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    Saturday, June 30, 2007
YAPE 0.75 Released

• support for custom drive ROM images
• added parallelized 1541 drive emulation (both types)
• optional breakpoint opcode ($F2)
• /BREAK command line parameter now accepts hexadecimal addresses (0xADDE)
• true drive emulation and high accuracy mode are now the default
• couple of bugfixes (custom joystick keys etc.)

YAPE Official Site
YAPE 0.75

    Friday, June 29, 2007
Ootake 1.11 Released

- ** In almost all the games of TurboGrafx16's "Turbo-Chip", there is a report that is able to play without trouble with Ootake. Please convert it into a correct image file if you use the sucking out machine for Japanese "Hu-Card".
  It is possible to convert it when the file is opened with Ootake. The converted "just proper" image file can be used with [a lot of other Free TG16/PCE emulators], too. This is a "fair" method for the "PC Engine & TurboGrafx16" emulator and the PCE/TG16's fan. (Thank you for reading.)
- Video chip (VDC,VCE) processing part was considerably sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- The screen processing of "SUPER GRAFX (Japan)" was improved, and the speed improved.
- Processing related to the "ARCADE Card (mass buffer memory card of Japan)" is improved, and interchangeability has been improved. "Laplace no Ma" came to operate without trouble.
- "ARCADE Card" menu was added to "CD-ROM" menu. If this check is removed, it can be operated in the state of "ARCADE Card none".
- "Star Mobile" came to operate.
- Operation speed & timing of CPU has been elaborately adjusted. In stage 3 of "Soldier Blade", the screen disorder of one frame (generated by v1.10) was solved.
- In visual scene of "Ninja Ryuukenden", overlapping the screen was corrected.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.11

CPS3 Emulator Preview 3 Test Released

New features emulated:
Palette fadein/out
Sean stage special tile compression
Proper sprite/tilemap alignment
Proper priority handling

The CPS3 emulation is almost complete. Only the shadow/blending emulation is missing. There is a preliminary emulation for it that works partially with the shadows, but is not correct in some other places (warzard sword effects for example).

I've added savestates support. To make a savestate, first select the slot with CTRL+number (in the main keyboard, not in the keypad) then press F11 twice (it's done that way so you don't accidentally
delete a working state). To load a savestate, select the slot and then press F10.

I've added an option to set a custom fullscreen resolution in the .ini file (FullScreenWidth, FullScreenHeight). You must enable it setting Video->Fullscreen Resolution->Custom. Using a resolution that is not supported by your video card will cause the emulator to crash.

CPS3 Emulator Official Site
CPS3 Emulator Preview 3 Test

    Wednesday, June 27, 2007
Daedalus for PSP R12 Released

[!] Fixed issue preventing Goldeneye from being loaded.
[!] Fixed dynarec for Goldeneye.
[!] Fixed dynarec for Super Smash Bros.
[!] Fix various texturing issues with 4bpp and small or non power-of-2 textures.
[!] Fix TexRect instructions with negative s/t components.
[!] Fixed the HUD in Mario 64 (broken in R11.)
[!] Fixed lights in F3DEX2 microcodes.
[+] Correctly implement instruction fetch exceptions, improving compatibility.
[+] Improved floating point compatibility.
[+] Correctly handle mask_s/mask_t tile values.
[+] Implemented a few custom blend modes.
[+] Screenshots just cover visible viewport.

Daedalus for PSP Official Site
Daedalus for PSP R12

    Monday, June 25, 2007
Yabause 0.8.5 Released

- Added functions for dumping individual slots to wav files.

- Fixed SCU execution speed

- Added DVDNTL/DVDNTH mirrors
- Added overflow interrupt

- Added function for displaying vdp1 textures for debugging
- Other bug fixes

- Added more RBG0 debug info

- Added a core system for m68k and a c68k core interface.
- Added a dummy m68k core based on old yabause code, working enough to boot the bios.

emulated bios:
- Registers are now reset correctly
- Fixed bug in BiosSetSh2Interrupt
- Added Read/Write Save support
- Added undocumented CD Authentication function

opengl video core:
- RBG0 bug fixes
- Rotation Screen improvements

software video core:
- Added 32 BPP cell draw mode

bsd port:
- Added support for OpenBSD

linux port:
- Fixed the segfault that occured when opening the preferences dialog.
- Added texture display in vdp1 debug dialog
- Other GUI improvements

macos port:
- Added browse button for bios setting
- Other bug fixes

windows port:
- Fixed a bug that was causing sound to not work on some people's computers.
- Added texture display in vdp1 debug dialog
- Added window/full screen resizing
- Added full screen on startup
- Settings changed to use tabs instead of what was previously used
- Other bug fixes
- Logging now is done to a logging window when DEBUG is defined while compiling.
- Added cheat dialog
- Added memory editor
- Added Visual C++ project file

- Added Cheat support. Largely untested.

