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    Tuesday, July 26, 2011
Dolwin SVN r28

via http://www.emucr.com/2011/07/dolwin-svn-r28.html

Dolwin SVN r28 is released. Dolwin is a Nintendo GameCube Emulator for Windows. Dolwin is an emulator of Nintendo Gamecube console. This platform is based on PowerPC-derivative processor, produced by IBM Corp. and codenamed Gekko. Dolwin mainly purposed to emulate homebrewn applications.



Dolwin SVN Changelog:
r1
Initial directory structure.
r9
Adapted for 32bpp displays
r10
improved MMU view in debugger
r11
new gekko disassembler
r14
`r` command updated, new `disa` command
r15
Created wiki page through web user interface.
r16
Edited wiki page IPL_Reversing through web user interface.
r17
Edited wiki page IPL_Reversing through web user interface.
r18
Edited wiki page IPL_Reversing through web user interface.
r19
Edited wiki page IPL_Reversing through web user interface.
r20
Edited wiki page IPL_Reversing through web user interface.
r21
Created wiki page through web user interface.
r22
Edited wiki page IPL_Reversing through web user interface.
r25
Completed game list
r27
my crappy video plugin

 

DeSmuME SVN r4065

via http://www.emucr.com/2011/07/desmume-svn-r4065.html

DeSmuME SVN r4065 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.

DeSmuME SVN Changelog:
r4062
win32: some minor clarifications to console behaviour. console behaviour is now verified to be pretty dang good in cygwin/msys bash as well as cmd.exe so long as you launch with "cmd /c desmume.exe".
r4063
win32: newer console title format, somewhat more useful. now %EXENAME% %ARGS% to show you how you launched it. let me know what you think. also let me know if it crashes while trying to parse something!
r4064
cheatSystem: headerId should be const
r4065
Fix memory block alignment in RomBanner for 4-byte wchar_t, #3354040

From rogerman:

The RomBanner struct requires UTF-16 strings for the six different ROM titles.
Currently, we use wchar_t buffers to define the memory blocks where the title
strings are supposed to go. Using wchar_t is fine for compilers that assume a
2-byte wchar_t. But compilers that use a 4-byte wchar_t will misalign
the memory blocks.

I've submitted a new patch that changes all the wchar_t in RomBanner titles
to u16 for all ports. It took me a while to research the dependencies on
titles, and to make sure I didn't accidentally break something in the
Windows port.

As for the wcscpy() deal in the RomBanner constructor, it's an arbitrary
default init value that we don't actually use in practice, so I removed it.
If a particular port wants to know what to display for the titles when a
ROM isn't loaded, there are plenty of ways to figure this out. Or they can
just check the titles for an empty string, which the constructor inits the
titles to before the wcscpy() call.

For CHEATS::save(), I removed the dependency on using titles. The ROM name
we write to file is also an arbitrary value which we don't actually
reference in practice. I changed it to use gameInfo.ROMname, since we're
already using gameInfo.ROMserial.

http://www.mediafire.com/?jaessxvx2txpueu
 

D PSP Emulator SVN r300

via http://www.emucr.com/2011/07/d-psp-emulator-svn-r300.html

D PSP Emulator SVN r300 is released. D PSP Emulator is a PlayStation Portable (PSP) emulator for PC made in D programming language. At the moment can run some simple homebrew. It doesn't load any comercial game at this stage.

