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    Saturday, May 24, 2008
Ootake 1.52 Released


1.52:
- When using Ootake with "Non-Scanlined" screen-setting, at the display of frame-rate with "Info->Show FPS" menu, the bug that had not been occasionally displayed by the environment was corrected.
- When switching to the FullScreen mode, the refresh rate of display switches to "60Hz" by the automatic operation. (*In Windows98/Me, it is not possible to switch by the automatic operation.)

1.51:
- In the start demo of "Pop'n Magic", the problem that the screen has fallen into disorder was corrected. (Timing of CD-ROM access processing)
- At the display of frame-rate with "Info->Show FPS" menu, the bug that had not been occasionally displayed by the environment was corrected.
- In the continue-screen of "Paranoia(Psychosis)", the problem that some characters had shaken was corrected. (Correction of timing)
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Friday, May 16, 2008
Ootake 1.5.0 Released

Message from the author:


+ Please let me do a little an important talk for the game field. It is continuation of the story (Input Delay(Lag) problem) written last time.
+ The delay influences people who do not feel the delay, too. Even if you cannot feel the delay, the difficulty of the game goes up certainly, and the pleasure of the game certainly falls. As a result, there might be a case that goes away from the game (Or, the played frequency decreases. Without recognizing the cause for myself).
+ "Golf game" is the most remarkable to feel the delay. Please play "Naxat Open"(the masterpiece golf game of "PC Engine") by full-screen(for easy to watch). And, watch the power meter(small circle) of the screen seriously when you swing. In the state, push the button of the pad when the power meter(small circle) came right above person's head. When playing with the display monitor where delay hardly exists, in "Ootake", the meter (small circle) stops at once if the button is pushed. But, in "MagicEngine(input-lag is large)", the meter(small circle) stops in the place that shifted to the right a little. If you do not push the button (do not shot) after this, this test can be repeated. Please try repeatedly. And, you must feel the difference of "Play Sense".
+ When you recognize the input-lag, if you push the button ahead of time, it becomes a temporary solution. However, you will not feel good feelings in the method. True interest of the action game is ruined. Though it is not desirable, the timing of the golf game can become accustomed. However, the timing of the baseball and tennis game becomes unnatural late. Because up, down, left, and right movement is necessary. Even the timing of other actions and shooting games is similar.
+ As a result, I strongly worry about the misunderstanding (difficult and not interesting for the delay) of the game.
  * Example of measures on emulator author side -> http://www.ouma.jp/ootake/delay.html
  * Measures on user side PC environment -> http://www.ouma.jp/ootake/delay-solution.html
+ Therefore, please read above-mentioned "Measures on user side PC environment", and make a good PC environment if possible. And, in "Ootake", enjoy playing "PC Engine(TG16)" games sincerely.
+ Thank you for reading. Hereafter, they are update details of v1.50.

Changes:


- "Show FPS" was added to "Info" menu. "Frame Rate (frames displayed per one second)" is displayed on the screen(left-bottom). When the personal computer is an enough speed, this keeps almost 60(occasional 59). When this frequently falls below 60, the processing speed of the personal computer is insufficient. In that case, please lighten the setting (FullScreen[F12] or "Volume->Light PSG" menu).
- In the start demo of "Efera & Jiliora - The Emblem From Darkness", the bug that the voice had become interrupted (generated by v1.49) was corrected.
- When source is compiled with gcc, the part that was not able to be compiled correctly according to the version of gcc was corrected.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Saturday, May 10, 2008
MagicEngine v1.1.1 Released *Updated to v1.1.2*

A new version of MagicEngine, a shareware Turbografx 16 / PC-Engine Emulator for PC and MAC has been released. Here is the change log for this version:


v1.1.2:

- added a new option in the pce.ini file
'[misc] screen_resolution' to display the current
screen resolution of the PC-Engine under the FPS counter
- moved the 'fullscreen' option from the ratio menu to
the zoom menu, like that it's now possible to select
fullscreen stretch while preserving the aspect ratio,
this can be useful for exemple for those who have
a 16:9 wide monitor
- fixed the slow down problem when the Supergrafx emulation
was enabled

v1.1.1:

- fixed a bug in the cheat engine,
ROM codes were not always working
- fixed a sprite rendering bug which could corrupt graphics
- fixed a bug in the custom resolution initialization
- fixed a bug in the vsync initialization


