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    Monday, September 26, 2016
RxNES 1.567

http://www.rxnes.com/ has had a nice big update today, with updates progressing daily
Here's whats new from the readme


- Fixed : RxNES now dumps tiles at their original resolution. (8x8 or 8x16 pixels.)
Previously for your convienence 8x8 tiles were upscaled to 4x at 32x32. This ment you could open them in an image editor and add sub-pixels
easily. It also made them easier to see in Windows Explorer and Image Preview. However.. This lost the ability to interpolate or upscale
the tiles with a batch image scaler, such as ReShade. Now not only are the exported tiles smaller (1/4 file size I guess), they can
for example be added to Recording files and you won't need to have played the game with tile dumping on, to the game point in the Recording
to be able to watch it. This will be added soon in a coming update. I am not sure if I should package the tiles with the recording,
upload/download them from the server, or both. I will probably go with both just to be sure the Recordings are playable everywhere, and a
known tile database is availiable for those who want to work on tiles they haven't reached yet in-game. Exported tiles are now only 128 bytes
each! (@ 8x8). Or, 8 or 9 tiles per KB! So I will be uploading whichever are missing from the server to a central database collection of all
the tiles everyone has dumped after logging in. The "Box Boy" collection is a total of 46 KB at this point on my computer.
This .txt document is around 10 KB (or 76 tiles). An ancient 8 inch floppy disk from the 1980's holds 800 KB. So you will also be able to
store your dumped .png collections on 8 inch Floppy :) and upload/download bandwidth should not be any issue.
- Fixed : No Keyboard Control without any Wiimotes. ( Problem was a misplaced } ).
- Added : New Example 3D Model in the Enhancements folder!
Created a perfect 1 tile example 3D model. Spent hours re-programming it's alignment to be sub-pixel perfect.
Please use this as THE template for making 3D models! "DEMOModel" included in .max, .blend, and .obj.
If you use 3DS Max use the .max file, not the .obj. The .max has non-default scene scale and is setup to scale properly.
Also, If using 3DS Max, Export to .obj with Scale = 0.1, Flip Y/Z Axis (Poser like) turned ON (Defaults to OFF!).
- Still Broken? : Playback of Recordings. (Code hasn't been altered yet to handle NEW Standard / Default 2D Tile.)
- Added : 2-Player Wiimote Controls! ( Autodetects 2 Wiimotes [Player 1 & 2] Bluetooth) If you have only 1 Wiimote, Player 2 uses Keyboard.
Hold 1 & 2 on wiimote and pair in windows bluetooth pairing, it will be autodetected.
- Fixed Z,X to be B,A instead of A,B.


source: http://www.rxnes.com/
 


    Saturday, September 24, 2016
RxNES 1.555

http://www.rxnes.com/[/url] has had a notable interesting change in its current release, heres what the readme says:


- Added : Wiimote Controls! ( Autodetects 1 Wiimote [Player 1] Bluetooth) Up to 4 Players coming soon, I only have 1 wiimote ATM.
Hold 1 & 2 on wiimote and pair in windows bluetooth pairing, it will be autodetected. (On next start.)
- Fixed Z,X to be B,A instead of A,B.


Nice to have that support built in for wiimotes, and continues to expand on its features.

You can download at http://www.rxnes.com/[/url]
 


    Friday, September 23, 2016
Cemu v1.6.0 released!

Cemu - Wii U emulator
Highly experimental software to emulate Wii U applications on PC


New texture cache/manager
Huge compatibility improvements
Graphic improvements
Audio improvements
Many all-around changes and bugfixes


http://cemu.info/index.html
 


    Wednesday, September 21, 2016
rxnes 1.53 released

http://www.rxnes.com/ has posted an update on its customisable emulator with a fix now at version 1.53


- Fixed # Key not running Box Art Downloader. Changed it to the 3 Key for now.
- Uncommented code for 3D Models in Recording Playback. The bug was elsewhere. (I think.)

