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Hi all!
I was having some trouble trying to get my PS4 controller to work with Project64 Version 1.6 and I was wondering if someone could help me.


Thanks in advance! :D

Cemu 1.3.2 released!

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

Quote:

Added multi-core support for CPU emulation (Disabled by default, not recommended at this stage)
Added support for polygon offset (fixes some shadows and surface flicker)
Optimized GPU cpu thread by offloading work to GPU (Improves performance in graphic intensive games)
Added support for GX2 Occlusion Query API
Improved support for texture samplers and fixed other texture issues
Added debug option to view active PPC threads
Fixed a crash that could occur when loading .rpx
http://cemu.info

Unable to play project64 saves on mupen64

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I've transferred the Ogre Battle 64 rom from my pc to my phone along with the native Ogre Battle 64.sra save file (in the mupen64plus/Slotsaves folder), but when I start the game, the ROM doesn't see any save files at all.

I also tried copying it to every other folder in the mupen64 folder to no avail.

However i remembered that Ogre Battle required a controller pak to save so that may explain it. But where is the save folder for the emulated controller pak? If i start a new game and save, I can see it ingame but i can't find the actual save file in my file explorer.

Any ideas? Thanks :)

- - - Updated - - -

Ok after some digging ive noticed there is a .sra file that created itself in the slotsaves folder wheb i tried creating a new game. I'll try renaming my old save from my pc with the same filename as this one...might fix this on my own if im lucky :)

- - - Updated - - -

Well nevermibd, i just fixed it by renaming. Now I feel like an idiot :). I probably just needed to discuss what I tried to figure out what I did wrong :)

Problem fixed :D

Linking Oracle Games with TGB Dual.

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Hey, can anybody help me with using TGB Dual to link Oracle of Ages and Seasons on my computer.

MAME 0.171 released!

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MAME stands for Multiple Arcade Machine Emulator. When used in conjunction with images of the original arcade game's ROM and disk data, MAME attempts to reproduce that game as faithfully as possible on a more modern general-purpose computer. MAME can currently emulate several thousand different classic arcade video games from the late 1970s through the modern era.

Quote:

0.171
-------

MAMETesters Bugs Fixed
----------------------
- 06137: [Crash/Freeze] (may***1bsw.c) Many sets in may***1bsw.cpp: Several games
are crashing while "initializing.." (Osso)
- 06135: [Interface] ROM-less games cannot be started from internal UI
- 02327: [Graphics] (megasys1.c) chimerab: Priorty PROM is missing. (David Haywood)
- 06134: [Misc.] all games with LED outputs: ledutil no longer works (micko)
- 06139: [Color/Palette] (x68k.c) x68k [akumajo]: Some elements turn blue (crazyc)

Source Changes
--------------
-New video chip support : Thomson EF9364 / Sescosem SFF96364 [Jean-Francois DEL NERO]

-Pyon Pyon Jump: [Roberto Fresca]
Create derivative machine driver.
Hooked the V9938 Yamaha VDP.
Added the DIP switches bank #1
Hooked the system input ports.
Added support for Yamaha YM2149.
Decoupled the YM2149 data read.
Correct bankswitching.
Added sound latch & output port.
Version added to the game description.
Proper inputs + DIP switches support.
Second CPU IRQ ack. Promoted to working.
OKI M5205 ADPCM samples support.

-pulsarlb: Added extra bios [Robbbert]

-Modernized sound volume setting code in various Atari drivers [AJR]

-Fixed F3 soft-reset on Arkanoid sets with MCU [Lord Nightmare]

-osdmini: Fixes build issues [Stuart Carnie]

-Replaced osd_lock with std::mutex [Miodrag Milanovic]

-Software list entries can now supply slot option defaults [AJR]

-i8271: Unload head after programmed revolutions [Nigel Barnes]

-apple2: Fix parallel card ACK handling, Print Shop almost works with
the lx810l now. [R. Belmont]

-Nibble driver: Rewrote the whole driver. Added video hardware,
preliminary machine driver and memory map. Decoded the graphics.
[Roberto Fresca]

-Made anonymous timer non-anonymous in arkanoid.cpp, fixes savestates
for the sets using the original Taito MCU code [Lord Nightmare]

-Allow load/saved state slots to be bound to joystick buttons [Victor Vasiliev]

-Dumped "Dead or Alive 2 (Rev A)", match existent set, fix game and EPRROM names
[Smitdogg, The Dumping Union]

-Dumped "King of Fighters XI" EN, match JP one, add notes [Brizzo]

-Substantial improvements to Web Audio sound backend for Emscripten
port. [Grant Galitz]

-disound: Don't crash on state load when the mixer is disabled by lack
of inputs (misconfiguration or missing samples) [O. Galibert]

-Initial import of MEWUI to MAME [Maurizio Petrarota]