MagicEngine Homepage
MagicEngine v1.1.1 Download Page
 



    Friday, May 09, 2008
Ootake 1.49 Released

A message from the author:


+ This will be an important talk for the future of "PC Engine(TG16)" emulator. Please read though it is my not good English Language.
+ "Ootake" is not satisfied with "the game was able to be started". "The game can enjoy even ending" is a target. Therefore, Ootake sticks to detailed reproduction. Especially, it sticks to the reproduction of "Reactive speed of the Joypad".
+ Please do seriously and compare the Shooting & Action game by "MagicEngine(Charge)" and "Ootake(Free)". Perhaps, almost playing by "Ootake (the delay after the pad is operated is minimum)" will be able to take a high score. I think the difference of the operation feeling to be felt.
+ This greatly influences "Played happiness", too. Though it becomes a severe opinion, it will not be able to enjoy the game enough by "MagicEngine(the delay from the pad operation to the reaction is large)". The delay also has danger of making it to the one to which even "Evaluation of the game" was mistaken. Therefore, "Ootake" is checked always severely "Whether it is possible to enjoy it by the sense similar to a real machine or not?". Because it is a respect of minimum to a past masterpiece "PC Engine(TG16)" game. About the delay measures of "Ootake" - http://www.ouma.jp/ootake/delay.html
+ There are no feelings that criticize "MagicEngine". I think that it did wonderful work. But, it greatly delayed the development of "PC Engine" emulator compared with other machine (NES, SNES, GENESIS, etc.) emulators. Because the monopolized (even the BAD ROM-image could be played) "MagicEngine" was "Source closed-door". Other machine(NES, SNES, GENESIS, etc.) emulators has developed greatly by an excellent source code and information on hot people.
+ Fortunately now, "Mednafen(Free)" and "Ootake(Free)" exist. Those reproduction level is higher than "MagicEngine". And, they keep disclosing the source and information. I feel that it is time when "MagicEngine" also discloses the source and information if "PC Engine(TG16) is loved. This is my selfish hope. Because the continuance of development can be handed over to young people who love retro game. "Even future generations keep telling an old masterpiece with perfect reproduction." I think that this is essence of the emulator.
+ Thank you for reading. Hereafter, they are update details of v1.49.

And here are the changes:



- "Set Other SystemCard image" and "Play with Other SystemCard" were added to "CD-ROM" menu. "System card of an old version" can be set (It is possible up to two), and it can be started at once.
- "Play with Backup-RAM Full" was added to "CD-ROM" menu. The state that the capacity of backup RAM becomes full is reproduced, and the warning screen of each game can be seen.
- The processing part of ADPCM sound was brought close to a real machine. In "Urusei Yatsura", the warning voice full of the capacity of backup-RAM is sounded to the last minute.
- When "Arunamu no Kiba" is started, the message of "Recommend Install" is displayed. ("CD-ROM -> Install(CDspeed-up)" menu) Then, it is possible to play with stability.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Friday, May 02, 2008
Ootake 1.48 Released


1.48:
- v1.47 had a miserable bug. The bug of the CPU(HuC6280) emulation (In "Motoroader", the screen display falls into disorder, etc.) was corrected.

1.47:
- CPU(HuC6280) processing part was sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- The repetition processing of the CD-DA sound was brought close to a real machine. In the visual scene of "Arunamu no Kiba", the problem that had stopped at a pitch-dark screen occasionally (generated from a recent version) was solved.
- In "Popful Mail", the weight of processing was reduced in some measure with PC not fast.
- In the visual scene(one place) of "Nekketsu Legend Baseballer", the interrupted voice was corrected.
- At Full-Screen mode, when setting it to the resolution of 1600x1200 or more, the bug to which the screen had not been correctly occasionally displayed was corrected.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Friday, April 25, 2008
Ootake 1.46 Released


1.46:
- The volume (listening-feeling) in the small volume part of the PSG sound was brought close to a real machine. The sound condition and harmony have approached a real machine. I think that I was able to improve the entire tone quality. Especially, a small-volume game as "Soldier Blade" and "Gunhed (Blazing Lazers)" obtained a big improvement.
- In the visual scene of "Akumajou Dracula X", the problem that the top on the screen falls into disorder uncommonly was corrected. * The disorder is still seen when changing to the setting that displays the over scanning area. Therefore, the play switched to the setting that doesn't display the over scanning area ("F11" key. The setting can be maintained by "File->Set Resume" menu or the state saving.) is recommended.
- Additionally, a detailed part has been improved and corrected.