Yabause Official Site
Yabause 0.8.5

    Sunday, June 24, 2007
MAME GP2X 4.1 Released

- Improved the Cyclone M68k core compatibility. E.g. Road Blasters lacked wrapper correct IRQs handling and Indiana Jones needed to know previous PC to emulate the protection chip.
- All the games run perfectly now with the standard executable.
- The compatible executable is removed because it is not needed now.
- Some optimizations have been done to the Cyclone core.

- Added 6 new romsets from MAME 0.35-0.37b12:
  MAME 0.35: Wardner (World) (wardner), Wardna no Mori (Japan) (wardnerj), Pyros (US) (pyros), Funky Bee (funkybee), Sky Lancer (skylancr)
  MAME 0.37b12: Pandora's Palace (pandoras) (play it with video and audio clock at 100%)
- Improvement to The New Zealand Story sound.
- Improvement to Space Panic (now uses samples for sound).

- Added 16 new romsets from MAME 0.35b8-0.35b13:
  MAME 0.35b8: Caveman Ninja (World Rev. 3) (cninja), Caveman Ninja (World Rev. 0) (cninja0), Caveman Ninja (US) (cninjau), Joe & Mac (Japan) (joemac), Stoneage (stoneage)
  MAME 0.35b11: Armed Formation (armedf), Terra Force (terraf), Terra Force (US) (terrafu)
  MAME 0.35b12: Combat School (combasc), Combat School (bootleg) (combascb), Double Dribble (ddribble)
  MAME 0.35b13: Cosmic Alien (cosmica), Devil Zone (devzone), Magical Spot II (magspot2), No Man´s Land (nomnlnd), No Man´s Land (Gotlieb) (nomnlndg)
- Tilemaps have been added to Galivan and Dangar to fix some graphic errors.

- Compatibility improvements in the DrZ80 core. A lot of new games can be played correctly with the 'fast' executable. E.g. Black Tiger (not bootleg), 1943 (USA), Tehkan World Cup, Solomon's Key, Mr. Do, Ms. Pacman, etc.
- 1943 has been fixed, it was broken in the previous release (v4.0).
- The ClrMAME DAT has been updated with the latest romsets. An additional DAT for the samples has been added.

MAME GP2X Official Site

    Saturday, June 23, 2007
Ootake 1.10 Released

- The processing part related to "Joypad" and "Memory Base 128 (Preservation device put on the market in Japan)" has been improved. In "THE ATLAS", "Super Mahjong Taikai", "Emerald Dragon", and "Linda Cube", etc. it came to be able to save to "Memory Base 128".
- Operation speed & timing of CPU has been elaborately adjusted.
- In "Burning Angel", the problem that the character was displayed in front of the status display was solved.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.10

CPS3 Emulator Preview 2 Test Released

This is a preview version of my CPS3 emulator. Here you can see the current work-in-progress state of the emulation.

I've fixed some problems in the emulation:
Color palettes seem right now
Fullscreen Zoom
Sprite Zoom

The priorities have improved but they aren't fully right yet (mainly in jojo games). Shadow/alpha is still missing. Linezoom is missing, but I haven't found a single place where it's used. Sean stage in sf3ng doesn't crash now, but shows garbage in the bg.

I've added an entry to the ini so you can switch the region (except for warzard that it won't boot unless region is Asia)

I've also tried to fix some problems that people were having with some old and integrated graphics chipsets. Probably some problems have been fixed, but there might still be some around. You can now also try to fix the renderer to the vsync of your monitor with an option in the ini file (ForceSync).

CPS3 Emulator Official Site
CPS3 Emulator Preview 2 Test

    Friday, June 22, 2007
ColEm-PSP 2.2.1 Released

• Initial release

ColEm-PSP Official Site
ColEm-PSP 2.2.1

    Thursday, June 21, 2007
ScummVM 0.10.0 Released

• Several new engines and thus new games supported:
  o Sierra AGI engine: Space Quest I & II, King's Quest I-III and many more, including a vast number of fan-made games,
  o Cinematique evo 1 engine: Future Wars,
  o GOB engine: Bargon Attack, Gobliins 2, Goblins 3, Ween: The Prophecy,
  o AGOS engine: Simon the Sorcerer's Puzzle Pack,
  o Parallaction engine: Nippon Safes Inc.,
  o Touche: The Adventures of the Fifth Musketeer engine.
• DXA movies (higher quality than MPEG2) can be compressed better now and can be used for the Broken Sword cutscenes.
• Added 'Mass Add' feature to the Launcher, which allows you to scan for all games in all subdirectories of a given directory (to use it, press shift then click on "Add Game").
• Many nice improvements to our ports.
• And as usual a gazillion small fixes, tweaks and improvements.

