Highly experimental software to emulate Wii U applications on PC
Added game profiles (manage settings per game)
Automatic region detection
Minor graphical improvements
Added hotkey to toggle between TV and GamePad screen (Ctrl + Tab)
Fixed several bugs and crashes
DEmul is a Sega Dreamcast(DC) emulator able to play commercial games.
DEmul (WIP) v0.7 Alpha (2016/08/14) changelog:
- fixed hang in KalistiOS based games with DC keyboard controller
- fixed hang in some WinCE games if VMU present
- better Dev.Box emulation
- patches for Cycraft InitialD and ClubKart (boots, but not yet playable)
- better aspect correction and filtering for Cave CV1000
- InitialD, ClubKart and Derby Owners magnetic card readers emulated (press PUSH6 key then game ask insert/take card)
- fixed Marvel vs Capcom 2 character pictures during intro
- ClubKart2003 input fixes
- WWF Royal Rumble 4 players inputs
- NAOMI DIMM Board emulated
- added recently dumped NAOMI and Atomiswave sets
- romset in sync with MAME
- bunch of minor things not worth mention
Project 64 is a proprietary Nintendo 64 emulator for Windows. It employs a plug-in system that allows third-party software developers to create their own implementation of a specified component. Project64 allows the user to play Nintendo 64 games on a computer by reading ROM images, either dumped from the read-only memory of a Nintendo 64 cartridge or created directly on the computer as homebrew. Project64 started as an exercise by Jabo and zilmar in an attempt to see if they were capable of programming a Nintendo 64 emulator. It's open source now.
Project64 v2.3 Changelog:
lots of changes, nearly 1000 commits since 2.2. We have the offical release of 2.3. Also have the first public beta of project64 for android, it is still a beta I am sure there is lots of things needed to make it better, but things are playable now.
Mesen is a NES/Famicom emulator and NSF player. It is still a work in progress - some features are currently incomplete or may change in future versions.
* High Accuracy - A lot of effort has gone into making Mesen as accurate as possible
* Stand-alone - Put the Mesen application into any folder and run it from there
* Supports: Save States, Movie/Audio Recording, Screenshots, Cheat Codes
* Supported Mapper List (130+): 0 to 13, 15 to 19, 21 to 27, 32 to 34, 37, 38, 44, 45, 47, 49, 52, 57, 58, 60 to 62, 64 to 80, 82, 85 to 89, 91 to 95, 97, 99, 101, 107, 112, 113, 115, 118, 119, 137 to 141, 143 to 157, 159, 163, 164, 176, 180, 184, 185, 189, 191 to 195, 200 to 203, 205 to 207, 210, 218, 225 to 228, 230 to 232, 240 to 243, 246
* NES and Famicom (including Famicom Disk System) support. Also supports: NSF, NSFe, VS System
* Net Play - Play online with friends
* Automatic updates - Mesen is able to check for updates and automatically install new versions of itself.
* Built-in Debugger
* Other Features: 7z/zip archive support, numerous video filters (xBRZ, Scale2x, NTSC, etc.), sound recorder, sound effects, etc.
Mesen v0.4.1 Changelog:
- Compatibility: Added support for 18 new mappers (114, 120, 121, 136, 168, 183, 188, 204, 213, 214, 222, 229, 233, 238, 244, 253, 254, 255)
- Compatibility: Improved support for NES 2.0 headers.
- Input: Added support for the Oeka Kids Tablet.
- MMC1: Fixed issues with some games and added support for RAM read/write protection.
- MMC3: Added support for ram read/write protection.
- Audio: Fixed a bug in the square channel's sweep units - fixes audio distortion in some games.
- Input: Fixed limitations with keyboard input and fixed an issue with XInput controllers.
- Cheats: The "Delete Selected Cheats" button now works.
- Video: Loading a game while in fullscreen mode no longer resets the video scale.
BlastEm has the goal of being an extremely accurate Genesis emulator while still running on relatively modest hardware by using advanced techniques. Currently it meets neither my accuracy nor performance goals, but those goals are pretty high. Speed and accuracy should be sufficient for most purposes. It runs at full speed on an old first generation Intel Atom and can run Sonic 2 at around 600 fps on a Haswell desktop using a single core. To my knowledge, it is the only emulator besides Genesis Plus GX that can properly display the "TITAN 512C FOREVER" portion of Titan's Overdrive demo, and the only emulator besides Exodus that passes all 122 of the tests in Nemesis' VDP FIFO Testing ROM and can properly display "Direct Color DMA" demos.