1.45:
- "Use Black Belt when Hide Overscan" menu was added to "Setting->Screen" menu. If this check is put, the size of Ootake-window can be maintained when the over scanning area is concealed ("F11" key or "Screen->Show Overscan Area" menu).
  * At "Start Overscan Customize" menu (above one), if it is set that the over scanning area is not displayed, this menu is invalid.
- The access processing of CD-ROM was brought close to the movement of a real machine. In "GS Mikami", the problem that had stopped on a black screen occasionally was solved.
- In the visual scene of "Nekketsu Legend Baseballer", the gap of the voice was corrected. (I was able to do the correction confirmation even to ending.) *The play installed by "CD-ROM->Install(CD speed-up)" menu is recommended (CD-ROM access is severe in this game).
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Sunday, April 13, 2008
Ootake 1.44 Released


- Processing that decided the vertical display beginning position was brought close to a real machine. In "Strider Hiryu", the problem that the high-score display in the top of the screen is lacked was solved.
- "Overscan Height 6dot" menu was added to "Screen->Overscan Customize" menu.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Sunday, April 06, 2008
Ootake 1.43 Released


- "Screen->Show Overscan Area" menu was added. When the check is put on this menu, over scanning area (part not seen in edge usual TV of the cathode-ray tube almost) is displayed. I think that the person who was handling the monitor where the over scanning area is seen feels the atmosphere.
  * When the game is made, the over scanning area assumes the possibility of not seeing it. There is no problem even if it doesn't see it. Therefore, in some games, the noise image is displayed in the over scanning area.
  * The display can be switched by even pushing "F11" key. The switch of "TV Mode" changed to "F11" while pushing "Ctrl" key.
  * At "Setting->Screen->Start Overscan Customize" menu, the setting for the start is possible.
- The processing speed and timing were elaborately brought close to a real machine. In "Metal Angel", the problem that the screen has blinked was solved.
- In "Dragon Spirit", "Ys IV", "Youkai Douchuuki" and "Legend of Hero Tomma", even when the turbo-button(auto-fire) setting was set to "High Speed", the function became effective.
- With the game for "PC Engine Mouse", the click operation can be done by even pushing "I" button and "II" button of the joypad (controller 1). And, a wrong reset operation was prevented when the wheel(SELECT&RUN) is operated.
- In "Side Arms (Hu-Card)", the problem that some raster scrolls fell into disorder occasionally was solved.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Wednesday, April 02, 2008
Ootake 1.42 Released


- Some overall processing speeds were sped up (The optimization option of the development compiler was changed). Especially, processing might have lightened in some measure on the personal computer environment with a not high spec.
- It corresponded to software that had changed the width of each line of the screen display. In Chapter-4 of "Yami no Ketsuzoku", the message came to be displayed correctly.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Monday, March 24, 2008
Ootake 1.41 Released


- The image quality (color tone) has been elaborately adjusted. If a fast personal computer environment is used, it is possible to set it to a sharp image quality by "Screen->Screen" menu, too.
- "Briteness" menu was added to "Screen" menu. Use it to adjust brightness slightly.
- The operation timing of the raster interrupt processing was brought close to running on of a real machine.
- In "Zan - kagerou no toki", the problem that the window shakes up and down was solved.
- The transfer part between V-RAM has been improved. In "Nazo no Masquerade", the problem that the character takes the shape (generated from ver1.02) was solved.
- "Joypad Background Ok" and "Keyboard Background Ok" were added to "Input" menu. The permission of "the operation when no focus of Ootake's window" can be set.
- When using Ootake with "Windows 98/Me", the problem that CD-ROM drive might not be able to be recognized was corrected. * Operation with "Windows 98/Me" is not tested.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Sunday, March 02, 2008
Ootake 1.40 Released


- The noise of the sampling voice of the wave memory sound reduced. As a result, the tone quality has been improved.
- The ADPCM sound processing was brought close to a real machine.
- The processing speed and timing were elaborately brought close to a real machine. In the third stage of "Soldier Blade", the problem that one frame screen fell into disorder occasionally was solved. In "Racing Damashii", the problem that race screen shook occasionally etc. were solved.
- While playing CD-DA, when a game is reset with "SELECT+RUN" button, the bug that had been occasionally freezed was corrected.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Sunday, February 24, 2008
Ootake 1.39 Released


