General:
- More descriptive game titles in all engines.
- Fixed crash when trying to apply aspect-ratio correction to games that cannot use it.
- Fixed potential security vulnerability with oversized PATH environment variables.
- Lowered the default gain for the FluidSynth music driver and made it configurable.
SCUMM:
- Scrolling fixes in COMI, so it is less CPU-hungry.
- Added support for Maniac Mansion NES German version.
- Fixed mouse button states in COMI.
- Fixed overflow when using control panel for robot in the Dig.
- Added support for sound code, used by songs in HE games.
- Improved shadows in later HE games.
- Fixed subtitles glitches in HE games.
- Improved music/sound for HE games.
- Improved support for international versions of HE games.
- Improved support for Macintosh versions of games.
- Fixed several minor bugs.
BASS:
- Fix crash when speed/volume sliders are clicked and then dragged out of the scummvm window.
Gob:
- Fixed disappearing cursor when level password is typed in
- Warn user if he tries to run CD version directly from CD under Windows
SAGA:
- Fix digital music playback under BE systems.
Simon:
- Implemented more precise MD5-based game detection.
- Added Polish support for Simon the Sorcerer 2.
- Fixed fades during ride to goblins camp in Simon the Sorcerer 2.
- Fixed palette delay at the end of Simon the Sorcerer 1.
- Fixed sound looping in Windows version of Simon the Sorcerer 2.
Sword1:
- Fixed a bug where looping sounds would keep playing during cutscenes or when displaying any form of control panel dialog.
- The save game dialog would erroneously claim an I/O error occurred if the savegame list had unused slots, and savegames were compressed.
- Fixed a scrolling bug which caused the finale sequence to be displayed incorrectly.
Sword2:
- Fixes and cleanups to the end credits. The German credits work now.
- Fixed missing speech/music in the second half of the game, reported to happen in some versions of the game.
PS2 Port:
- Completely reworked and now really goes official.
PSP Port:
- Fixed a bug that caused Broken Sword 1, and games that use ripped CDDA tracks (most notably the CD version of Monkey Island 1), to stop functioning properly after a while.
WinCE Port:
- Check backends/wince/README-WinCE for the latest news
- Fixed disappearing panel when opening a list widget in GUI
- Knakos patches (QVGA smartphones fix, easier key binding and panel switching)
It seems that a new promising Sony Playstation emulator has arrived:
This is what the readme says:
pSX emulates the Sony Playstation 1, pretty much everything is emulated
(to my knowledge) and most games run perfectly.
One thing that should be noted is that pSX DOES NOT use plugins.
The emulator is completely self contained.
The emulator has been designed to be as easy and unobtrusive to use
as possible - in most cases you will not need to configure anything
to use it (except maybe the controls).
Not sure who the author is but thanks Bobbi (NGEmu) / Lewpy (lewpy.psxemu.com) for submitting the news.
Its time for another update of emulators for the rather awesome GP2X Handheld console, the list continues to swell like mad and with PSX emulation looking good at such an early stage in the life of the console things are looking good for the long term. Heres a round up of GP2X News you have missed.
Heres the emulators:
GP2PSX v0.33 (Playstation Emulator for the GP2X)
ZodTTD has updated his rather excellent Playstation Emulator for the GP2X, heres the latest news from the coder:
Another day, another release...
GP2PSX has been updated to v0.33.
Even though the version number only went up slightly, it's still a fairly good release. Performance, sadly, hasn't gone up much. BUT! Compatibility is WAY up now!
I fixed a bug that made some previously working games not work. This bug made a lot of games not respond to key input as well. So now many more new games are able to work. Every game I threw at it, worked! Street Fighter Alpha 3 worked, Tactics Ogre worked, R Types worked...and so on.
Now that I have this codebase being ported to other platforms, such as the Sharp Zaurus (it runs good on my Z C1000 @ 624MHz), I've been able to get even more feedback. So many optimizations and bug fixes to come.
From the readme: UPDATED January 26th, 2006
New in version v0.33:
Fixed a bug that caused GP2PSX to crash when the game menu's current directory had more than about 15 items. The menu system now scrolls.