- Rom Browser with Box Art! Toggles with "Page Up" & "Page Down". Arrow Keys to select your Rom.
- Box Art Batch Downloader. Hold "Shift" and press #. (Can take 10 Seconds to 20 Minutes depending on how many Roms / what art is missing.)
Currently the Server has Art for 600+ Games! (Games are mostly Auto-detected, regardless of file name.)
- No 3D models in Replay Recordings (Needs further testing and tweaking...)

full readme here

source: http://www.rxnes.com/
 

Mednafen v0.9.39.2 released!

Mednafen is a multi-game-system emulator, for various platforms, including emulation of the following systems:Atari Lynx,Famicom,GameBoy (Color),GameBoy Advance,Neo Geo Pocket (Color), NES(both NTSC and PAL),PC Engine/TurboGrafx 16 (CD) and SuperGrafx,PC-FX,WonderSwan (Color).

Mednafen v0.9.39.2 Changelog:



September 19, 2016:
SMS: Sanitize some previously-missed variables in the save state loading code.

September 18, 2016:
MD: Fixed a bug that caused some YM2612 state to not be restored properly on save state load.

MD, SMS, NGP: Fixed an old Z80 emulation bug with interrupt handling.

Make an index of save state sections on save state load, to detect sections in a save state that are unused by the state loading code(for debugging).

MD, PCE, PCE_FAST: Sanitize some previously-missed variables in the save state loading code.

September 16, 2016:
SS: Added PAL support.

SS: Fixed vertical positioning brokenness with custom "ss.slstart" setting values with interlaced video.

September 15, 2016:
PC-FX, WonderSwan, NES, VB, PSX: Sanitize some previously-missed variables in the save state loading code.

Fixed a use-after-free bug in the SDL sound output driver.

NGP: Fixed several off-by-1 bugs in the address to ROM data translation function.

September 11, 2016:
Removed nonsensical unused frame advance loop in drivers/main.cpp leftover from 0.5.x.

PCE_FAST: Fixed a bug that could cause a crash with large "pce_fast.ocmultiplier" setting values when running CD games.

September 10, 2016:
PCE_FAST: Skip 512-byte copier header if detected when loading a ROM image.

PCE_FAST: Made some minor optimizations.

PCE, PSX, PCE_FAST: Avoid UB by biasing uintptr_t values instead of pointers directly in the CPU core.

September 1, 2016:
GB: Corrected the layer names used with the layer toggling feature.

August 26, 2016:
SS: Fixed a potential problem with SH-2 DMA event rescheduling when bus lock is held, that probably wouldn't ever happen in practice.

NES: Fixed several instances of missing initialization of on-cart WRAM.

August 24, 2016:
SS: Marked more functions with MDFN_COLD hint, and marked a few functions to be forcibly-inlined where it makes sense.

August 23, 2016:
SNES: Fixed an issue causing a compilation error on Mac OS X.


http://forum.fobby.net/index.php?t=msg&th=1250&start=0&
 

RxNES v1.495 released!

RxNES is basically 80 lines of code added to an Open Source NES Emulator within the Unity3D Engine. Unity3D is not required, you can upgrade games with the Standalone Build.

RxNES v1.495 Changelog:



- Added : GUI Recording Toggle/Button, near Top-Right Screen Corner.
- The Below have been improved upon in this version.
- Added Game-Play Recording & Playback, with Fast-Forward and Rewind!
(Uses "Tile Collection" so you can record yourself playing now, and watch again with new custom tiles later!!
[Doesn't record while paused! :) ].
Recodings now record / play forever unlimited minutes. 50 MB / Min.
No Sound in recordings, will be added soon. (This will increase the file size obviously.)


http://www.rxnes.com
 

mGBA v0.5.0 released!

mGBA is a new emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack.