ScummVM Official Site
ScummVM 0.10.0

    Wednesday, June 20, 2007
CPS3 Emulator Preview Test Released

This is a preview version of my CPS3 emulator. Here you can see the current work-in-progress state of the emulation.

There are still a lot of missing features to emulate properly so don't report any emulation errors yet. The missing features include (and the effect caused by them missing) :

Sprite Zoom: you'll see the sprite tiles (squares) not being properly aligned or with gaps
Fullscreen Zoom: Sometimes it seems like the camera is not pointing to the action
Per-tile palette selection: some colors (a lot in some games) are wrong
Priorities: objects that are over the background when they should appear behind
Linescroll: Floor 3D effect missing. SF32ndi scrolling letters in intro missing.
Linezoom: I don't know where is it used :)

CPS3 Emulator Official Site
CPS3 Emulator Preview Test

    Monday, June 18, 2007
Hoxs64 Released

1) Bug fix to the TAP version 2 reader. The "Giana Sisters" tape file now plays.

2) Adjusted TOD clock to allow the possibility of a TOD Alarm IRQ occurring immediately on a write to the TOD clock. The game "Hammer Fist" now plays.

Hoxs64 Official Site

fMSX-PSP 3.3.1 Released

• Virtual keyboard improvements. The virtual keyboard now requires an external file - 'msx.lyt' in the emulator directory—the file contains keyboard layout information
• fMSX updated to version 3.3
• Lots of minor bug fixes

(saved games incompatible with saved games from earlier versions)

fMSX-PSP Official Site
fMSX-PSP 3.3.1

    Sunday, June 17, 2007
PSPXTI 1.2.0 Released

- IR Keyboard support

PSPXTI Official Site
PSPXTI 1.2.0

    Saturday, June 16, 2007
GP2X-2600 1.0.3 Released

- Bug fix in rom file requester
- Bug fix in keyboard menu
- Decrease sound volume

GP2X-2600 Official Site
GP2X-2600 1.0.3

Ootake 1.09 Released

A new version of Ootake, a Japanese PC-Engine/Turbografx 16 emulator has been released.

Here is the changes log for this version:

- The image quality of "TV Mode"(Processing is light) has been improved. And
it was made "Screen setting of default". By "Setting->Screen" menu it is
possible to set it to the previous default("Special Scanlined" - sharp and
play easily).
- The item that set the "Gamma-value(brightness)" was put on "Screen" menu.
- The item that set the "Density of Scanline" was put on "Setting->Screen"
menu. When setting it to "TV Mode" or "Horizontal Scanlined", it is
- The tone quality of the sound has been improved. In the personal computer
environment from which the noise has occurred, I think that the noise
decreased(disappeared) in some measure.
- The sound processing part and additionally, a detailed part was sped up.
- The speed and timing were brought close to a real machine more. In demo
scene of "3x3 Eyes", the gap of the sound was solved. I think that the
operation timing improved in other games, too.
- In ending of "Splatterhouse", the staff roll was made the same expression
as a real machine.
- In demo play of "Magical Chase", the problem that the noise sound had been
emitted when having started was solved.
- Additionally, a detailed part has been improved and corrected.
* I was deeply moved by Sato Takuma's running in the Canada F1 Grand Prix.
Therefore, it was possible to work more better this time(v1.09).

* The happiness of the game is the world human race commonness. It longs for
* I think that it cannot do improvement & correction of the above-mentioned
if there are many neither operation report nor defect report. Thank you
really for you who reported.

Ootake Official Site
Ootake 1.09

    Friday, June 15, 2007
MESS 0.116 Released

New System Drivers Supported (in no particular order):
- Atari 2600 PAL [Wilbert Pol]
- Sega SG-1000 [Curt Coder]
- Sega SG-1000 Mark II [Curt Coder]
- Sega SC-3000 [Curt Coder]
- Sega SC-3000/Super Control Station SF-7000 [Curt Coder]
- Texas Instruments TI-82 (not working) [Curt Coder]
- Texas Instruments TI-83 (not working) [Curt Coder]
- Texas Instruments TI-83 Plus (not working) [Curt Coder]
- VTech CreatiVision [Curt Coder]
- Samsung Gam*Boy II [Wilbert Pol]