Fixed a very irritating bug that caused a bunch of games not to work. If you had a game hang at the loading screen with a previous release, try it again now.
Compatibility is way up.
Fixed a bug that stopped input from being processed in the middle of games.
I'm not sure if a compatibility list is needed, since most games run too slow to be playable. A playable games list might be more appropriate. ;P
GP2PSX is getting there!
ZodTTD
Windows 95 On GP2X- Bochs Ported to GP2X Console
Madelman has released a port of Bochs for the GP2X.
Heres the info:
This is a port of Bochs, a PC emulator, for the GP2X. It's quite slow, so it's not really usable, but anyway a nice proof of concept. Everybody knows no console can be famous if it doesn't run Win95.
I've tried running FreeDOS, some old XT games and Win95 and everything works correctly. But mouse is not implemented and neither is keyboard, only a few keys have been mapped to GP2X buttons. Win95 boots in about 6:30 minutes, which is not really bad :)
SquidgeSNES v0.34 SR 1 (Snes emulator for GP2X)
Squidge let us know he has released a new version of his SNES emulator for the GP2X. Heres whats new
This fixes the disappearing sprites and also has some other graphical fixes.
SMSPlus 2x v0.5 (Sega Master System Emulator)
efegea has released a new version of the Sega Master System emulator for the GP2X:
- Now it uses SDL accelerated by hardware, no longer is necessary to overclockear the console so that it goes to a good speed. In addition, it uses double buffer
- Added support for roms of GameGear, with extension gg
KaosOverride has updated the Amstrad CPC emulator Caprice to the GP2X, heres the translation of whats new:
Eliminated scr_width, scr_heigh, scr_window and scr_style of the CAP32.cfg (so that? 320x200 full screen and goes that it shoots... no? )
Eliminated of I cosay to 32 source all "drivers" of 24 and bpp
Added parametro -- nosound to deshabilitar audio (Priority on parametro of the CFG) Asi we can have the audio one qualified, but deshabilitar when we want from scrip or the selector of Kounch, without reediting the CFG - DIRTY TRICK to raise framerate... I have obtained with frameskip zero that emu shows the same rate of imagenes that without the sound before. 200Mhz we can play 84% of the speed of the original CPC, and 250-266 mhz the 100% in mayoria of the cases. It depends on the intensive use that matches of the AY (audio chip of the CPC) the AY makes us lose a 12% of the speed... Not to use frameskip greater of 2, because this DIRTY TRICK fight a little with I cosay of frame skip...
Eliminated button START for reset of the CPC (So that? mola to see those yellow letters in blue bottom and despues you not key in anything) and used now to mostrar/quitar info of emu. SELECT continues being worth to leave emu.
Volume + and -, they serve now to fit the volume 8)
Well thats everything caught up on the Emulation front for GP2X but if you want to know more then check out GP2X News, GP32Xtreme and GP32 Spain.
0.4.5:
drivers/opengl.cpp now includes the GL header files AFTER the header file that eventually loads config.h is included to fix compilation on Mac OS X.
Redefined SFEND from { 0 } to { 0, 0, 0}, and fixed older code to use the SFEND macro, to fix crashing on OSX and possibly other platforms when saving or loading states.
Reduced SDL's buffer size when using the SDL sound driver(used on MacOSX).
Restructured and merged some of the sections in the autoconf script. Note to future self: I noted that it seems if the first instance of PKG_CHECK_MODULES() is in a statement that doesn't evaluate, any other PKG_CHECK_MODULES() statements will fail. I don't know if this is a bug in autoconf, or a misunderstanding on my part.
Removed the largely unused ESD sound driver from compilation, as it is mostly unsuitable for use in Mednafen. Also removed the jack driver, as it was unfinished, and couldn't be used anyway.
PCE: Fixed CD-DA playback from "WAV" audio files on big-endian platforms.
Fixed a compilation problem on big-endian CPUs by adding appropriate type-casts in psf.cpp.