- The resolution of the PSG sound (wave memory sound) has been improved. As a result, the tone has approached a real machine. On the other hand, processing is a little heavy. If a personal computer environment not fast is used, select "Volume"->"Light PSG" menu.
- Processing of drawing on the screen was sped up. Additionally, if "Volume"->"Light PSG" menu is used, the processing lightens. And, In the window mode of "Windows Vista", V-Sync comes to work, and compatibility with gadgets has improved.
- In "F1 Circus", the bug not to be able to start car (Generated from v1.29. Controller processing relation) was corrected.
- The processing speed and timing were elaborately brought close to a real machine. At the title screen of "Macross 2036", the problem that had fallen into disorder by one frame occasionally was solved.
- When "Private eye dol" is started, the message to recommend [CD Install ("CD-ROM"->"Install" menu)] is displayed. The screen display of the demo is steady by the "CD Install".
- It corresponded to the initial shipment version of "Linda Cube".
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Saturday, February 16, 2008
Ootake 1.38 Released


- The access processing to the ADPCM memory was modeled on a real machine. "Tengai Makyou - ZIRIA" came to operate. In "Kagami no Kuni no Legend", Nori-P came to talk when the name was input.
- The timing of the CD-DA sound processing was elaborately brought close to a real machine. Moreover, the error margin by the PC environment was shortened.
- The processing speed and timing were elaborately brought close to a real machine. In "Cosmic Fantasy 2", the problem that the screen had shaken by one frame was solved.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Saturday, February 09, 2008
Ootake 1.37 Released


- The volume balance of ADPCM voice was elaborately brought close to a real machine.
- The interrupt processing of the CD-ROM access was modeled on a real machine.
- In "Neo Nectaris" and "Macross - Eien no Love Song", the saving to backup-RAM became possible. * In "Neo Nectaris", when the state saving before v1.36 is loaded, the backup-RAM-saving might not be able to be done normally. At that time, please advance to the next stage, and it is possible to save normally.
- When using Ootake with "Windows 98/Me", the bug that the error goes out when becoming full-screen (generated by v1.36) was corrected.
  * Operation with "Windows 98/Me" is not tested.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Monday, February 04, 2008
Ootake 1.36 Released


- In the battle scene of "Tengai Makyou II", etc. when it passed time, the bug that the CDDA music was played (repeat play bug. generated from v1.32) was corrected.
- When using Ootake with "Windows 98/Me", after it had returned from full-screen, the problem that the resolution doesn't return (generation from v1.35) was corrected. * Operation with "Windows 98/Me" is not tested.

Ootake Official Site
 



    Saturday, February 02, 2008
Ootake 1.35 Released


- The function to convert a "bad 3Mbit Rom-image file (over dumped with specific dump machine)" was added.
  * Operating a "bad Rom-image file" troubles other PCE/TG16 emulators. The converted "just proper" image file can be used with [a lot of other Free PCE/TG16 emulators], too. This is a "fair" method for the "PC Engine & TurboGrafx16" emulator and the PCE/TG16's fan.
- When setting it to "BigAudioBuffer Mode", the amount of the buffer was increased. As a result, tone quality has improved.
- "FullScreen Customize" menu was added to "Screen" menu. It is possible to use it by an arbitrary display resolution at full-screen. And, when the check is put on "FullScreen Resolution Auto Change" of "FullScreen Customize" menu, "display resolution" can be automatically switched by "resolution of the game (width 256,336,512)". * It is a function to use it on the display such as 15kHz cathode-ray tubes.
- In the SuperGrafx's game with black belt display right and left, the bug to which garbage had been ultra uncommonly displayed was corrected.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Sunday, January 13, 2008
Ootake 1.34 Released


- "Window TopMost" menu was added to "Screen" menu.
- The access processing of CD-ROM was brought close to the movement of a real machine. The problem that "L-Dis" did not operate (generated from v1.32) was solved.
- In "Momotarou Katsugeki", when falling in water, the problem that overlapping the character display might be not correct was solved.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
 



    Thursday, January 03, 2008
Ootake 1.33 Released


- The play processing of ADPCM sound source has been improved. In the visual scene of "Lodoss Tou Senki", the problem that the voice became interrupted on the way occasionally was solved.
- The access processing of CD-ROM was brought close to the movement of a real machine. In "Kabuki Ittou Ryoudan", the problem that had been occasionally freezed was solved.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.33
 



    Saturday, December 29, 2007
Ootake 1.32 Released


- The access processing of CD-ROM was brought close to the movement of a real machine. In "Cobra II Densetsu no Otoko", the problem that had been occasionally freezed was solved. And, "Jantei Monogatari 3" came to operate.
- In the music CD player with built-in System Card, trouble that the music becomes interrupted (generated from ver1.30) was corrected.
- Additionally, a detailed part has been improved and corrected.
- Thank you for this year. Ootake was able to be developed greatly thanks to everybody. Then, a good year!

