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    Friday, June 24, 2016
Dolphin v5.0 released!



The long awaited Dolphin 5.0 release is finally here! After nearly a year of bug-hunting and handling the release process, everything has come together for our biggest release yet! The three previous releases followed a very distinct pattern: sacrifice performance, hacks, and features in exchange for higher accuracy. As such, Dolphin 3.0, 3.5, and 4.0 progressively grew slower. But thanks to the cleanups put forward throughout those releases, Dolphin 5.0 is the fastest Dolphin has ever been!

By removing all of those hacks and outdated features while cleaning up the codebase, Dolphin has reached a new level of efficiency, powered by a revitalized dynamic recompiler. On the GPU side, OpenGL and D3D11 have seen tons of optimizations and accuracy improvements, and have been joined by a brand new D3D12 backend for huge performance gains. If there's a CPU or GPU extension that can make Dolphin faster, we take advantage of it.

At a basic level, Dolphin 5.0 is more accurate and more efficient than previous builds in every way. Individual games will vary, especially due to various hacks being removed along the way. Dolphin 5.0 can be downloaded for Windows and Mac OS X from our official website: dolphin-emu.org.

System Requirements to run Dolphin 5.0 can be found here but here's a quick rundown of what changed:

64-bit CPUs and Operating Systems are required.
Windows XP is no longer supported. Windows Vista is no longer officially supported.
Direct3D10/OpenGL3 Required. This means AMD Radeon 4xxx, NVIDIA GeForce 8xxx, or Intel HD 2xxx minimum! Anything older than that will most likely not work or will have significant glitches.
Dolphin on Android is not getting a release build. This does not mean it's falling behind or anything. We just did not feel like Dolphin on Android has reached any milestone with these changes. We'd rather it have its own special time in the sun when it comes, instead of tagging it onto what has been an already concerted effort on the desktop release.

Download: https://dolphin-emu.org

Changelog:

https://dolphin-emu.org/blog/2016/06/24/dolphin-50-release/#cuthere
 

Happy Anniversary!

This little thing happened 20 whole years ago today.

To all of the countless memories made with two extra players.
To all the hours spent in front of the tube.
To the first time we ever powered it on, and
To the first time we wished that we had three hands.

https://youtu.be/pFlcqWQVVuU
 


    Thursday, June 23, 2016
RockNES v5.23 released!

RockNES is a Nintendo (NES) emulator that supports total PPU emulation, total intelligent emulation (including VRCVI intelligent, used by some Japanese games), battery backed RAM, Famicom DiskSystem, VS Unisystem, and some 70 different mappers. In gain, RockNES includes lots of different video modes, as substantially as the ability to loading and economise your back at any stage. You can flush record movies of gameplay.

Changelog:



- Fixed broken PPU IRQs.
- Fixed APU triangle and DMC volume decay.
- Fixed/changed APU volume level and resampling.
- Added a small hack for the unwanted race condition $2006 and Y-increment. It should fix flickering games.


http://rocknes.web.fc2.com
 

ePSXe v2.0.5 released!

ePSXe is a Sony Playstation emulator for your PC running under Win9x/2k/xp or linux/OSX. It takes advantage of the popular PSEmu Pro plugin system.

Changelog:


- Updated the x86 recompiler to use the same recompiler than in the rest of versions (Android, Linux x64, Mac ...). Now it should be easier to fix problems in all versions.
- Ported the local netplay from Android (Experimental). This version is compatible using local netplay with the rest of ePSXe versions from the version 2.0.5 (MacOSX, Linux x86, Linux x64 and Android - version 2.0.6). (Additional info the epsxe docs)
- Ported the GPUCORE threading mode from the Android version. The PC CPUs are faster than Android CPUs, so it will improve less FPS. (This option is better when the CPU is slower).
- Added new threading modes to the Pete OpenGL2 Core Plugin. It includes a basic 2-thread mode, and 2 extra modes adding soft/hardware effects. (It could improve some effects, for example the burning photo on the start of Castlevania)
- In the INPUTCORE plugin, swapped the vibration actuators when using the Xinput mode (to match to real PSX Left/Right). Besides when using a gamepad in digital mode, now you can use the left stick as the dpad.
- Fixed the >2GB PBP roms support. Now it should be able to run the PSX2PSP isos bigger than 2GB as Final Fantasy VIII PSP pack.
- Fixed the cheat codes support when running on the interpreter mode.
- Added a new option in the cheat codes window to download cheat codes from the ePSXe version (Thanks to psxdatacenter.com)
- Fixes to the core which made more games playable or better working. (WING COMMANDER IV, MONKEY HERO)


http://www.epsxe.com/index.php
 


    Monday, June 20, 2016
Emulicious 20160619 released!

Emulicious is a free to use multi-system emulator for Windows, Linux, Mac OS(X) and any other operating system supporting Java SE.
You don’t need to install Java on your system in order to run Emulicious. It only requires the Java binaries to run. For Windows users there’s a download including current Java binaries (see Emulicious Downloads Section).

Emulicious consists of the following emulators:

A Nintendo Game Boy Emulator
A Nintendo Game Boy Color Emulator
A Sega Master System Emulator
A Sega Game Gear Emulator

http://emulicious.net
 


    Thursday, June 16, 2016
Cemu 1.5.2 released!