0.4.4:
Modified the GBA code to not use many INLINEd functions in arm.cpp. This greatly reduces RAM and CPU usage during compilation, and should have only a negligible impact on performance(and might even improve performance on cache-starved systems).
Fixed a compilation problem on non-x86 and non-PPC platforms in the NES emulation code.
• When viewing game artwork full screen you can now navigate through the other artwork without going back, and can also view the snap even if your using video previews. A feature request asked for several times.
• More intuitive display initialisation:
• If GameEx can't set a full screen resolution it will run at the current windows resolution and not error.
• When 32 bit colour not available will automatically switch to 16 bit colour.
• Much better compatibility with Remote Desktop/Terminal Services. Because of the above should run full screen without changing settings.
• In most cases GameEx will not crash when connecting to it through remote desktop.
• Fixes issue where any advanced emulator config game device mapping was mapping all buttons above 6 to 6.
• Fixes slowdown issue navigating emulator lists when GameExtender enabled and you have no snap for a game.
• Fixes toolbar not working when media controls disabled.
GCEmu is GameCube emulator for Windows. It has been in development for about one year and it's capable of running commercial games.
Here is what one of the authors has to say about this release:
GCEmu is a very incomplete emulator for the Nintendo Gamecube.
It uses recompilation techniques and some other tricks to achieve a reasonable speed.
Although emulation is very incomplete, this emulation shows that 'it can be done' and can be done at a decent speed.
Where Dolphin Emu shows that the emulation can be done, GCEmu shows that it can be done at speed.
This is because the different focus. Where the Dolphin guys hate to do cpu emulation (especially recompilers)
this is exactly what I (Tratax) have been playing with since PSEmu.
It was made using Visual Studio C++ using pure C code and a few bits of assembler.
You can visit the SourceForge page of this project for more info.
• Working 82c711 emulation. This allows high density disc access and avoids the hanging bug in 1772 emulation
• Along with 82c711 emulation comes IDE hard disc emulation
• Preliminary FDI support (1772 only)
• Increased frequency of keyboard/mouse updates - mouse now much smoother
• Slight optimisations to video
A new version of the well known Gameboy Advance emulator No$gba has been released. This new version also has (incomplete) Nintendo DS support! You can list the full list of changes by clicking here.
The Yabause website has been updated with some new screenshots showing King Of Fighters '95 running on the latest CVS version. This makes Yabause the first Saturn emulator running games that use Saturn ROM cartridges!
Here are some shots of King Of Fighters '95 in action:
If you want to compile the latest source you can visit the Yabause Project Page on SourceForge. For more information you can always visit the Yabause Official Site.
- Added 24 new romsets from MAME 0.35b1-b5 (total supported games now is 1061 !):
MAME 0.35b1: Rolling Thunder (rthunder), Pocket Gal (pcktgal), Pocket Gal (bootleg) (pcktgalb)
MAME 0.35b2: Ikari Warriors (US) (ikari), Ikari Warriors (Japan) (ikarijp), Ikari Warriors (Japan bootleg) (ikarijpb), Victory Road (Victory Road), Dogo Soken (dogosoke)
MAME 0.35b3: Gals Panic (galpanic), Street Fighter (World) (sf1), Street Fighter (US) (sf1us), Street Fighter (Japan) (sf1jp)
MAME 0.35b4: Aero Fighters (aerofgt), Turbo Force (turbofrc), Pang (World) (pang), Pang (bootleg) (pangb), Buster Bros (US) (bbros), Super Pang (World) (spang), Block Block (World) (block), Power Spikes (Korea) (pspikes)
MAME 0.35b5: Hellfire (hellfire), Zero Wing (zerowing), Vimana (set 1) (vimana), Vimana (set 2) (vimana2)
- Problem with relative paths in some consoles solved (Thx wotan_999, bleim).
- Problem with not showed games at the end of the list solved (Thx virucho28).
- New clrmame.dat created by [MaD] updated up to MAME GP2X 1.3. It adds the new supported games in previous versions and it solves the "NO ROM DUMP" in Neo·Geo games.