Ootake Official Site
Ootake 1.32
 



    Tuesday, December 25, 2007
Ootake 1.31 Released


- The DMA reading processing part of CD-ROM was brought close to the movement of a real machine. "Cobra II Densetsu no Otoko", "Lodoss Tou Senki", and "Kagami no Kuni no Legend" came to operate.
- "Use System Memory" was added to "Setting->Screen" menu. Use the favor a sharp image (the burr stands out a little).
- The fade out processing of CDDA (CD sound source) was brought close to a real machine. In "Downtown Nekketsu Koushinkyoku", the problem of the voice was solved.
- With "Option" button of the start window, the window mode start or the full-screen mode start can be set, too.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.31
 



    Saturday, December 15, 2007
Ootake 1.30 Released


- The processing part of "CPU(HuC6280)" and "BG drawing" were sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- Operation speed & timing of CPU has been elaborately adjusted. At "Mugen Senshi Valis" of the game over scene, the problem that the screen had occasionally freezed was solved. At "Power Sports (World Sports Competition)" of the news scene, The disorder of one frame was solved. I think the operation timing have approached a real machine in other software, too.
- "Mute PSG Channel 1"-"Mute PSG Channel 6" was added to "Volume" menu. When "Output WAV file", use it when you want to mute a specific sound (shot sound and jump sound, etc.).
- In "File->Setting of Output WAV->Start at the Next Tune" menu function, at the tune to which the sampling sound is multiused, The problem that it was not occasionally recognized to have moved to the following tune was corrected.
- The CD-ROM access processing part has been improved. When resetting it with "SELECT+RUN" button while accessing CD-ROM, the problem that had been occasionally freezed was solved.
- Processing that decided drawing beginning line was brought close to a real machine. In "Mizubaku Daibouken (Liquid Kids)" , when the thunder item was taken, the width of the shake of the screen was brought close to a real machine. At "Dragon Ball Z" of the opening demo, the problem that the screen has fallen into disorder was solved.
- In "Downtown Nekketsu Monogatari", when playing with a fast CD-ROM drive environment, the problem that ADPCM voice of the elder sister in the bookstore became interrupted occasionally was solved.
- In "Nekketsu Koukou Soccer Hen", the problem that the character display had occasionally received in the status display part was solved.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.30
 



    Friday, December 07, 2007
Ootake 1.29 Released


- "Output WAV File" menu was added to "File" menu. The recording starts when this menu is executed. Afterwards, when paused ("Esc" key or mouse click), the recording ends. And "setting and function to record beautifully" was put, too.
- If the "hes file (PCE sound file)" is opened, when the tune is selected with I-button or II-button, the no sound time of 0.5 seconds is inserted. (possible to release it by "File->Setting of Output WAV" menu)
- "3Quarters" (volume of 3/4) was added to "Volume" menu.
- In "Lodoss Tou Senki II", at the scene of "After the last boss", the problem that the upper part of the screen had flickered was solved.
- When "Youkai Douchuuki" was started, the multi-tap was removed automatically.
- At the opening title of "Chou Aniki", the problem that the logo shook occasionally was solved.
- A detailed part of RAM access of CPU (zero page access) was brought close to a real machine. (Information from PC2E author Mr.Ki)
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.29
 



    Friday, November 23, 2007
Ootake 1.28 Released


- The resolution of "PSG-sound(wave memory sound)" improved. As a result, the tone has approached a real machine. Especially, I think that it can feel it remarkably at "Galaga'90(Galaga'88)" and "Atomic Robokid Special", etc.
- The capacity of default of the sound buffer was reduced. As a result, "Timing that the sound rings" has approached a real machine.
- Processing that plays CD sound source (CD-DA) has been improved. At the sound test of "Akumajou Dracula X", When the tune was selected, the problem that had stopped occasionally was solved.
- In "Order of the Griffon", "Ryuuko no Ken" and "Asuka120%", the image quality has been improved (The burr is cut). And, the processing part was sped up.
- In "Downtown Nekketsu Monogatari", the problem that the start screen shook was solved.
- In "Lodoss Tou Senki II", at the scene of "House of Parn", etc. the problem that the screen has fallen into disorder was solved.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.28
 