Highly experimental software to emulate Wii U applications on PC


Added support for mip-mapping
Added support for cubemap texture arrays
Various smaller improvements to the graphics backend
Slightly better compatibility and misc changes


http://cemu.info/index.html


 


    Wednesday, June 15, 2016
RockNES v5.22 released!

RockNES is a Nintendo (NES) emulator that supports total PPU emulation, total intelligent emulation (including VRCVI intelligent, used by some Japanese games), battery backed RAM, Famicom DiskSystem, VS Unisystem, and some 70 different mappers. In gain, RockNES includes lots of different video modes, as substantially as the ability to loading and economise your back at any stage. You can flush record movies of gameplay.

RockNES v5.22 Changelog:



- Fixed sprite evaluation. PPU timing is normal again.
- Fixed input device selection, now it detects unplugged joystick/mouse and switches back to keyboard (player 1) or none (player 2).
- Fixed "set default palette" in the GUI, no more blackouts.
- Cleanups, removed unused debug code.



http://rocknes.web.fc2.com
 

SSF Test Version 20160615 released!

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 (2016/06/15) Changelog:



If I have the option to ignore the 68000 address error ON Wanchai connection works.


http://www.geocities.jp/mj3kj8o5/ssf/
 


    Monday, June 13, 2016
Higan v099 released!

higan (formerly bsnes) is a Nintendo multi-system emulator that began development on 2004-10-14. It currently supports the following systems:

- Famicom
- Super Famicom
- Game Boy
- Game Boy Color
- Game Boy Advance

higan also supports the following subsystems:
- Super Game Boy
- BS-X Satellaview
- Sufami Turbo
- WonderSan Color and SwanCrystal

Time for a new release. There are a few important emulation improvements and a few new features; but for the most part, this release focuses on major code refactoring, the details of which I will mostly spare you.
The major change is that, as of v099, the SNES balanced and performance cores have been removed from higan. Basically, in addition to my five other emulation cores, these were too much of a burden to maintain. And they've come along as far as I was able to develop them. If you need to use these cores, please use these two from the v098 release.
I'm very well aware that ~80% of the people using higan for SNES emulation were using the two removed profiles. But they simply had to go. Hopefully in the future, we can compensate for their loss by increasing the performance of the accuracy core.
If you want to know more about the removal of these two profiles, please read this article for a more in-depth explanation.

higan v098 Changelog:



* SFC: balanced profile removed
* SFC: performance profile removed
* SFC: expansion port devices can now be changed during gameplay (atlhough you shouldn't)
* SFC: fixed bug in SharpRTC leap year calculations
* SFC: emulated new research findings for the S-DD1 coprocessor
* SFC: fixed CPU emulation-mode wrapping bug with pei, [dp], [dp]+y instructions [AWJ]
* SFC: fixed Super Game Boy bug that caused the bottom tile-row to flicker in games
* GB: added MBC1M (multi-cart) mapper; icarus can't detect these so manual manifests are needed for now
* GB: corrected return value when HuC3 unmapped RAM is read; fixes Robopon [endrift]
* GB: improved STAT IRQ emulation; fixes Altered Space, etc [endrift, gekkio]
* GB: partial emulation of DMG STAT write IRQ bug; fixes Legend of Zerd, Road Rash, etc
* nall: execute() fix, for some Linux platforms that had trouble detecting icarus
* nall: new BitField class; which allows for simplifying flag/register emulation in various cores
* ruby: added Windows WASAPI audio driver (experimental)
* ruby: remove attempts to call glSwapIntervalEXT (fixes crashing on some Linux systems)
* ui: timing settings panel removed
* video: restored saturation, gamma, luminance settings
* video: added new post-emulation sprite system; light gun cursors are now higher-resolution
* audio: new resampler (6th-order Butterworth biquad IIR); quite a bit faster than the old one
* audio: added optional basic reverb filter (for fun)
* higan: refresh video outside cooperative threads (workaround for shoddy code in AMD graphics drivers)
* higan: individual emulation cores no longer have unique names
* higan: really substantial code refactoring; 43% reduction in binary size


http://byuu.org
 


    Wednesday, June 08, 2016
PCem v11 released!

PCem is an emulator for old XT/AT-class PCs.

PCem emulates :
- IBM 5150 PC
- IBM 5160 XT
- Tandy 1000
- Generic XT clone
- Schneider EuroPC
- Amstrad PC1512
- Sinclair PC200
- Amstrad PC1640
- IBM AT
- AMI 286 clone
- AMI 386 clone
- AMI 486 clone

with 640k of RAM (8mb for AT and 286/386/486), 2 floppy drives (up to 2.88mb), 2 hard drives, CGA, MDA, Hercules, EGA (PC1640 only), VGA or SVGA, SoundBlaster, GameBlaster, GUS, and a mouse. It can run both DOS-based games and booter games.

PCem v11 Changelog:



* anyone who's been having problems with Voodoo emulation should re-download.


http://pcem-emulator.co.uk
 

File Releases

dolphin-5.0 MAC
No Description in database.

Dolphin-x64-5.0
No Description in database.

Cemu 1.5.2
Emulate WiiU

Cemu 1.5.1
Cemu is a Wii U emulator for Win 64 bit os

ePSXe 2.0.2
No Description in database.



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