- Thanks to all paypal donators: gp32x.de, Federico Mazza, Nandove, Videogame Stuff, Denis Evans, Ricardo Cabello, Elías Ballesteros, J.Antonio Serralvo Martín, bagmouse7, Suj, funkyferdy, Gieese, Vincent Cleaver, William Burnett, Bleeg, Martin Dolphin, Ilarri, Glen Stones, Dr.Konami, Augusto Carlos Pérez Arriaza, Charles Box, Borochi, Kayday, George Tavoulareas, Timofonic, Fabrice Canava, Redox, Javitotrader, remowilliams, Scott Contrera, Jinhyun Seo, Hardcore Gamer (Chapas H-G), Craigx (gp2x.co.uk), Shane Monroe, Simon Beattie, Stefan Braunstein, DaveC, Colin Bradshaw, Dana Rodolico, Revod, Michael Evers, Riccardo Pizzi.
22 January 2005 v1.0.4.7
========================
1) Sound bug fix to "resampling" mode.
22 January 2005 v1.0.4.6
========================
1) Added SID "resampling" and "down sampling" options to the emulation settings page.
Previous versions implemented down sampling only. Resampling introduces less noise but
requires significantly more CPU power than down sampling. Resampling is off by default.
• Much more intuitive for new users setting up MAME for the first time. If the games list has never been created it will prompt to update.
• For GameExtender, all artwork is now also cycled when a game is launched even when the Game information page has been skipped.
PLynx has once again updated his Atari Lynx emulator for the PSP, heres whats new:
I'm glad to announce you the last PLynx version .... with better sound support !!!
!! ATTENTION : Due to the support of the analog stick, the configuration files (/cfgs/*.cfg) are not compatible anymore.
!! Please delete all the .cfg files in /cfgs/ .
v0.8:
- Better sound support !!
- Fake lynx bios detection error
- Analog stick support during game, option to change the sensibility of the analog stick
- Corrected : emulator crashes when trying to move the cursor up past the rom at the top of the list.
The GP2X Console is the Homebrew and Emulation Console of the moment and the tidal wave of releases keeps on coming, heres the latest releases ive already posted at my GP2X News Site:
Outcast v006 Experimental (AtariST Emulator for GP2X)
Skeezix has updated the Atari ST Emulator for the GP2X:
Heres whats new:
From 005 to 006 here, I've done some crazier things and not had time to test it much, so I need you guys to beet it up before I continue working on things..
ex: I've rewound my FDC (floppy controller) code to an older version that should be more stable .. handles writes and formats better, for instance. (You still can't save the disk image back to SD, I'll add that.. but games that need the drive to work right should work.. so this should get you some great RPGs and such.) I've rewound some of the timer code a bit, which has removed flicker from The Pawn's loader artowkr for instance, so some games should look better too.
I've done some work on the sample-playback problem and I think I know where the issue is (similar to on prior variatoins like on the GP32) .. the ST is giving really low rate sample data, and at 44KHz we blow through it too quick. For this build I've added some lame 'stretching' code to make the sample data last longer before being consumed, and samples do sound much better (but still shite
But mostly I'm wondering.. is this verson as stable as, and more stable, than 005?
AFAIK I've hooked everything back up.
GP2XMess v0.7 (Multi System Emu for GP2X)
Telengard has updated the MESS port to GP2X, heres whats new:
I just added Tandy Color Computer support to gp2xmess.
So this release supports:
Atari 7800
Colecovision
TI 99/4A
Tandy Color Computer
GNGNeo2x v0.6.7b (NeoGeo emulator for GP2X)
Pepone has updated the released of the NeoGeo MVS (cartridge version) emulator for the GP2X, heres whats new:
This Version Includes GUI created by our friend Kounch and ademas has been developed a system of Dummys to save space in the SD.
Vice 2X Alpha 4 (Multi System Emulator for the GP2X)
Snaff has updated the release of Vice2X the emulator which supports Commodore computers including the c64, c128, Plus 4, PET, CBM-11 and the VIC20 .
Not sure whats new but enjoy the new release ;)
CapriceGP2X v0.01 (Amstrad CPC Emu for GP2X)
KaosOverride has updated the Amstrad CPC emulator Caprice to the GP2X, this release has sound and is much more playable.