    Wednesday, October 24, 2007
Ootake 1.27 Released


- At the stage beginning screen of "Rainbow Island" and the start demo of "Asuka120%", the bug that the screen display has fallen into disorder (generated from v1.24) was corrected. As a result, I think a similar problem of other games to have been solved, too.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.27
 



    Sunday, October 07, 2007
Ootake 1.26 Released


- In "Mizubaku Daibouken (Liquid Kids)" that is the hidden masterpiece, when the thunder item was taken, the width of the shake of the screen was brought close to a real machine. I think that it approached a real machine by other software, too.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.26
 



    Sunday, September 30, 2007
Ootake 1.25 Released


- In "Shinbu Denshou", the problem that the title screen has fallen into disorder (generated by v1.24) was corrected.
- In "Arunamu no Kiba", when the combat ended, the problem that the screen falls into disorder momentarily (generated by v1.24) was corrected.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.25
 



    Sunday, September 23, 2007
Ootake 1.24 Released


- "Full Stretched" was added to "Screen" menu. At full-screen the stretch is done even as for the edge of the screen.
  * The scanlined display is automatically released. The image quality falls a little because of the enlargement.
- The video chip processing part has been improved. In "Mizubaku Daibouken (Liquid Kids)", when the thunder item was taken, the shake of the screen was reproduced.
- In "Xak I&II", the problem that the scroll has fallen into disorder was solved.
- In "Macross 2036", the problem that the screen becomes pitch-dark (generated by a recent version) was corrected.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.24
 



    Tuesday, August 14, 2007
Ootake 1.23 Released


- "The processing that takes timing when CD sound source is played (mounted from v1.19)" was sped up. And, the stability has been improved. In a personal computer environment not fast, I think that it was almost lost that the game stops when CD-ROM is accessed.
- The operation of "PC Engine Mouse" was modeled on a real machine. And, the processing was sped up, too. In addition, the amount of the movement were elaborately adjusted, and the cursor was made easy to operate.
- In "Doukyuusei", the problem that the screen fell into disorder occasionally was solved. *The screen falls into disorder uncommonly with a real machine when playing with the mouse.
- In the auto-play demo of "Toilet Kids", the problem that had been freezed was solved.
- Operation speed & timing of CPU has been elaborately adjusted.

Ootake Official Site
Ootake 1.23
 



    Friday, August 10, 2007
Ootake 1.22 Released


- Operation speed & timing of CPU has been elaborately adjusted. In the visual scene of "Private Eyedol", the problem that the display in the upper part of the screen blinked uncommonly occasionally was solved. In a lot of other games, I think that it approached a real machine by timing, too.
- The start demo of "Efera & Jiliora - The Emblem From Darkness" came to operate normally.
- It came to be able to recognize CD-ROM of "Juuouki".

Ootake Official Site
Ootake 1.22
 



    Friday, August 03, 2007
Ootake 1.21 Released


- The operation timing of CD-DA (CD sound source) play processing was elaborately brought close to a real machine. I think that the timing of the voice and the image became it in a lot of games as well as a real machine.
- Processing related to the memory access and drawing, etc. was sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- When "Gradius II" is started, it become the mode to which the laser and spread-bomb do not blink. As a result, it is possible to play comfortably. In case of unnecessary, remove the check on "Auto Improve Graphics (Gradius II)" of "Setting->CPU" menu.
- In "Rainbow Island", when the display of "Hurry!!" appears, the going under water scene was made reproduction near real machine (The character display remains in the line top of water).
- In "Top wo Nerae vol.1", the load to the personal computer has been decreased.
- In some games ("BURAI" etc.), when the CD sound source is played, the bug that had stopped in the first part once occasionally (generated from v1.19) was corrected.
- "PC Performance Test" was added to "Info" menu. Whether Ootake operates comfortably without the processing delay is checked. If "((( Bad Condition [x]! )))" is displayed, the processing delay has occurred. In that case, the trouble (in the game) might occur because the disk access timing is late when playing "CD-Game".
- Additionally, a detailed part has been improved and corrected.