D PSP Emulator SVN Changelog:
r290
- Fixed sceKernelWaitThreadEnd(CB) + Unittesting
- Fixed??! sceCtrlReadBufferPositive and sceCtrlReadLatch + Unittesting
r291
- Stop all the emulator when an error rises. @TODO CHECK! It loses the exception
launched?
- Minor changes and refactorings
- Changed the way sceCtrl waits for a frame. Still not accurate.
- Some changes and fixes on IoFileMgr_FilesAsync
- Implemented some more NIDs
- More changes and fixes on ThreadMan
- Disabled/Enabled all threads on sceKernelCpuSuspendIntr/sceKernelCpuResumeIntr
still have to check if it works as expected.
- Fixed sceKernelLibcClock
- Fixed PspLibDoc singleton (not used __gshared; was Thread Local Storage)
- Added and fixed tests for module loading
- More tests
r292
- Implemented simple voices on sasCore (still has some issues)
- Implemented sceAudio.sceAudioSRCOutputBlocking
- Minor changes and refactorings
r293
- Updated to D v2.054
- Fixed some issues and cleanups
- SwitchGen is now faster (probably MUCH faster) using AA instead of plain
arrays because of being able to use AA on CTFE. Because of that, there is no
need for "cached_switch_all.dcode" file anymore and it has been deleted. By
faster I mean on compiling times. On runtime it should be as fast as always.
- Added a link to the online compatibility table (not enabled yet)
- Added a new option to force to check updates: --check_updates
- Fixed ApplicationPaths
- Fixed SvnVersion.getLastOnlineVersion on v2.054 because of the non-greedy fix.
r298
- branches/pspemu31 -> trunk

http://www.mediafire.com/?3hccz1y0a9kby20
 

DaedalusX64 SVN r721

via http://www.emucr.com/2011/07/daedalusx64-svn-r721.html

DaedalusX64 SVN r721 is released. DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.

DaedalusX64 SVN Changelog:
r720
[=>] Merged from Dev branch:

Rev 316 - Salvy
[~] Simplified array for custom ucodes (we only need the ucode and hash anyways)
[!] Clean ups in PIF
Rev 318 - Bdacanay
[+] Imported Paper Mario blend from old file.
[~] Fixed the Conker chainsaw smoke blend
[+] Added a blend to the river in Doubutsu no Mori
[-] Reverted Kirby blend that was breaking Kirby
[+] Added a blend to fix the menu and HUD in Wave Race 64
Rev 319 - Bdacanay
[-] Reverted Wave Racer 64 blend, as it was breaking Super Mario 64 horribly.
Rev 320 - Bdacanay
[+] Added a hack to Wave Racer 64 to fix the dangerous menu blend without breaking any other games. Tested and working perfectly. (Thanks corn)
Rev 321 - Salvy
[!] Enabled DisableSimulateDoubles for Conker (fixes "green textures" bug)
[~] Removed full-length fp mode (Was causing static and texture shifting in Conker. Anyways it only adds overhead and bloat to the emulator, I have yet to see a game that needs it, only RARE games that like poke the status reg..)
Rev 322 - Salvy
[+] Implemented env mapping for Conker (Using the CPU, we need to port this to the VFPU to avoid slowing down Conker!!)
[!] Pass directly gConkerVtxZAddr
[~] Clean ups in Microcode.cpp
Rev 323 - Salvy
[!] Simplified and inlined CPU_TakeBranch
[~] Made TranslateOp debug only
[-] Removed useless speedhack in R4300_J
[~] Reverted last remaining changes from 557-558..

Note : rev 313, 314, 315, and 317 weren't m,erged since they ar not ready for public.
r721
[=>] Merged from Dev branch:

Rev 324 - Salvy
[~] Fixed compiling error from last commit
[-] Small clean ups here and there

Download http://www.dcemu.co.uk/content/93495-DaedalusX64-SVN-r721
 

Project64k v0.30

via http://www.emucr.com/2011/07/project64k-v030.html

Project64k v0.30 is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.

Project64k v0.30 Changelog:


-Minor .exe Updates

-Kaillera Port-Forward Tool (Tools folder)

-PJ64 Fixer (Main folder)
Auto-sets all Directories to their original folders
and Resets all Plugins back to Default
I suggest running this before opening Pj64k

-N64 Rom file fixer (Tools Folder)

-New 7-zip compression (www.Z-zip.org)

-New .exe 64bit Compressor

http://www.mediafire.com/?7a7ss3f43kqjhsb
 

Virtual Jaguar SVN r385

via http://www.emucr.com/2011/07/virtual-jaguar-svn-r385.html

Virtual Jaguar SVN r385 is released. Virtual Jaguar is an open source emulator based on Jagem (Virtual Jaguar) for Linux, MacOS X, and Windows. The source also compiles on BeOS. Virtual Jaguar is an awesome Atari Jaguar emulator with great compatibility.