Gp2xhandy Released (Atari Lynx Emu for GP2X)
Tuskenraider2k has ported his Atari Lynx emulator to the GP2X, heres the info:
I've ported my complete source code to the gp2x
a little benchmark with chip's challenge:
GP32 (156mhz, frameskip 2, no sound):
70fps
GP2X (frameskip 2, no sound):
104fps
A lot more games are now playable with sound :-) But not all run in full speed yet.
FCE Ultra GP2X 0.3 (NES emulator for GP2X)
NoName has updated his Nes Emulator for the GP2X, heres whats new:
Changed codebase to FCEU 0.75 (Since it's about 3 times faster internally)
Sound works (although it's quite choppy atm.)
Rewrote the input so that diagonal controls work on the gp2x
Removed the happy hack screen blitting
Phamicom GP2X v0.3 (NES emulator for GP2X)
Madelman has updated the release of a Nes Emulator for the GP2X called Phamicom GP2X heres the info:
Implemented savestates
Switched to PAL mode by default
Deleted some unused code
SquidgeSnes v0.33 (Snes Emulator for GP2X)
Squidge let us know he has released a new version of his SNES emulator for the GP2X. Heres whats new
Made the non-scaled mode a little prettier - it's now centered and you can use a background image
You can now using the L/R buttons to scroll the file selector faster
Filenames are now sorted
Background image for non-scaled mode is in the file 'skin/gamebackground.bmp'. Thanks to HydraLancer for providing the one in the archive.
The Coder who is behind the NeoGeo CD Emulator for Windows called NEOGEO CDZ Emulator has released his own version of the continuation from the last official release by Yoyofr. The translation from google is poor as usual but here it is:
How it made without. It is private correction edition of NEOCDPSP 0.5. (The after of the 0.5, being kind of to be advanced to the direction which just a little is different)
All sources are rewritten around video and excluding the dependence processing part of the PSP.
Temporarily because it just tried to move, whether it is heavy from the first, (the PSP procuring, because it is third day, permitting, the く put out the ぇ).
Being to become heavy you do not attach the luster processing and load picture.
Because it raises the source cord/code in the next few days, the lawn tide waiting.
DGen v1.30 (Megadrive/Genesis emulator for PSP)
Syn-Z has updated what is now the best Genesis Emulator for the PSP, heres whats new via translation:
Ver 1.30 * Turbo mode mounting (in キーコンフィグ addition)
* Deletion functional addition of state (SELECT + □)
* State saving / load verification message option addition
* State date indication
of saving
Not emulation related but this week was the revealing of the 2nd 30 Day Coding Competition for the PSP and there were some amazing releases, full details on the Competition Page.
PLynx has again updated his Atari Lynx Emulator for the PSP, heres whats new in this version:
v0.4:
- Screen size selection : Original, x2, Full screen
- Filtering method selection : Nearest, Linear
- Possibility to overwrite last saved context file
- Save configuration for each game
Download at the official homepage hosted by the DCEmu/Emulation 64 Network here --> http://plynx.dcemu.co.uk
PCSX2 progresses further with Tekken 4 'playable', here is what General Plot hed to say on the official site:
Nachbrenner made this video from ingame on Tekken 4. Game looks very good, with only slight graphics issues which rarely occur.
Video is WMV using Windows Media codec, 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.
5.43
• Fixes big unnecessary slow downs when GameExtender enabled in certain circumstances.
• Sorry about that.
5.42
•Fixes GameEx crashing when launching MAME games when not using controls.ini
5.41
• Lots of improvements to GameExtender
• More stable.
• GameExtender now rotates artwork when available
• Displays Control Panel when available.
• When GameExtender is disabled takes next to no additional resources.
• GameExtender Viewer should definitely work on Second display now.
• Refresh rate option for viewer.
• Also in this release:
• Should fix Screensaver for some users.
• Screensaver now allows playing videos only
• misc: removed scanner checkbox-bindings (missing + name check / unneeded check + name check) so you can toggle each checkbox now independly. For unsafe scans you'll see a warning.