System Driver Changes:
- [A2600] Updated delay when writing to the playfield registers (bug #389, partially fixes bug #1152). [Wilbert Pol]
- [A2600] Updated how RESPx/NUSIZx combinations are handled (partially fixes bug #1152). [Wilbert Pol]
- [A2600] Added support for handling hardware oddity with writes to HMMx when the HMOVE timer is about to expire (bug #391). [Wilbert Pol]
- [A2600] Changed start up bank for 16KB cartridges (partially fixed bug #1170). [Wilbert Pol]
- [A2600] Recoded tia to support MDRV_SCREEN_RAW_PARAMS and adjusted screen sizes (partially fixes bug #1170). [Wilbert Pol]
- [A2600] Updated playfield reflect bit to only have effect when set before pixel 80. (bug #1174) [Wilbert Pol]
- [A2600] Paddles no longer auto-center. Set default keys for player 4. (bug #1176 and bug #1167) Adjusted Driving Controller sensitivity, and fixed player two Booster Grip. [Christopher Stone]
- [A2600] Fixed delay behavior when resetting BL/M0/M1 position during HMOVE period. [Wilbert Pol]
- [A2600] Corrected HMOVE behavior when initiated outside hblank. [Wilbert Pol]
- [A2600] Improved positioning of all graphics when position counters are reset in the extended HBlank period during a HMOVE. (bug #1184) [Wilbert Pol]
- [A2600] HMOVE triggered on the last possible CPU cycle also triggers a delay of the end of HBlank. (bug #1222) [Wilbert Pol]
- [A2600] Rewrote player graphics drawing and handling. [Wilbert Pol]
- [A2600] Added SuperCharger support. [Wilbert Pol]
- [AMIGA] Updated the Amiga driver to output the power and drive LED status to the artwork system. [Dirk Best]
- [COCO/DRAGON] Cartridge slot rearchitecture. [Nate Woods]
- [FUNVISION] Driver is now working and fully playable. [Curt Coder]
- [VIP] Fixed the RUN/RESET switch to work like the original. [Curt Coder]
- [ABC80] Fixed the keyboard, although scanning is very slow. [Curt Coder]

User Interface Changes:
- Fixed bug mounting files in the old UI. (bug #1149) [Oliver Stoeneberg]
- [Windows GUI] Fixed a couple of static text fields. (bug #1073) [Oliver Stoeneberg]
- [Windows GUI] Fixed a crash when adding a system-specific software directory. (bug #1196) [Oliver Stoeneberg]

Imgtool Changes:

Source Changes:
- The core is based on MAME 0.116. This incorporates all features of the update to this core. [MAME team]
- WD17xx cleanups. [Nate Woods]
- Fixed a memory leak. (bug #1019) [Oliver Stoeneberg]
- Massive update to entire sysinfo.dat file. [Fabio Priuli]
- Added many SHA1 hashes. [Fabio Priuli]
- Added some missing TESTDRIVERs to messdriv.c that were only specified in the driver source files. [Oliver Stoeneberg]
- [Windows] UNICODE=1 fixes. [Oliver Stoeneberg]

MESS Official Site
MESS 0.116

clrmamepro 3.102a Released

• fixed: 7zip support got accidently broken in 3.102

clrmamepro Official Site
clrmamepro 3.102a

    Wednesday, June 13, 2007
MAME GP2X 4.0 Released

A lot of improvements done by Slaanesh:
- Updated vlm5030 sound system. Provides speech and sound effects in a number of games like Yie Ar Kung Fu, Jail Break, Track and Field (and clones) or Salamander.
- Updated DAC sound system. Please use audio clock 100% for DAC games as they rely heavily on precise timing. Ie. Donkey Kong, etc.
- Update to FM sound system re: disappearing sound. Bug REALLY fixed this time. :-).
- Added tilemapping code. Useful for adding new games and improving existing games.
- Updated Xain'D Sleena to use tilemaps. Large increase in speed. Plays nicely at 240Mhz.
- Updated Ghost'n Goblins to tilemaps. More tilemap games to come!.
- Fixed bug introduced in 3.9 re: samples not playing in Gorf, Wizard of Wor and Berzerk.
- Update to Sega System 8 games. Speed to games like Choplifter.
- Fixed Wonderboy in Monster Land (bootleg). Now playable with good sound.
- Bug fix to Time Pilot (memory leak).
Thanks, Slaanesh for all your hard work!

- More accurate speed (e.g. 60 fps instead of 64 fps).
- Some optimizations in the sound thread.