Virtual Jaguar SVN Changelog:
r385
Small code cleanups, file picker now grabs everything it knows about by
default. To look at even stuff VJ *doesn't* understand can be overridden by a
config option.


http://www.mediafire.com/?knnw9ubtw0z6bd7
 

PCSX2 SVN r4825

via http://www.emucr.com/2011/07/pcsx2-svn-r4825.html

PCSX2 SVN r4825 is released. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.

PCSX2 SVN Changelog:
r4824
cmake: add new Gif Unit files.
r4825
newGif - Fix Area 51 slowness.

http://www.mediafire.com/?69sejbr2crv319c
 

FCEUltra Win32 mappers modified v0.98.13 (2011/07/22)

via http://www.emucr.com/2011/07/fceultra-win32-mappers-modified-v09813.html

FCEUltra Win32 mappers modified v0.98.13 (2011/07/22) is released. This emulator is based on FCEUltra source code.

FCEUltra Win32 mappers modified v0.98.13 (2011/07/22) Changelog:
- mapper 4 - mirroring fix
- mapper 68 - fixed
- UNIF Transformer - new board for "Keyboard Transformer (R)[!]" dump
- UNIF CNROM - with 2K of RAM added ("Hayauchy Igo" fixed)
- UNIF fk23c - banked SRAM feature added
- extension devices list and support fixed (now mouse is available)

 

Coleco: ColEm for Android v2.6.5

via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17311.html

Marat Fayzullin has ported his (free) ColecoVision emulator ColEm to the Android platform: ColEm for Android


Quote:
New in 2.6.5:

Now saving screenshots and showing them in the file selector.

On-screen joystick now fully usable inside builtin menu.

Made virtual keyboard key labels bigger.

Fixed virtual keyboard functional and special keys.

Made About box disappear after the first couple of runs.

Fixed display and audio settings that sometimes were ignored on startup.


 

VGBA for Android v3.6.4

via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17312.html

Marat Fayzullin has ported his (commercial) GameBoy Advance emulator VGBA to the Android platform: VGBA for Android


Quote:
New in 3.6.4:

Now saving screenshots and showing them in the file selector.

On-screen joystick now fully usable inside builtin menu.

Made virtual keyboard key labels bigger.

Fixed virtual keyboard functional and special keys.

Made About box disappear after the first couple of runs.

Fixed display and audio settings that sometimes were ignored on startup.

Fixed a display bug in VGBA that led to red color in unexpected places.


 

VGB for Android v3.5.4

via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17313.html

Marat Fayzullin has ported his (commercial) Game Boy / Game Boy Color and Super Game Boy emulator VGB to the Android platform: VGB for Android


Quote:
New in 3.5.4:

Now saving screenshots and showing them in the file selector.

On-screen joystick now fully usable inside builtin menu.

Made virtual keyboard key labels bigger.

Fixed virtual keyboard functional and special keys.

Made About box disappear after the first couple of runs.

Fixed display and audio settings that sometimes were ignored on startup.
 

JPCSP Rev2238 - PSP Emulator for Windows

The java written PSP Emulator for windows has been updated once more, heres whats new:

sceKernelCreateVpl: new attribute 0x200 discovered by Raziel in "N.O.V.A. - NPEZ00222". Meaning of attribute still unknown.

http://buildbot.orphis.net/jpcsp/
 



    Monday, July 25, 2011
Snes9x EX for Android v1.4.0

Via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17282.html

Snes9x EX is a free Android port of the Super Nintendo emulator Snes9x.


Quote:
Emulator for the SNES/Super Famicom based on Snes9x 1.43. Beware of Market apps using Snes9x commercially under different names (To the best of my knowledge, it´s used by all current SNES emulators on the Market). Snes9x has a non-commercial use license and these apps cannot legally be sold or force you to view ads. Furthermore, many of these unlicensed versions are from scam developers who constantly remove and repost the apps under different names to rip off unsuspecting users. Snes9x EX is properly licensed, as are all my other emulator apps. I´ll also answer questions related to this app on the official Snes9x message boards.