• fixed: several 64bit rom-filesize issues (including scanner, rebuilder, setinfo, dir2dat)
• fixed: datfile forcezip tags didn't apply to the rebuilder when called through the scanner
16 January 2005 v1.0.4.5
====================
1) The length of time taken to reset the noise waveform via the "test bit" has been set to 7 seconds. Version 1.0.4.2 and lower never reset the noise waveform. Version 1.0.4.3 accommodated the SounDemons emulation detector test by introducing a reset delay that took a tiny fraction of a second. As a result some noise bases sid files will play correctly as they did in version 1.0.4.2
16 January 2005 v1.0.4.4
====================
1) Version 1.0.4.3 may suffer poor performance on a host CPU with L2 cache 256Kb or less. The interpolation filter kernel size has now been slightly reduced to restore performance.
2) The sprite collision timing has been delayed by two pixels. As a result, Emu-Fuxx0r V1 compatibility has been added in addition to existing Emu-Fuxx0r V2 compatibility.
5.40
• Fixes other applications and html applications not available if no emulators defined in recent versions. This was due to undocumented (I forgot to mention) in recent versions where if mame and emulators not used at all then GameEx would show a flat start page, with all game related items not visible on the start page, such as random game, and most played.
5.39
• Fixes Games list and menu issues when return from attract mode in 5.37 and 5.38
5.38
• Fixes GameExtender Viewer not reading any settings and only using default values, IE you could not change Display On Sencondary, and IP.
- Sprite support fixed. Homebrew demos with sprites should now start to work.
- Support for some 8 bit graphics modes with palletes.
- Fixed crash that occurred occasionally in mode 5 rendering.
- Workaround for a thumb emulation bug that occurs with devkitpro r17 compiled programs (to be fixed properly in 0.4.11).
** General
----------
- Fixed "RESTORE key works only once" bug.
- Fixed compilation with GCC4.
** C64 changes
--------------
- Fixed an opcode execute problem with the +60k expansion.
- New c64 256k expansion support.
** VIC-II
---------
- Fixed switch from idle state to display state.
- Added missing DEN bit scrolling feature.
** Unix changes
---------------
- The experimental netplay feature has been extended to the Unix platforms for testing.
- Added IPV6 support to netplay.
- Fixed crash if settings are saved.
- Fixed some Gnome1 annoyances (popup menus in status bar)
- Rework of gnome save media (screenshot) dialog
- Xaw Statusbar fixes and improvements (new buttons for recording).
- An experimental patch for Gnome2/Gtk2 support is available (See website). Vice-1.19 will be the last Gnome1/Gtk1 version officially supported.
The Gnome2/Gtk2 version is known to work on state-of-the-art Linux distributions (e.g. Fedora Core 4). See also src/arch/unix/x11/gnome/TODO
** MS-Windows changes
---------------------
- Added "always on top" option.
** MS-DOS changes
-----------------
- The experimental netplay feature has been extended to MS-DOS for testing.
** Miscellaneous changes
------------------------
- Added various new screenshot formats.
- Improved the image content lister to display at least the first part of a circular directory listing.
- Made the tape routines able to cope with non-standard header sizes.
0.4.3: (Note: PCE CD save states created in previous versions will not work very well with this release)
Fixed a compilation problem in cdromif.cpp regarding NULL on *BSD platforms by including .
Lynx: Fixed the constructor and destructor declarations of the C65C02 class, which should fix a reported compilation error with gcc 4.1.
GBA: Added a few missing variables to save states.
GB: Lines during which time the screen is turned off are now cleared(fixes flickering problems at the start of games, and during transitory blank screens).
Fixed the SDL_net.h include statement in drivers/netplay.cpp.
PCE: Fixed a bug with CUE+BIN sector size handling with regards to pregaps. CUE+BIN is still officially unsupported. :B
PCE: Noise is now rendered at blip_med_quality.
PCE: Removed the code that checks to make sure the audio sector to play is non-zero. Fixes "Crazy Hospital".