* integrated debugger
* GDB remote debugging
* joystick/gamepad support
* Mega/Sega Mouse support
* save RAM and EEPROM support
* Sonic & Knuckles lock-on
* turbo and slow modes
* configurable low pass filter
* single pass GLSL shaders (though there are no interesting ones presently)
BlastEm v0.4.1 changelog:
* Basic support for the Saturn Keyboard adapter peripheral
* You can now navigate up to a drive selection on Windows
* Added support for binding more "special" keys
* It's now possible to navigate to the root directory on Unix-like systems
* Fixed a bug in movep.l
* Fixed a crash bug in the memory management code
* Fixed a bug in the header parsing code, that caused a crash when the "International Name" field was empty
* Fixed some minor graphical corruption in Sonic 2 split-screen caused by a bug in vflip combined with interlace mode
* Corrected the PC value pushed onto the stack for line A emulator and line F emulator traps
* Fixed a bug in ensure_dir_exists that would cause it to fail to create directories in some cases when mixed path separators were used
* Fixed a bug that would result in a buffer overflow when starting a game with a long title from the menu
* All Z80 instructions now implemented
* Z80 half-carry flag is now fully implemented
* Implemented undocumented Z80 flag bits
* R register is now incremented appropriately
* Redundant opcode prefixes are now handled properly
* Z80 core now passes ZEXALL!
* Added Buck Rogers to the ROM DB
* Added Wonder Boy in Monster World to the ROM DB (for real this time)
* Added Evander 'Real Deal' Holyfield's Boxing to the ROM DB
* Slightly better handling of directory read errors
* Added "Special Thanks" to About menu
* Use local app data folder for saves and config files on Windows rather than Unix-style locations
higan (formerly bsnes) is a Nintendo multi-system emulator that began development on 2004-10-14. It currently supports the following systems:
- Super Famicom
- Game Boy
- Game Boy Color
- Game Boy Advance
- WonderSwan/WonderSwan Color
higan also supports the following subsystems:
- Super Game Boy
- BS-X Satellaview
- Sufami Turbo
higan v101 Changelog：
- fixed SNES SA-1 IRQ regression (fixes Super Mario RPG level-up screen)
- new scheduler for all emulator cores (precision of 2^-127)
- icarus database adds nine new SNES games
- added Input/Frequency to settings file (allows simulation of latency)
openMSX Launcher is a multi-platform front-end for the emulator openMSX.
- Create multiple databases of all MSX software supported by openMSX.
- Scan the hard disk to automatically fill launcher databases with ROMs, disks, tapes, hard disks and laserdiscs, and sync the database to your hard disk any time later.
- Display two screenshots for each game.
- Display the text on the launcher using a number of supported languages (English, Arabic, Catalan, Chinese Simplified, Chinese Traditional, Dutch, Finnish, French, German, Italian, Japanese, Korean, Persian, Portuguese, Russian, Spanish and Swedish).
openMSX Launcher v1.7 Changelog:
Databases created in previous versions are fully compatible with the current version.
FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
FCEUX v2.2.3 Changelog: [quote]
The 2.2.3 release fixes a number of emulation bugs, features overclocking (for lag reduction) and Dendy mode, and adds support for a bunch of new ROM dumps (mostly unlicensed). Reverse engineering tools and Lua scripting have got some updates, new input devices are supported, new palette files have beed added. The SDL port has been fixed and updated as well.
Fixed a bug with FDS flag being always set when converting a FCM
Prescale filter for 2x, 3x and 4x resolutions
Made NTSC filter internal resolution closer to 4:3
Support 512 color palettes
Added external palettes: SONY_CXA2025AS_US.pal, RP2C03.pal (and its versions), Unsaturated-V6.pal
Option to swap deemphasis bits
Option to swap duty cycles
NSF can be set to Dendy mode
Fix Mouse input implementation
Support for SNES mouse
PEC-586 russian keyboard support
Removed speed notification per script reload, if it remained 100%
Fixed lua drawings in NSF
Proper halo for lua font
Fixes to sound.get() region consistency and frequency/midikey detection for Noise and DPCM channels
New Lua functions: •emu.getpath()
Added -dumpinput and -playinput functions
Support for SNES pad
Added onscreen messages when region changes
Added debuggerPageSize config variable which lets you pick whether 8KB physical PRG pages are used, or 16KB (the original). It defaults to 14 (1<<14 == 16KB). Set symbolic debugger name entry dialog text limits when creating a new label Fixed new-PPU debug information (address and pixel) Step Into hotkey More granular accounting of scanline and dot Trace Logger Fixed incorrect display of resolved address for (FF,x) Symbolic debugging Optionally display register names CDLogger Fix crash when attempting to open file picked as target for Save Stripped ROM operation PPU Viewer 8x16 sprite display mode Hex Editor Added option to dump entire 64k memory space Don't forget to load the symbols, when hex editor is first launched before debugger Show values for registers $4000-$4017 Cheats mmc5 Akumajou Dracula crash fix More RAM available in search SDL Added apply button to video config dialog Added link to libgd project download page in readme Noted optional libgd dependency in readme SCons: Fixed logic for LOGO and CREATE_AVI options Manpage updates Added hotkeys for volume up/down Menu toggling with the Alt key Print error when opengl/scalers are both enabled Fixed bug where lua open file gui would default to home directory[/quote
SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
SSF Test Version (2016/07/28) Changelog:
Translucent meshed with the GPU rendering implemented after diehard trilogy moves like is will (need to change backup RAM cartridge, no?)