Features:

Accurate emulation and similar compatibility to Snes9x 1.43 on the PC

Full quality 44KHz stereo sound

Supports games in .smc, .sfc, .fig, and .1 formats, optionally in .zip files

Super Scope support, touch screen to fire, touch off-screen to push Cursor button

Mouse Support, see Snes9x EX section on website for instructions

Configurable on-screen multi-touch controls & keyboard support (needs Android 2.1+ for multi-touch, up to 3 touches supported at once)

Multiplayer-capable Wiimote + Classic Controller and iControlPad support (no need to purchase a separate app)

Backup memory and save state support, auto-save and ten manual slots for save states. State files from Snes9x 1.43 should work on Snes9x EX and vice-versa.

Portrait/Landscape auto-orientation support

 

PCE.emu for Android v1.4.0

Via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17283.html

PCE.emu is a free Android port of the PC-Engine emulator Mednafen.


Quote:
Play all your favorite PC Engine/TurboGrafx-16 games
PC Engine/TurboGrafx-16 (TG16) emulator based on Mednafen (GPL), designed and tested on the original Droid/Milestone and the Xoom, but works on many devices with similar specs.

Features:

Accurate emulation and high compatibility rate (Note: Data swapped TG16 roms are not supported, see known issues on website for a fix if you´re getting a black screen on load)

Backup memory and save state support, auto-save and ten manual slots for save states

Supports ROM-based games in .pce and .sgx formats, optionally in .zip files

CD emulation via loading CUE or TOC+BIN files, select a system card rom in the options

CUE files support external audio tracks in Ogg Vorbis & Wav (PCM, ADPCM, etc) formats

Configurable on-screen multi-touch controls & keyboard support (needs Android 2.1+ for multi-touch, up to 3 touches supported at once)

Multiplayer-capable Wiimote + Classic Controller and iControlPad support (no need to purchase a separate app, see website for full instructions)

Portrait/Landscape auto-orientation support

No user activation or other nonsense

 

GBC.emu for Android v1.4.0

Via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17284.html

GBC.emu is a commercial port of the Game Boy / Game Boy Color emulator Gambatte for Android.


Quote:
Play all your favorite Gameboy Color games
Gameboy (Color) emulator based on Gambatte (GPL), designed and tested on the original Droid/Milestone and the Xoom, but works on many devices with similar specs.

Features:

Accurate emulation and high compatibility rate, similar compatibility to Gambatte 0.4.1 for PCs

Selectable color palettes when playing original GB games

Backup memory and save state support, auto-save and ten manual slots for save states. State files from Gambatte should work on GBC.emu and vice-versa.

Supports games in .gb and .gbc formats, optionally in .zip files

Configurable on-screen multi-touch controls & keyboard support (needs Android 2.1+ for multi-touch, up to 3 touches supported at once)

Wiimote + Classic Controller and iControlPad support (no need to purchase a separate app, see website for full instructions)

Portrait/Landscape auto-orientation support
 

NES.emu for Android v1.4.0

Via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17285.html

NES.emu is a commercial port of the NES emulator FCEUX for Android.


Quote:
Play all your favorite NES/Famicom games
NES/Famicom emulator based on FCEUX (GPL), designed and tested on the original Droid/Milestone and the Xoom, but works on many devices with similar specs. It uses the most up-to-date revision of well-known PC emulator FCEUX (most other Market apps are built from older & less accurate versions of FCE Ultra).

Features:

Accurate emulation and similar compatibility to FCEUX 2.1.4

Backup memory and save state support, auto-save and ten manual slots for save states. State files from FCEUX should work on NES.emu and vice-versa.

Supports ROM-based games in .nes and .unf formats

Famicom Disk System emulation using .fds files (select your BIOS in the options first)

VS UniSystem support, push Start to insert coins

Zapper/Gun support, touch screen to fire, touch & hold outside of display area to simulate firing away from the TV

Zip file support

Configurable on-screen multi-touch controls in addition to keyboard controls (needs Android 2.1+ for multi-touch, up to 3 touches supported at once)

Multiplayer-capable Wiimote + Classic Controller and iControlPad support (no need to purchase a separate app, see website for full instructions)

 

GameBoy-Online 2011-07-19

via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17287.html

GameBoy-Online is a Game Boy emulator which runs in the browser as a HTML5/JavaScript application. It is written by Grant Galitz and open source.