Features:
- Near full Game Boy Advance hardware support[1].
- Fast emulation. Known to run at full speed even on low end hardware, such as netbooks.
- Qt and SDL ports for a heavy-weight and a light-weight frontend.
- Save type detection, even for flash memory size[2].
- Real-time clock support, even without configuration.
- A built-in BIOS implementation, and ability to load external BIOS files.
- Turbo/fast-forward support by holding Tab.
- Frameskip, configurable up to 9.
- Screenshot support.
- 9 savestate slots. Savestates are also viewable as screenshots.
- Video and GIF recording.
- Remappable controls for both keyboards and gamepads.
- Loading from ZIP files.
- IPS and UPS patch support.
- Game debugging via a command-line interface (not available with Qt port) and GDB remote support.

mGBA v0.4.1 Changelog:



Features:
* Game Boy support
* Support for encrypted CodeBreaker GBA cheats
* Emulation of Vast Fame protected GBA carts (taizou)
* Tile viewer
* Threaded rendering mode
* Libretro: Memory map and achievement support (leiradel)
* GUI: Add UI control remapping
* GUI: Add fast-forward
* Wii: 240p support
* 3DS: Adjustable screen darkening
* Ability to temporarily load a savegame
* Load specific files out of archives
* Automatic BIOS detection
Bugfixes:
* ARM7: Fix decoding of Thumb ADD (variants 5 and 6)
* Debugger: Fix GDB breakpoints
* GBA: Fix losing IRQs when CPSR I bit isn’t cleared
* GBA: Fix filehandle leak with savegames
* GBA: Timer 0 cannot be count up
* GBA: Count up timers should not count themselves
* GBA Memory: Fix mirror on non-overdumped Classic NES games
* GBA Memory: Fix ldm {pc}
* GBA Savedata: Fix savedata sync timer
* GBA Savedata: Only unmap savedata if present
* GBA Serialize: Savestates now properly store prefetch
* GBA Video: WIN0/1 take priority over OBJWIN
* GBA Video: Fix out-of-order OBJWIN
* PSP2: Fix GPU crash while exiting
* PSP2: Fix VSync
* PSP2: Fix accelerometer range
* PSP2: Actually load screen mode setting
* PSP2: Fix gyroscope direction
* PSP2: Delete threads after they return
* PSP2: Fix mapping/unmapping from not at 0
* Qt: Fix bug in software renderer scaling
* Qt: Fix hanging key press after disabling autofire
* Qt: Fix being unable to pause manually when using auto-pausing
* SDL: Fix axes being mapped wrong
* Util: Fix realloc semantics in utf16to8
* Util: Fix inserting too many items into a hash table
* VFS: Fix uninitialized varaible reading from 7z
* VFS: Fix reading multiple files from a 7z archive
* Wii: Fix framelimiting after a slowdown
* Wii: Fix garbage flash at startup
Misc:
* 3DS: Use blip_add_delta_fast for a small speed improvement
* 3DS: Allow UTF-16 filenames
* 3DS: Port to using citro3D
* 3DS: Use system font for menus
* 3DS: Attempt to use Core 2 for threads
* 3DS: Adjustable filering
* 3DS: 3D banner
* All: Add QUIET parameter to silence CMake
* All: Faster memory read/write
* ARM7: Support forcing Thumb mode via MSR
* ARM7: Flush prefetch cache when loading CPSR via MSR
* ARM7: Clean up instruction decoding for future expandability
* Debugger: Support register and memory writes via GDB stub
* Debugger: Add software breakpoint support to gdb
* FFmpeg: Full support for libavcodec 56+
* GBA: Better debug logging if event processing breaks
* GBA Audio: Force audio DMAs to not increment destination
* GBA BIOS: Use custom ArcTan, not relying on OS
* GBA Hardware: Clean up dead code in GBP
* GBA Memory: Optimize stalling behavior
* GBA Memory: Optimize Load-/StoreMultiple
* GBA Savedata: Add realistic timing for EEPROM
* GBA Serialize: Savestates now store if CPU was halted
* GBA Video: Remove old slow path fallback
* GBA Video: Optimize sprite drawing
* GBA Video: Optimize mode 0 rendering
* GBA Video: Optimize compositing cases slightly
* GUI: Screenshot dimensions are now passed through
* GUI: Add back logging
* GUI: Only reload config if manually saved
* GUI: Increase scrolling speed
* OpenGL: Log shader compilation failure
* OpenGL: Add texSize uniform
* Qt: Make -g flag work in Qt build
* Qt: Simplify OpenGL context creation
* Qt: Thread startup improvements
* Qt: Make audio channel/video layer options shortcut mappable
* Qt: Remove some C99isms from C++ code
* Qt: Remove default autofire mappings
* Qt: Make reseting when pasued frame-accurate
* Qt: Rearchitect game closing codepath
* PSP2: Use system font for menus
* PSP2: Add rumble for PS TV
* PSP2: Add fit-to-height screen mode
* PSP2: Sync files per descriptor
* PSP2: Allow UTF-8 filenames
* PSP2: Screenshots are now saved into the Photo Gallery
* PSP2: Stop underclocking when menuing
* SDL: Increase default audio buffer size to 1024 samples
* SDL: More responsive rumble
* Util: Add Vector GetConstPointer
* Util: Add rtrim
* Util: Add endswith
* VFS: Improve zip file detection
* Wii: Add pixelated resample filter
* Windows: Add native VDir support
* Util: Add PRIz macro for libc versions that don’t support %z