Ootake Official Site
Ootake 1.21
 



    Sunday, July 29, 2007
Ootake 1.20 Released


- In "Gradius","Salamander" and "Parodius", when "Load State" is done, the bug that the pad was not able to be operated (generated from v1.15) was corrected.
- Operation speed & timing of CPU has been elaborately adjusted. At the stage clear of "Parasol Star", the problem that the screen shook uncommonly occasionally was solved.
- In the opening demo of "Popful Mail", the problem that the surface of the image flickered uncommonly occasionally was solved.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.20
 



    Saturday, July 28, 2007
Ootake 1.19 Released


- The operation timing of CD-DA(CD sound source) play processing was brought close to a real machine. In "Double Dragon II", "Kisou Louga", "3x3 Eyes", "Laplace no Ma" and "Linda Cube", etc., the timing of "Sound and picture" has improved. Perhaps, all the games might have become similar.
- Operation speed & timing of CPU has been elaborately adjusted. The following effect existed.
  - In the last stage of "Akumajou Dracula X", when going up the stairs, the problem that had been uncommonly occasionally freezed (generated from a recent version) was solved.
  - In "Wizardry I&II", the problem that the status display part had shaken (generated from a recent version) was solved.
  - In the start demo of "Necros no Yousai", "The attack scene of Amazon dashes out only by one frame" was reproduced.
  - In the opening scene of "Shin Megami Tensei", the problem that the screen sometimes fell into disorder by one frame occasionally was solved.
- In "Wizardry V", the trouble to which the enemy character had not been displayed (generated from v1.15) was corrected.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.19
 



    Monday, July 23, 2007
Ootake 1.18 Released


1.18:
- In "Ryuuko no Ken", the bug that the screen falls into disorder (generated by v1.17) was corrected.

1.17:
- The bug not to be able to start "Takeda Shingen" (generated from v1.15) was corrected.
- In "World Heros 2", the problem that the screen fell into disorder occasionally was solved.
- Operation speed & timing of CPU has been elaborately adjusted.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.18
 



    Saturday, July 21, 2007
Ootake 1.16 Released


- In "Tengai Makyou II - Manjimaru", the bug that the scroll became rough occasionally (generated by v1.15) was corrected.

Ootake Official Site
Ootake 1.16
 



    Friday, July 20, 2007
Ootake 1.15 Released


- In the last stage of "Image Fight", the character came to be displayed correctly.
  * As a result, all the games of "Hu-Card" might operate without trouble at the report from users.
- Operation speed & timing of CPU has been elaborately adjusted. In "Kisou Louga", the gap of the voice was solved. I think that the operation timing improved in other games, too.
- Processing related to the memory access was considerably sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- When "Gradius","Salamander" or "Parodius" is started, the sound automatically becomes a stereo mode. Tone quality is considerably good!
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.15
 



    Friday, July 13, 2007
Ootake 1.14 Released


- The drawing processing and the CPU processing etc. were sped up respectively a little. I think that processing lightened in some measure of a personal computer environment so not fast.
- Operation speed & timing of CPU has been elaborately adjusted. In "Wonder Momo", the bug to which the picture after the stage cleared was not correctly displayed (generated by v1.13) was solved.
- In the ending of "Formation Soccer'90", the trouble that had been freezed (generated from v1.11) was corrected.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.14
 



    Friday, July 06, 2007
Ootake 1.13 Released


- The sprite display processing was improved, and "Fighting Run" came to operate. (I got material information to operate from PC2E author's Mr.Ki. Thanks very much.)
- Operation speed & timing of CPU has been elaborately adjusted. In a lot of games, I think that it approached a real machine by the timing of the sound of the demonstration scene. And in "Snatcher", the freezed trouble (generated from v1.11) was solved.
- In "Kaze no Densetsu Xanadu II" and "Exile", the display order of the screen was corrected. (This bug was generated from v1.11.)
- In "Ginga Fukei Densetsu Sapphire", the bug that the screen advances early (generated from v1.11) was corrected.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.13
 



    Wednesday, July 04, 2007
Ootake 1.12 Released


- Operation speed & timing of CPU has been elaborately adjusted. In "Cyber Cross", the bug to which the demonstration was not displayed (generated by v1.11) was corrected.
- In start of "Dai Makaimura", the bug to which the memory check message was not displayed (generated by v1.11) was corrected.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site
Ootake 1.12
 



    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
 



    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
 

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