Quote:
Some cleanups.

Added option to vary the speed of the emulator (speed increase).

Optimization of the emulation of the APU.

Update the way of sound management (optimization and increase the generation of possible samples in Xaudiojs).

Update of the management of AMD.

Optimize cache x-coord of DMG for rendering sprites (cache that connects the OAM addresses the coordinates-X with a stack of the priority right).

Display of the frame only once per iteration of the loop of the interpreter.


http://www.grantgalitz.org/gameboy/
 

MasterGear for Android v2.6.4

News via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17292.html

Marat Fayzullin has ported his (commercial) MasterSystem, GameGear, SG-1000, SC-3000 and SF-7000 emulator MasterGear to the Android platform: MasterGear for Android


Quote:
New in 2.6.4:

1. Fixed audio.

2. Made virtual keyboard transparent.

3. Added on-screen modal buttons to fMSX and Speccy.

4. Made fMSX, Speccy, and ColEm load system ROMs from /sdcard/fMSX, / sdcard/Speccy, and /sdcard/ColEm respectively.

 

VGBA for Android v3.6.3

News via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17293.html

Marat Fayzullin has ported his (commercial) GameBoy Advance emulator VGBA to the Android platform: VGBA for Android


Quote:
New in 3.6.3:

1. Fixed audio.

2. Made virtual keyboard transparent.

3. Added on-screen modal buttons to fMSX and Speccy.

4. Made fMSX, Speccy, and ColEm load system ROMs from /sdcard/fMSX, / sdcard/Speccy, and /sdcard/ColEm respectively.
 

VGB for Android v3.5.3

News via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17294.html

Marat Fayzullin has ported his (commercial) Game Boy / Game Boy Color and Super Game Boy emulator VGB to the Android platform: VGB for Android


Quote:
New in 3.5.3:

1. Fixed audio.

2. Made virtual keyboard transparent.

3. Added on-screen modal buttons to fMSX and Speccy.

4. Made fMSX, Speccy, and ColEm load system ROMs from /sdcard/fMSX, / sdcard/Speccy, and /sdcard/ColEm respectively.

 

iNES for Android v3.6.3

News via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17295.html

Marat Fayzullin has ported his (commercial) NES emulator iNES to the Android platform: iNES for Android v3.6.2


Quote:
New in 3.6.3:

1. Fixed audio.

2. Made virtual keyboard transparent.

3. Added on-screen modal buttons to fMSX and Speccy.

4. Made fMSX, Speccy, and ColEm load system ROMs from /sdcard/fMSX, / sdcard/Speccy, and /sdcard/ColEm respectively.

 

ColEm for Android v2.6.4

News via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17296.html

Marat Fayzullin has ported his (free) ColecoVision emulator ColEm to the Android platform: ColEm for Android


Quote:
New in 2.6.4:

1. Fixed audio.

2. Made virtual keyboard transparent.

3. Added on-screen modal buttons to fMSX and Speccy.

4. Made fMSX, Speccy, and ColEm load system ROMs from /sdcard/fMSX, / sdcard/Speccy, and /sdcard/ColEm respectively.

 

Speccy for Android v1.7.3

News via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17298.html

Marat Fayzullin has ported his (free) Spectrum emulator Speccy to the Android platform: Speccy for Android


Quote:
New in 1.7.3:

1. Fixed audio.

2. Made virtual keyboard transparent.

3. Added on-screen modal buttons to fMSX and Speccy.

4. Made fMSX, Speccy, and ColEm load system ROMs from /sdcard/fMSX, / sdcard/Speccy, and /sdcard/ColEm respectively. ...
 

fMSX for Android v3.5.5

News via http://www.aep-emu.de/PNphpBB2-file-viewtopic-t-17297.html

Marat Fayzullin has ported his (free) MSX emulator fMSX to the Android platform: fMSX for Android


Quote:
New in 3.5.5:

1. Fixed audio.

2. Made virtual keyboard transparent.

3. Added on-screen modal buttons to fMSX and Speccy.

4. Made fMSX, Speccy, and ColEm load system ROMs from /sdcard/fMSX, / sdcard/Speccy, and /sdcard/ColEm respectively.
 

DS2x86 version 0.20 released!