Changed the maximum supported playback rate from 96KHz to 48KHz, to be able to safely extend the temporal precision of Blip_Buffer further. Note that this shouldn't be considered a regression, as there are virtuall no benefits to using a sample rate above 48KHz in Mednafen(though there may be benefits in other applications).
***************
***BIG NOTE:***
***************
If you previously set the playback rate above 48KHz, you will have to manually edit the text configuration file(~/.mednafen/mednafen.cfg) to bring the value in range. This is necessary because of a limitation in the setting validation code.
Updated to Blip_Buffer 0.4.0, which offers improved sound quality over previous versions:
- Improved sound quality by rewriting library to use 32-bit internal sample buffer, higher phase resolution, and a properly windowed filter kernel. Current user code should work without changes.
PCE: When sprites and background are both disabled, and the VDC is not in burst mode, the scanline is now filled with color 0x000 from the palette rather than 0x100. This fixes the "Hurry Up" water effect in the CD game "Rainbow Islands".
PCE: Fixed the CD-DA amplitude calculating(used the BIOS' CD-DA player interface).
PCE: Altered VDC line timing slightly.
PCE: ADPCM frequency is no longer reset on ADPCM reset, fixes Gulliver Boy's dialogue voices during gameplay.
PCE: Fixed reading from nonexistant audio sectors(by memset()'ing the audio buffer to zero).
PCE: Implemented sector reading delays, games that use FMV like Gulliver Boy work much better now. It's not implemented 100% correctly, and requires a small CPU hack to disable IRQs during a timing-sensitive period of emulation. I don't like hacks, but...it's still better than the giant hack of reading all the sectors at once, which was how it used to be.
PCE: Implemented ADPCM read and write delay. "Record of Lodoss War" no longer locks up at the title screen.
PCE: Opcode and operand data reads from VDC register 0x1 will now return 0x40, which fixes Dragon Slayer 2. I doubt this is correct, but it shouldn't break any other game.
PCE: CUE+BIN audio playback no longer locks up the emulator, but CUE+BIN is still officially unsupported.
1) Corrected delayed response of the SID wave feedback register $D418. Improved combined SID wave forms emulation. SounDemons "Waveform Composer" emulation detection test now passes.
2) Added Pete Rittwage's weak bit handling to the 1541 drive emulation as required by
some copy protected disk images.
• The initial production release of GameExtender is here.
• As far as I know it's a world first for front ends.
• When enabled GameEx runs a tiny web server when running, this outputs sort of like an LCD Display on steroids, on either the same pc, or any networked or internet worked PC.
• You can see exactly what's going on with GameEx from a web browser, or via the included viewer, which gives a full screen output.
• You have to check it out.
• In addition, I believe another world first for an integrated front end is the ability to view the control panel while MAME is playing, by pressing a defined key (default is L). Thanks to HeadKaze for the idea, help and inspiration.
• If that's not enough, in advanced emulator config ini's you can now specify up to 10 buttons.
• NOTE: GameExtender only works with registered versions of GameEx.
A new version of SMSAdvance has been released. Here is the list of changes for this version:
* Added support for running the GG bios in SMS mode.
* Added support for all SMS Bioses.
* Added option in builder for "empty" slot at the end of ROMlist. (Loopy).
* Added option to lock the 2 toprows in unscaled mode.
* Added "Perfect Sprite" option for games like:
o Global Gladiators.
o GP Rider (GG).
o Speedball 2.
o Xenon 2.
* Added emulation of locking the right side of the screen, games:
o Gauntlet.
o Golvellius.
o Griffin (GG).
o Line of Fire.
o Megumi Rescue.
o Rygar.
* Fixed IO port 2, Laser Ghost.
* Fixed Monaco GP, SG-1000.
* Fixed the support for Jang Pung II (KR).
* Fixed priority on zoomed sprites in mode 0 & 2 (Bank Panic, SG-100).
For more info you can visit the SMSAdvance Official Site.
PLynx has joined the Emulation 64 Network of sites, for those that dont know PLynx is an Atari Lynx emulator for the PSP.
Anyway heres the info of the new release of PLynx, now at v0.3B:
Hello !