http://mgba.io
 


    Saturday, September 17, 2016
ppsspp 1.3 released

PPSSPP 1.3 has finally released, a much anticipated release, as this marks the first time a playstation (plus) emulator allows for full hd texture replacement!

Heres the low down


Fix JIT problems on Galaxy S7 and iOS 9+ devices
Fix Android TV support (x86-64) and use latest FFmpeg, fix Raspberry memory use
Texture replacement support - for custom textures and upscaling
Workaround rendering issues on Tegra K1/X1
Initial Vulkan support on Windows - not full featured yet
Experimental new CPU backend and CPU fixes
Fix type D cheat codes, allow for homebrew
Fix some problems when switching away from and back to the app
Initial game video recording / TAS features (frame stepping)


For more info go to http://www.ppsspp.org/index.html
Local download ppsspp 1.3

And remember to check out our Hi resolution texture forum for ideas a projects for this and many other emulators that can be retextured.
 


    Friday, September 16, 2016
RxNES

Some days i like to check out whats new in the emulation world, and i just happen to come across this little gem, called RxNES, which is a NES emulator, but this time with a little twist, it has customization.

Here's a snipit from the offical site


When the NES draws the original graphics,
check if there are modern graphics which can be put in their place!
RxNES is basically 80 lines of code added to an Open Source NES Emulator within the Unity3D Engine. Unity3D is not required, you can upgrade games with the Standalone Build.
The added code "hashes" the content of the on-screen "Tiles" and comes up with a name for each tile, it then checks a special "Enhancemennts" folder to see if a new 3D Model (.OBJ) and or Texture are availiable to render on top of the old one.


For more info and support their forums are here.

Source: http://www.rxnes.com/
 


    Monday, September 12, 2016
Virtual GameBoy v5.0 released!

Virtual GameBoy is a program that emulates the Nintendo GameBoy handheld on your computer. It runs GameBoy, Super GameBoy, and GameBoy Color games on PCs, Macs, PocketPCs, Unix boxes, etc. VGB also helps debugging GameBoy software without using a costly development system.

Virtual GameBoy v5.0 for Android Changelog:



– Added Scale2X scaling algorithm.
– Added Monochrome, Green, Amber, and Sepia CRT emulation.
– Added -scale2x and -raster command line options.
– Added -mono, -sepia, -green, and -amber command line options.
– EMULib-specific command line options now processed inside EMULib.
– Added « Scale2x Algorithm » and « LCD Raster » options on Windows.
– Renamed « Color Raster » menu to « Color Filter » on Windows.
– Deprecated -notv and -nolcd command line options.


http://fms.komkon.org/VGB/
 

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