Pate has updated his Dos Emulator for the Nintendo DS, heres the news:

Sorry it took me over a month to get a new version released. However, this version now has two noteworthy improvements, namely FPU support and the fact that this version is now built with version 0.13beta of the SDK. This version of the SDK has already been released at the end of last year, but I only recently noticed that I still used the even older 0.12beta version to build DS2x86. This might have caused at least some of the audio problems, as the audio features were somewhat improved in SDK v0.13beta. I also decided to jump the version number to 0.20 with this version, to show that it has some major internal changes.

The biggest enhancement is the addition of FPU support. For now this only works in 32-bit protected mode (meaning those DOS4GW games), as those are the games that mostly expect the existence of an FPU. My two test games, X-COM UFO and Destruction Derby, now seem to run the FPU parts fine. The problems I mentioned in the previous blog post were actually both caused by the FPU opcodes, though in some rather interesting ways. It took me almost three days to track down and fix the problems. There is still a rather serious problem in the texture mapping in Destruction Derby, but I am not sure if that has anything to do with the FPU opcodes. In any case, Destruction Derby runs much too slow to be properly playable, so fixing the texture mapping is not a high priority. Fixing it might fix some other games as well, so I do plan to look into it at some point.


Anyways, the FPU problem in Destruction Derby was in the FCOMP (compare) opcode. When I first tested that opcode it seemed to return a correct result, so I spent a lot of time looking elsewhere for the problem. In the end it turned out that I had a small typo in the opcode handler, I had written "sll t4, t3" when I meant "sll t4, t3, 1", and the assembler had interpreted it as "sllv t4, t4, t3". In this case the assembler tried to be a bit too smart, when it replaced the sll opcode (which can only have an immediate shift value) with the sllv opcode (shift by a register value). Since I had forgotten to type the immediate value, it would have been nicer if the assembler had given an error instead. That problem meant that the comparison result was mostly random, it sometimes returned the correct result and sometimes not, somewhat depending on the lowest 5 bits in the registers I wanted to shift left by one bit before the comparison.

A more interesting problem was the one that affected X-COM UFO. It behaved very erratically, dropping to a debugger with an unsupported opcode at random locations, where the opcode should have been supported. That pointed to the interrupt routine failing to execute properly and dropping back to where the interrupt should have happened. It took me a while to notice that when it dropped into the debugger, the Virtual 86 mode flag in the flags registers was set! I had not coded support for interrupts in virtual 86 mode yet, so that was the reason for the weird unsupported opcodes. However, I was pretty sure that the game does not set this flag on purpose, so I added a check into DS2x86 to drop to the debugger immediately after this bit gets set in the CPU flags. After a few test runs, the results were quite interesting. Once the bit did not get set, but DS2x86 dropped into the debugger anyways. In other runs, twice the opcode was fsin, and once fcos, two of my new FPU opcodes.

The interesting part was that I did not touch the CPU flags in the fsin and fcos opcode handlers at all! I did store the register that contained the flags into stack, along with various other registers that calling the GCC math library sin() and cos() functions will globber, and then restored the registers after the call. I could not immediately see anything wrong with my code, so just for fun I copied the flags before the GCC library call to the EAX emulated register and the same flags after restoring them from stack to ECX emulated register, and then added a forced drop to the debugger after the call. And, much to my surprise, the value restored from the stack was completely different to the value I pushed to the stack!

I looked into the dump file for what happens in the GCC library sin() and cos() functions, and noticed that indeed, they destroy the two topmost words of the caller's stack!. I have a very hard time believing this behaviour is by design, this might actually be a bug in the GCC compiler itself. Here below is the dump from the start of the math library sin() function. The input is a 64-bit double value, in 32-bit registers a0 (low word) and a1 (high word).

