix this soon. Anyways great news & enjoy the screenshots (see comment section)!!!
P.S. The Framerate is around 5.0-7.4 fps. A vast improvement over the previous 1.8 fps i was getting on fire demo.
Check out the screenshots of this improving Nintendo 64 Emulator for the PSP on his site hosted by DCEmu/Emulation 64 Network here --> http://nemo.dcemu.co.uk
GB/GBA: Added configurable rapid fire buttons for virtual buttons A and B.
NES: Disabling the background now works properly(it no longer also disables sprites!).
PCE: Disabling background layers now replaces that layer with an obnoxious green color that shouldn't be used by any games, to make sprite ripping easier.
Added settings "fftoggle" and "ffnosound", to make the fast-forwarding button a toggle switch, and to silence sound during fast-forwarding, respectively.
PCE: CDDA playback interrupt and looping enabled flags are now reset properly, fixing a lockup that occurs when facing a boss in Valis 2, and possibly other games.
This is a highly-unstable build, and no bug reports will be accepted for this version.
• ALL: Minor timing tweak for V-IRQ being set after NMI [pagefault]
• ALL: SuperFX IRQ fixes, this is probably buggy so as usual send all complaints to /dev/null. [pagefault]
• ALL: Work around a bug in vmware that causes the VM to sometimes lock up during execution of CPUID instruction. [pagefault]
• W_S: Added support to pause emulator when running in the background [pagefault]
• SDL: Fixed input responsitivity for controllers 3+. [bssteph]
• WIN: Fixed a really strange crash problem on Windows 2003 systems. [pagefault]
• WIN: You can now use gamepad in the background without ZSNES having focus. [pagefault]
• GUI: Added "+ Gamma" and "- Gamma" dummy hotkeys to the Misc Keys menu [ipher]
GPU: Added partial support for capturing
GPU: Added support for luma effects on bitmap OBJs
GPU: Fixed luma increase for BGs
GPU: Fixed a bug with luma decrease enabled and no target layers selected
GPU: Corrected the master brightness algorithm
GPU: Added support for flipping of bitmap OBJs
GPU: Fixed a clipping bug for rotoscaled bitmap OBJs
MMU: Fixed a bug that would sometimes result in bad 32-bit reads from VRAM
GUI: Added support for zipped ROMs (only .nds)
GUI: Added support for the master char/screen offsets in the map viewer
GUI: Tile information is now diplayed when clicking on the map in the map viewer
GUI: Added a texture viewer (supports only 15-bit textures at this point)
SamuraiX has released an update to the Port of the Homebrew BeatEmUp Beats of Rage for the PSP, heres whats new:
Ported from Nazo SDL Version 0.01
Powered By PSPSDK && PSPSDL
Icon0.png and Pic1.png from Eli
New Features:
-Added new screen shot capability.
-Added new menu option for PSP.
-Added new CPU Speed, Bus Speed, Charge Indicator, Time Indicator.
-Added new Save/Load file settings.
Telengard has updated the MESS port to GP2X, heres whats new:
02/11/06 - 0.9-beta
* Re-enabled timer w/ HW accel SDL. The issue seems to be fixed now.
* Added .gpe launchers for apple2, apple2e, and apple2c.
* Fixed virtual keyboard refresh issue by blitting the black rectangle twice, once for each surface (double buffered).
* Added new font for the initial cart menu
* Added libfreetype lib to list of libraries used for linking
* Added a routine to convert from an int color to a SDL_Color
* Modified text routines to use appropriate calls for determining font width and height
* Added SDL_ttf lib to list of libraries used for linking
* Removed targa.c from gp2xmess, replaced by sdl_ttf
* Removed previous font handling routines
* Added fields for font name and font size and changed font surface to TTF_Font
* Added routines for loading/unloading ttf fonts.
* Removed SDL_INIT_TIMER from SDL_Init call since it locks up the gp2x using the HW accel SDL. This means that scrolling in the initial cart dialog is yet again not working. :)
* Got the apple2 screen centered and looking good. Had to go to an even multiple of 320x240 to get a good looking display. The gp2xmess menu rect is missing the left side, but it still looks good.
* Changes to support HW accel SDL on gp2x target
GPU: Fixed rendering of rotoscaled 1D bitmap sprites
GPU: Added support for the master char/screen offset setting (text BGs)
GUI: Map viewer and OAM viewer now support extended palettes
GUI: Map viewer now supports tile flipping
GUI: Map viewer now supports viewing of VRAM banks in LCDC mode
GUI: Fixed rendering of 16-color OBJs with palette number >=8 in the OAM viewer
GUI: Fixed rendering of 1D bitmap OBJs in the OAM viewer
02/10/06 - 64th Note v1.1 FINAL released
* Proper initialization of tag flags (FIFOFull, CountException)
* 1.1 has been stable for a while, it's time to get the memory fix out there.
Heres an update of the Port of Nincest the Nintendo 64 Emulator to the PSP Console:
Nincest 64 / M64
I have today officialy desided, and already underway, to rewrite the emulator from scrach. As most know by now. I have taken up the emulator full time along with Iris (but iris has higher priority to me). Every thing I correct on the emulator in turn makes stuff stop working which is sad. Its like repairing a model house with good glue only to have the crapy glue hate the good glue and fall apart. With the rewrite comes a new name. In the mean time the project will be called M64 for Monkey 64. The project will stay open source because this project only exsist because of the great work of others in the n64 emulation scene. So every build will also include the full source.