MAME GP2X Official Site

DeSmuME 0.7.1 Released

- Added GDB debugger stub [masscat]
- Added new/different GBAMP CFlash image reader/writer [masscat]

- Major speedup to the 2D core [shash]

- Added command line options. [masscat]
- Added FPS limiter [masscat]

- Added command line options. [masscat]
- Added FPS limiter [masscat]
- Added option to use OpenGl to render window (allows resizing). [masscat]

windows port:
- Added command line options. [masscat]
- Added multiple language support [cyberwarriorx]
- Added Danish language translation [thomas-2007]

DeSmuME Official Site
DeSmuME 0.7.1

clrmamepro 3.102 Released

• added: rebuilder option to show/hide rebuilder stats
• added: www site attributes can now be changed anytime
• misc: optimized speed of byteorder fix-checksum check immensly
• misc: replaced beep() with MessageBeep to work correctly under Vista

clrmamepro Official Site
clrmamepro 3.102

    Monday, June 11, 2007
MAME 0.116 Releases

Quote from MAMEDev:

A new full MAME release, both source and official binaries, is now available over at the Latest Release page. Since the last update there has been mostly internal changes, but I did want to highlight an unexpected and very much welcome addition from couriersud: discrete sound emulation in Donkey Kong and Radarscope, and full emulation of the Radarscope grid graphics. Wow!

And if you are a fan of older games and haven’t had time to update since 0.115, you’ll find a lot to like in this release as a number of older drivers have been given a good scrubbing over the past month. There are already several exciting things brewing for the 0.117 development cycle, so keep an eye out for updates, and keep those bug reports flowing at MAME Testers.

Full list of changes can be found here or here (mirror).

MAME Official Site
MAME 0.116

MAME32 Official Site

Arculator 0.9a Released

Only change is that FDI support has been removed for licensing reasons.

Arculator Official Site
Arculator 0.9a

B-EM 1.4a Released

This fixes the problems with modes 3 and 6. However, due to licensing problems, FDI disc images are no longer supported.

B-EM Official Site
B-EM 1.4a

    Sunday, June 10, 2007
bsnes 0.21 (experimental) Released

This is a maintainence release. I am mostly releasing this for the sake of the recently released Der Langrisser translation.

• Windows port can once again map joypads through the Input Configuration panel
• Using enter or spacebar to assign a key should no longer instantly map those keys
• F11 now toggles fullscreen mode
• Esc now toggles menu on and off (use F11+Esc combined to hide UI completely)
• Fixed a bug in King of Dragons (J, U, E), KOFF was not cleared during S-DSP power(), thanks to FitzRoy for the report, and blargg for assistance fixing the bug
• Fixed serious crashing error with File->Load on Linux/amd64 port
• Hopefully fixed min/max undefined error on GCC 4.2.0, but I am unable to test to verify
• Fixed many cast const char* to char* warnings for GCC 4.2.0, but some probably remain, as again, I am unable to test as I lack GCC 4.2.0
• Set XV_AUTO_COLORKEY to 1 for Video/Xv renderer. Should fix some video drivers where there was no output, especially after running mplayer, etc. Thanks to sinimas for the fix
• Added clear_video() to Video/Xv renderer. Green edges at the bottom and right sides of the video output are now gone, and unloading a ROM will clear video

I have finally figured out how to poll the keyboard status in real-time through Xorg: the XQueryKeymap function. I will be rewriting the Linux key capture system to use this, instead of capturing window key up / down messages through GTK+. This will finally allow me to completely abstract the UI from the hardware video, audio and input interfaces: a necessary step toward Linux joypad support.

bsnes Official Site
bsnes 0.21 (experimental)

SSF 0.08 alpha R11 Released

A new version of the Japanese Sega Saturn emulator SSF has been released.

SSF Official Site
SSF 0.08 alpha R11

    Saturday, June 09, 2007
nullDC NetPlay 1.0.0 BETA 1 Released

A NetPlay add on for nullDC, a Dreamcast emulator for Windows has been released.

Be aware that the NetPlay code is in early stages at the moment so it might not work as intended. Take some time to consult the included help file before attempting to use it.

Have fun. :)

nullDC NetPlay 1.0.0 BETA 1 Release Thread (NGEmu)
nullDC NetPlay 1.0.0 BETA 1

Emu Loader 5.0 Released

Ho Ho Ho! Merry Christmas!!!
Huh, wait a minute... something is wrong here. It's not Santa's time yet! - LOL.
This is another huge release. Gazillions of fixes and optimizations. Source code was 60% restructured. You have no idea on how many weird coding this frontend had. This is version 5.0.