80250fd0 <__sin>:
80250fd0: 3c027fff lui v0,0x7fff
80250fd4: 3442ffff ori v0,v0,0xffff
80250fd8: 00a23024 and a2,a1,v0
80250fdc: 3c033e50 lui v1,0x3e50
80250fe0: 27bdfda8 addiu sp,sp,-600 // sp -= 600, make room for local variables
80250fe4: 00c3182a slt v1,a2,v1
80250fe8: afbe0250 sw s8,592(sp)
80250fec: afbf0254 sw ra,596(sp)
80250ff0: afb7024c sw s7,588(sp)
80250ff4: afb60248 sw s6,584(sp)
80250ff8: afb50244 sw s5,580(sp)
80250ffc: afb40240 sw s4,576(sp)
80251000: afb3023c sw s3,572(sp)
80251004: afb20238 sw s2,568(sp)
80251008: afb10234 sw s1,564(sp)
8025100c: afb00230 sw s0,560(sp)
80251010: afa40258 sw a0,600(sp) // Store the low word of input to sp+600
80251014: afa5025c sw a1,604(sp) // Store the high word of input to sp+604

You can see that the routine first reserves 600 (0x258) bytes of stack space for local variables, but then stores the input value to offsets 600 and 604 from the start of the reserved space! This effectively destroys the two last words that the caller had pushed into the stack, which in DS2x86's case were the emulated CPU flags and a stack size mask register. So, after returning from fsin or fcos routines, the flags were randomly set, and also the stack-relative addressing might have addressed the wrong memory area.

This problem was easy to overcome by leaving two extra words to the top of the stack when calling these functions, but if you are writing software for DSTwo yourself, beware this problem! I spent some time googling whether this was a known problem and if a fix is available, but did not immediately find anything. Let me know if you know the correct place to look for this information!

I also made some other fixes, based on the debug logs you have sent. Still another change is that I changed the Makefile to compile the C modules with -no-long-calls option, which makes the code smaller and faster. I don't know why the SDK defaults to long-calls, as they are only needed if the code does not fit into a single 128MB block, and the DSTwo only has 32MB of RAM! Anyways, let me know if you run into any new problems with this version, and feel free to test the games that used to report unsupported FPU opcodes! Thanks again for your interest in DSx86 and DS2x86!

http://dsx86.patrickaalto.com/DSblog.html

 



    Sunday, July 24, 2011
Windos final

Heres another multi emulator released for the PS3:

Samson posted this

now slimmed down to 100mb
added xmb menu music
dpad mapped to arrow keys , start=enter, select=backspace

new programs and games all launchable from the start menu..

added games:-
another world
hitchhikers guide to the galaxy
ghouls and ghosts
metal gear
shinobi
and lots more also a few wolf 3d mods

emulators:-
colecovision.. some launching problems , run as dos session
Fmsx (msx) (windows and dos versions)
x5200 (atari)
pc64 (com64)



i've set up dos based emus to launch from a run.bat so end user can edit and add game to be run, if you have problems try running from explorer, run, run as dos session.

also added, ps3hax theme wallpaper by Kajika, usb support(no hot plugging) a fake cd rom(folder) to copy file into (ps3 file manager or ftp) a windows based hex editor, so i think i am about done with it most 3d game lag.. but all 2d and simple 3d work. running slow-Pentium fixed@4000 BUT you can bump the cycles up as much as you want, but sound will suffer.

also i still cant get win32s to work on ps3 , works fine on pc .. go figure.

WinDos Final 3.41
http://www.megaupload.com/?d=YFK1SEYO

WinDos Final 3.55
http://www.megaupload.com/?d=LFZ2AVZY
 

PS3roar

News via http://blackbird.usask.ca/forum/viewtopic.php?id=41

This is the official thread of PS3roar at Homebrew Café, I'll try to keep this thread upto date as much as possible as development completes.

What is PS3roar? Good question!

PS3roar is a port of xroar for X windows, as well as; the Nintendo DS, GPX32, PSP and AMIGA OS4. PS3roar is a Dragon 32 and 64 Computer emulator that runs on a wide variety of platforms, now including the PS3. Due to hardware similarities, PS3roar also emulates the Tandy Colour Computer (CoCo) models 1 & 2.

The PS3 port and modifications completed by CrashSerious (me). The PS3 port uses PSL1GHTv2, a free and Open Source SDK for the PS3.