New PLynx release for PSP 1.0, 1.5.
In this v0.3b release :
- Speed improvement, now, most of the games run at normal speed, without "overclocking" the PSP.
- Support zip compression format for cartbridge images.
- Option to change the control keys.
- Some add to to GUI.
Minor update, the last before a major overhaul.
• ALL: Updated docs. [Siloh]
• ALL: Updated version number [Siloh]
• GUI: Added GUI toggle for Zapper emulation [Siloh]
• SRC: Fixed and updated copyright messages [Siloh]
. Update romrc to reflect mame romset
. GP2X: Add big rom support. See Readme.GP2X
. GP2X: Push L to go to the bios setting screen (blood in mslug, yeah ;)
. Improved frameskip
1) A new cheat system was added.With this system,you can search cheats,and merge them into a file.the system also support SEGA CD.
2) Rewrite Playbeck mode B,maybe more nicer.
3) Relpace Monitor render plugin with Gens32 Antialatsing.
4) more will be added later
The GP2X Console is the Homebrew and Emulation Console of the moment and the tidal wave of releases keeps on coming, heres the latest releases ive already posted at my GP2X News Site:
GP2X Engine v1.3 (PC Engine Emulator for GP2X)
Hermes has released a new version of the PC Engine emulator for the GP2X he is working on, heres whats new:
- Hu-cards (.pce) compressed in BZIP2 format (.bz2)
- compressor to BZIP2 included (from selector rom screen)
- WAV support for 22050Hz, 44100Hz, 8 and 16 bits and MONO or Stereo files
- Some bugs corrected and others minor changes.
- Display Clock fixed to avoid problems with external software
- New Mode Horizontal-Inverted screen (to use A,B,X and Y as directional keys and Volume selector as buttons I and II)
- Sound speed syncroniced with screen refresh
- You can select a syscard rom from roms/pcengine directory (to avoid syscards clones in ISOS directories) using the symbol # in .toc files. Example: syscard: #syscard3.pce.bz2 (note you can use BZIP2 files too)
- You can use the 'Pregap' command to add relative time in a .toc file.
Example: Pregap: 00:03:00 (and in the next line track2.iso for example, to displace 3 seconds the iso begin)
- Added 250Mhz clock for some gpx2 don't working from 266Mhz
Vice 2X Alpha 3 (Multi System Emulator for the GP2X)
Snaff has updated the release of Vice2X the emulator which supports Commodore computers including the c64, c128, Plus 4, PET, CBM-11 and the VIC20 .
D64 browsing, loading and attaching options, basic cartridge support. Truedrive emulation works now, though watch out for that option switching itself off still. Make sure you copy all the data files over as there are extra ones since the last release.
Squidge let us know he has released a new version of his SNES emulator for the GP2X.
I've changed the graphics routines on this one, and it seems to be a fair amount quicker. The main problem was trying to sync with the LCD refresh - why oh why can't we just use a vsync interrupt?
The proper way to exit is to hold down SELECT for at least 2 seconds, as I've said previously, but some people may not have read the entire thread. This version also has a frame rate limiter built in, so games shouldn't run too fast. It uses rlyeh's timer routines for this however, so I've no idea if they handle overclocking.
Next version will have command line support, and possibly a menu :)
efegea has released a new version of the Sega Master System emulator for the GP2X:
Official homepage down but it can be downloaded here.
Outcast v003 (AtariST Emulator for GP2X)
Skeezix has updated the Atari ST Emulator for the GP2X:
Heres whats new:
NEW: Virtual keyboard -- needed for entering text or function keys etc of course, but also to get into a lot of games; the crack groups often put loader demos, or multiple games on a disk, and so you sometimes need to hit spacebar, or a number, of function key. Of course, some games require keyboard controls, too.
NEW: Input modes a little more defined
FIX: YM chipmusic is pretty good now, though sample playback is still asshat; I'll work on that more. Always running out of time ;)
NOTE: Most of the START runtime menu should work fine now; CPU Mhz setting isn't yet available, but throttle and frameskip and disk management and savestates and control modes should all be working!
CHG: Welcome screen text