What ? I thought I heard you say "SEGA Model 2 Emulator" ? Yes, that's right. Thanks to ElSemi this emulator (v0.5a and newer) can load and run games from the command line... and it's fully supported on your beloved frontend. Even audit games works, thanks for the ClrMAME .dat made by Logigx. :-))
Emulator homepage: http://nebula.emulatronia.com
Another emulator that got an update is Daphne. The v1.0 beta is now also supported. Old version 0.99.7 is still supported, but it will be removed soon.
Continuing with major changes, MAMu_ features have been rewritten completely. Zipped icons support have been removed but you can now set multiple folders for each system. MAMu_ won his own button on the main buttons tool bar.
As requested by a few users, the favorites button is back to the buttons tool bar. Last but not least, ZiNc can have multiple ROMs folders (not the emulator itself, just the frontend).

For more info, read the change log.
There is no need for a clean install. Just overwrite build v4.9.8.1 BUT, I advise you to delete the "resources" folder completely (v4.9.8.1) before uncompressing v5.0 because some files were renamed.
See change log for more details on version 5.0. Have fun!

Emu Loader Official Site
Emu Loader 5.0

    Friday, June 08, 2007
Ootake 1.08 Released

- The CPU(HuC6280) processing part, Sound processing part, and Sprite&BG character processing part was sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- In some games ("Bloody Wolf" and "Power League 3", etc.), the bug with not correct display order of the screen (generated from v1.03) was corrected.
- To play comfortably, the CD-ROM seek setting of default was made "Fast Seek" mode.
  * If you loaded the state of an old version, "Fast Seek" returns OFF. In that case, please put the check in the "Speed->Fast Seek" menu by hand power. Then, I think that can play comfortably.
- The processing of ADPCM voice was modeled on the movement of a real machine more. In the latter half of "Top wo Nerae vol.1" came to operate.
- In "Tengai Makyou - Fuuun Kabuki Den", the display order of the character became correct.
- In game that has changed resolution of each line, the operation was modeled on a real machine more.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.08

    Thursday, June 07, 2007
Hoxs64 Released

1) Minor VIC fixes.

Hoxs64 Official Site

    Wednesday, June 06, 2007
No$gba 2.4b Released

- ereader/demo's: uploaded ereader.zip (with magicflr, rotris, camera, bombswp)
- nds/sound: bugfix: fixed snd crash on mul1.5 speed (thanks Giuseppe Marletta)
- bios-clone: bugfix: gba/nds intrwait set IME=1 (eg. japanese/original ereader)
- ereader/a22i: vpk compression, good tree values, auto-method1/0 for gba/nes
- ereader/emu: automatically loads next strip, automatically extracts red-layer
- ereader/emu: supports homebrew 300dpi .bmp's and scanned 1200dpi .jpg's
- ereader/emu: emulates ereader hardware (requires ereader bios/bmp/jpg files)
- ereader/a22i: new .ereader and .title directive, handles .import'ed .nes roms
- ereader/help: added verify/create error correction (thanks Simon Rockliff)
- ereader/help: added dotcode, data, program, vpk chapters (thanks Damien Good)
- ereader/help: rev'ed PGA I/O ports, camera SIO ports, address bar encryption
- debug: shows "BiosSwi/IrqHandler" labels also for ARM9 (with offset FFFF0000h)
- bios/help: corrected bios-swi huffman description and added an example to it
- bios: improved bios-swi huffman decoder (straighter, smaller, and faster)
- xed: fixed occasional crashes on ctrl,k+n (missing reform in toggle_blocktype)
- wifi: emulates microsecond counter read/change/start/stop
- wifi: emulates data transfer from local txbuf to rxbuf of remote console(s)
- wifi/help: added chapters on the various ieee802.11b frame (=packet) formats
- wifi/help: added notes on multiboot beacons (and multicart/pictochat beacons)
- wifi/help: added notes on transfer completion flags in txbuf_loc registers
- wifi/help: added new values in hardware headers chapter, added unknown chapter
- wifi/help: added a lot of new bits and registers in transmit control chapter
- wifi/help: marked all "unused" registers as w_internal (=not used by firmware)
- wifi: emulates ie/if registers, emulates pending powerforce with powerack
- wifi/debug: displays wifi registers (and current channel) in I/O map window
- wifi/help: added chapters on ieee802.11 frames, renamed rxbuf/txbuf registers
- wifi: fixed rf write, emulates powerforce=8001h (over the hedge)

No$gba Official Site
No$gba 2.4b

iDeaS Released

• Added Backup Memory autodetection.
• Added R4DS/FAT emulation.(read only)
• Added GetPitchTable function.(experimental)
• Added GetSineTable function.
• Added Memory View in debugger.
• Added SRAM byte management.
• Fixed bug in size background in affine mode.
• Fixed bug in RTC management.
• Fixed bug in bitmap sprites.
• Fixed transparent direct color backgrounds.
• Fixed bug in generating save states routines.
• Fixed bug in EEPROM management.
• Fixed bug in GXFIFO register.
• Various speedups to emulation.