PS3roar is a Dragon/Tandy Coco emulator, is a port of xRoar by Ciaran Anscomb.

xRoar is Copyright (C) 2003-2010 Ciaran Anscomb
Below is an image as it currently is in development:

The currently working options in the emulator are:

- 6809 emulation
- Video display (at original pixel size) on the display w/ background
- Keyboard emulation with PSL1GHT_SDL that has a keyboard Driver (https://github.com/CrashSerious/SDL_PSL1GHT)
- Cart loading from /dev_hdd0/game/PS3Roar00/USRDIR/ROMS/ (CTRL-I)
- Cassette loading from /dev_hdd0/game/PS3Roar00/USRDIR/CASSETTES/ (CTRL-L)
- Cassette Saves from /dev_hdd0/game/PS3Roar00/USRDIR/CASSETTES/ (CTRL-W)
- New Cassette creation (currently only one filename is used, a input mechanism is needed)
- Disk loading from /dev_hdd0/game/PS3Roar00/USRDIR/DISKS/ (CTRL 1-4)
- Disk Saving from /dev_hdd0/game/PS3Roar00/USRDIR/DISKS/ (No Key, automatically writable)
- New DISK (.dsk) creation (currently only one filename is used, a input mechanism is needed)
- Snapshot loading from /dev_hdd0/game/PS3Roar00/USRDIR/SNAPSHOTS/ (CTRL+S)
- Snapshot saving to /dev_hdd0/game/PS3Roar00/USRDIR/SNAPSHOTS/
- Emulation Soft Reset (CTRL-R)
- Emulation Hard Reset (SHIFT-CTRL-R)
- Exit (CTRL-C)
- trace mode (with DEX or Ethboot payload)
- Fixed emulator in all resolutions supported by the PS3. 480p, 720p, 1080p, etc (576p still needs tested, but should work)
- Switching to and from full screen mode enabled, set full screen to default.

Known issues:

- Sound (Sound is there, but not 100% correct)
 

rpcs3 - PS3 Emulator Announced

A new PS3 Emulator has been announced, in reality its going to be years before anything decent will run and on one mega powerful PC, but anyway, heres whats new so far:

List of recent project changes over the last week:

R20

rpcs3:
- implemented ELF compiler (Asm, only for test).

interpreter:
- Fixed ADDI opcode.

SysCalls:
- fixed FileSystem syscalls..

R19

DisAsm:
- Fixed dump code.

interpreter:
- Founded and emulated more instructions.
- Fixed sc value..

R16

interpreter:
- Emulated more instructions.

ElfLoader:
- Fixed SetPc value..

R15

rpcs3:
- fixed compilation bugs for debug mode

memory:
- fixed read/write 16/32/64/128
- implemented fast read/write.

R14

rpcs3:
- emulated some file system SysCalls
- rewrote MThread mode (now use pthread 2.8.0)
- rewrote memory manager
- rewrote save (ini) manager
- main and Log frames now save current position and size
- added more opcodes
- fixed crash if Log/DisAsm/Memory Viewer frame is closed
- implemented OGL video mode

DisAsm:
- implemented MT dumping.

Homepage - http://code.google.com/p/rpcs3/downloads/list
 

Yabause_Wii Unofficial r2649-beta20 released

Yabause Wii is the Wii version of Yabause, a Sega Saturn emulator, and is the first for Wii to emulate the complex processes of the Sega Saturn. The Wii port is not released officially. Some unofficial versions have been released. Note that the Wii port is in testable status, and won't be officially supported until a later date.

Unofficial r2649 beta20 - Jul. 24, 2011
can adjust decline number (2-17): The higher the number, the faster but some games are unstable while anoter some games work only in the lower number (ex. 2-4) but slower.
adjust for PAL monitor mode when libogc detects VI_PAL mode (but I cannot verify this forever)
fix threading
some minor fixes and changes

Download http://www.dcemu.co.uk/vbulletin/threads/358676-Yabause_Wii-Unofficial-r2649-beta20-released
 

File Releases

Cemu_1.21.3
No Description in database.

cemu_1.21.2
No Description in database.

cemu_1.21.1
No Description in database.

Cemu_1.21.0
No Description in database.

Cemu_1.20.2
No Description in database.



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