There is a small error in the emulator, in fact some times it is visualized the message "Unable to read". This error is visualized when the name of the directory includes some spaces. Then to avoid this message to remove possible spaces in the name of the directory. However the message doesn't cause any malfunction of the emulator.

iDeaS Official Site

    Tuesday, June 05, 2007
fMSX-PSP 3.2.1 Released

• Added menu navigation options - select from US PSP navigation (X confirms, O cancels) or Japanese PSP navigation (O confirms, X cancels—also used by most homebrew emulators)
• Added RAM/VRAM adjustment options
• Added HBlank/VBlank period selection (PAL/NTSC)
• Added MSX model selection (MSX1, MSX2, MSX2+)
• Improved accuracy of frames-per-second counter
• User interface improvements
• fMSX updated to version 3.2
• Rendering speed increase, switched to 15bit color (these mostly affect menu rendering)
• Various bug fixes

fMSX-PSP Official Site
fMSX-PSP 3.2.1

    Monday, June 04, 2007
Hoxs64 Released
1) Fixed bug introduced in the previous version to the D64/G64/New disk insertion that
loads tracks into both the whole track and halftrack position.

2) 1541 ROM changed to a 1541C revision 2 to cure a half track miss-alignment issue that
prevents the correct saving to an inserted floppy following an attempted save with no
floppy inserted.
1) Numerous 1541 emulation fixes. The demo Intoxication by Singular and game Starflight
now work.

2) Fixes to the VIC border unit and background colours. The demos LCP_memories and Skaaneland
by Fairlight now display correctly.

Hoxs64 Official Site

    Sunday, June 03, 2007
bsnes 0.20 (experimental) Released *source updated*

UPDATE: The source package has been updated to fix some small issues for 64-bit systems.

First, it appears bsnes was crashing on Linux/amd64 platforms when selecting 'File->Load Cartridge'. The cause of this error was quite fun to track down. Luckily, I came across the fix in a kino changelog. It appears that gtk_file_chooser_dialog_new() is a vararg function. The very last parameter passed is pointer to a string. However, if you don't need this parameter (and I don't), you can pass it a null pointer. Well, null is defined as 0 in c++ (and (void*)0 in c). This is no problem on 32-bit architectures as an integer and pointer are the same length. But on Linux/amd64, an int is 32-bits, whereas a pointer is 64-bits. So, I was pushing half of the pointer, but the upper half was basically not set. So whenever the stack happened to contain a non-zero upper half, GTK+ would think the pointer was valid, and attempt to read from it. Quite a serious issue, I can see many people running into this problem. It's non-obvious, as non-vararg functions will promote int(0) to 64-bits automatically. The solution is to cast vararg null pointers explicitly. In my case, I had to replace 0 with (const gchar*)0.

Next, during the rewrite, I never added back command-line loading. Oops. This is now fixed.

Lastly, I came up with a proper fix for casting between integers and pointers: uintptr_t. This is a variable declared in stdint.h that states it is safe to cast a pointer to an integer, and then that integer back to a pointer. This is definitely the proper way to implement my window message passing system, and as such I have rewritten the relevent parts of libui and bsnes/lui to use uintptr_t. This should fix all compilation errors on Linux/amd64.

Five months and 43 WIP releases in the making, today I am releasing bsnes v0.020. I'd really like to express my thanks to blargg, for he has written a new S-DSP emulator that is an impressive 32 times more precise than all existing S-DSP emulators. It is now bus-accurate, and should produce bit-perfect sound output to that of a real SNES, excepting very minor, very extreme edge cases. Not only did he do this, he went out of his way to develop a special version exclusively for bsnes to ease licensing concerns and take advantage of bsnes' unique features, notably cothreads. I can't thank him enough. Unfortunately, bsnes has taken a ~10% speed hit over v0.019 by using this new S-DSP emulator, but I must stress the speed hit is entirely due to the way bsnes is implemented. blargg's standalone S-DSP emulator is very, very fast. Anyone is free to take a look at his S-DSP emulator, as he has released it as open source under the LGPL, by visiting his homepage, here.

Unfortunately, the new cross-platform UI is not entirely finished. Some sacrifices had to be made to support libui. Specifically, the following features are missing from v0.019, but will hopefully be added back in future releases:
• Fullscreen support
• Input Configuration panel cannot capture joypad input. Joypad support is still present, but it must be mapped manually through the Advanced panel or through editing bsnes.cfg by hand
• The Cheat Code Editor is missing, but cht files can still be used from bsnes v0.019, and created by hand
• Sufami Turbo support is not accessible from the UI
• The UI on Windows is slightly less polished due to compromises to allow the UI to be readable on Linux.

I am sorry for the rough edges listed above, but I wanted to get a new release out, as it has been over five months since the last release, and I really want the world to be able to experience blargg's new S-DSP emulator.

• Added blargg's new S-DSP emulator, runs at 1.024mhz. Many thanks to blargg for this, as this puts all portions of SNES emulation except for the S-PPU at bus-accuracy
• blargg's S-DSP core fixes bugs in both Koushien 2 (J) and Toy Story (U)
• Corrected all S-SMP cycle timings to be hardware accurate. Thanks to blargg for creating an amazing test ROM that tested every possible opcode
• Corrected S-CPU wai instruction timing, fixes Mortal Kombat II
• Reverted HDMA sync emulation once more to fix Breath of Fire II (G) and Secret of Mana (U)
• Completely rewrote user interface to use libui, which is a wrapper that allows the same code to produce the same UI on both Windows (through the Win32 API) and Linux (through the GTK+ API)
• Corrected $2100.d7 OAM reset behavior, thanks to research from anomie
• Massively revamped the Linux port, should compile with no warnings or errors now
• Added 64-bit support to libco, tested on FreeBSD/amd64, should work on Linux as well
• Revamped makefile with suggestions from Nach
• Improved Linux Xv renderer to use the far more common YUY2 format, which should work on most Xorg drivers, allowing hardware accelerated video scaling
• Completely rewrote config file system. bsnes.cfg is now saved to user's profile folder on both Windows and Linux, allowing multi-user support
• A lot more work has been done behind the scenes, including massive code cleanups and portability improvements

bsnes Official Site
bsnes 0.20 (experimental)

    Saturday, June 02, 2007
Ootake 1.07 Released

- The processing of ADPCM voice was modeled on the movement of a real machine. "Top wo Nerae vol.1" came to operate.
- The CPU(HuC6280) processing part was sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- When "Garou Densetsu Special" or "Ryuuko no Ken" is played, it becomes "setting of CD-ROM access fast" automatically.
- "Show Debug Window" was added to "Setting->Tool" menu. (for Developer)
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.07

PCSX2 - Metal Gear Solid 3

Over on PCSX2.net - home of the PCSX2 emulator (A Playstation 2 Emulator for Windows and Linux), I have posted news of current development going into the next version!

Refraction, what have you done? You've changed history. You've created a Time Paradox!

Real Time Clock (RTC) has been recently implimented by Refraction. PCSX2 now takes the current system time from your OS and inserts the value into PCSX2 upon launch, from that point onwards the emulated RTC counts independently from the OS.

So? you wonder, well apart from the BIOS now displaying the correct time and date - you would think this is a minor addition to PCSX2, nothing more than an addition to authenticity? Well you're in for a suprise!

It struck me when talking to Refraction over a cup of coffee, Metal Gear Solid 3 uses system time for various fun aspects of the game - Such as being able to kill The End from old age if you set the RTC 1 year ahead after saving during the battle.

Metal Gear Solid 3 had never done anything under PCSX2, so with the RTC addition to PCSX2 in mind, I popped the disc into my drive, and eureka it booted!! This however was only the beginning of an epic saga between Zerofrog and the Konami programmers!

Zerofrog has spent days wrestling with Knonami's ability to push the PS2 hardware to it's limits by making zeroGS KOSMOS push the limits of GPU's, Metal Gear Solid 3 certainly loves it's post processing! Not only has he managed to get the game looking ..well from absolute garbage to gorgeous, he's also managed to stop Snake from slipping through holes in the universe instantly.

The game still has issues, Snake still manages to find holes in the universe (falls through geometry), and he still likes to get stuck inside trees, rocks or just teleport off the edge of the world (the video demonstrates the latter beautifully!). The game also still suffers from visual issues, such as missing textures and the specular lighting overlay being drawn wrong, hopefully by the time the next incarnation of PCSX2 comes out, these issues will be mostly resolved.

So to celebrate this game going from nothing to ingame and the challenges it threw at us, we're releasing a video and 63 shots! Not all 63 are here though, General Emulation run by our betatester General Plot has 31 exclusive shots, so head there for the rest!

All this maybe great news (especially for MGS fans), but there is more, you may have noticed the nothing status games have been decressing steadily and the playable count is going up on our on site compatibility list, including some rather nice games...and there is a new plugin coming up...but you'll have to wait! ;)

Now enjoy the video which you can grab from here (it's a torrent so please seed, and check out our other torrented videos here)

Click on the thumbnails below to see larger versions of each image, and head over to General Emulation for the rest!

PCSX2.net Offical PCSX2 site.
MGS3 Video Torrent for the video (please seed!)
General Emulation Exclusive Shots See a further 31 shots!

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