-External DATs grouped into a single view. [Maurizio Petrarota]

-New video chip support: Thomson EF9364 / Sescosem SFF96364 [Jean-Francois DEL NERO]

-z80.cpp: Added a debug mechanism for /WAIT pin assertion mechanism
(enable with STALLS_ON_WAIT_ASSERT in CPU core), and hooked it up to
Night Gal driver as a quick example. [Angelo Salese]

-Make octal flag part of address_space/address_space_config [AJR]

-Added unknown NAOMI development(?) board BOOT ROM [coolmod]

-Initial support for BGFX [Ryan Holtz, Dario Manesku, Branimir Karadic, Miodrag Milanovic]

-Significant speed improvements to the BGFX renderer. [Ryan Holtz]

-Added basic JSON-based single-pass shader effect support to BGFX renderer. [Ryan Holtz]

-Added hat trick hero 93 PALs [Alex Cmaylo]

-catnmous: graphical improvements [Vernimark, Vas Crabb]
* Redumped Cat and Mouse colour sprite ROM as the correct size
* Implement sprite ROM banking
* Improve colour palette using resistor values from board photographs

-laserbat: fix inadvertently swapped TMS organ chip clocks (fixes music) [Vas Crabb]

-Make Zaccaria 1B11107 and 1B11142 boards devices and share common parts [Vas Crabb]

-apple1: Completely rewrote the driver in modern idioms. All
functionality should be the same. [R. Belmont]

-Descrambled the ROM on the Xerox NoteTaker, and mapped it in the
correct areas to make it start to boot. [Lord Nightmare]

-Xerox NoteTaker: Corrected CPU Clock speed, and map at least some of RAM
[Lord Nightmare]

-electron: Added cassette softlist and implemented BREAK key [Nigel Barnes]

-Xerox NoteTaker: Corrected RAM amount. Attached the pic8259 interrupt
controller, though no interrupts are attached to that yet. Added
documentation of i/o writes during the boot process. [Lord Nightmare]

-vigilant.cpp: Added video timing PROM. [Pasky, caius]

-Videosnaps patch (additional file to write: gamename.inp.timecode) [Michele Fochi]
Added new options:
* [no]exit_after_playback (default=no)
* [no]record_input (default=no) Added new UI shortcut to save current
timecode (default F12) Translated variable names and comments to
english language

-Sord m5 driver update [Ales Dlabac]
added support for RAM expansions EM-5,64KBI,64KBF,64KRX
added m5p_brno mod Sord m5+1024kB
ramdisk+cp/m 2 cart slots

-Moon Light (Set 2): Fix the program ROM addressing. This fix the
corrupt graphics in the double-Up feature. [Roberto Fresca]

-Moved JANGOU_BLITTER into a device [Angelo Salese]

-NCS8105 ADCX opcode is actually an ADDX, fixes gfx garbage in
nightgal.cpp [Angelo Salese]

-Corrected ROM labels and removed endian-swap during descramble for
notetaker in favor of loading ROMs the other way round. Add ROM
locations. [Lord Nightmare]

-Xerox NoteTaker: Implement ROM/RAM overlay as per schematics.
Documented Address map and part of I/O map. [Lord Nightmare]

-Note that one of the buccaneers proms matches the vigilante video sync
prom [caius, David Haywood]

-Moon Light: Rearranged and split by program. This generated new sets
due to the hidden extra programs in the program ROMs. [Roberto Fresca]

-Xerox NoteTaker: Added the IO Processor firmware v1.50 as an alt bios
after typing it from the assembly source listing on bitsavers. Added
two PROMs as NO_DUMP. Updated comments and history a bit, but needs
further improvement. [Lord Nightmare]

-Updated Xerox NoteTaker documentation and history section, with cited
sources. [Lord Nightmare]

-Cherry Master v1.10: Fixed inputs / DIP switches. [Roberto Fresca]

-Xerox NoteTaker: Finished documenting the I/O CPU's I/O ports, updated
history documentation a bit more [Lord Nightmare]

-Figured out algorithm and replaced SnowBoard Championship lookup
table with proper emulation of device [Samuel Neves & Peter
Wilhelmsen]

-chihiro.c: Redumped "Sega Network Taisen Mahjong MJ 2 (Rev G)" [ANY]
Re-parented set

-mitchell.cpp: Dumped a blockjoy board and noted a rom label difference
[Andrea Palazzetti]

-snotec.xml: Added 3 new cart dumps. [TeamEurope]

-Extended LUA API [Jeffrey Clark]

-Support for the AMPAL18P8 to the jedutil tool. [Kevin Eshbach]

-Improved cross compile support [Jeffrey Clark]

-Hp9845: Added tape driver [F. Ulivi]

-r9751: Add more DMA registers for serial and floppy [Brandon Munger]

-slapstic: One small step toward slapstic modernization [AJR]
* Make chip number part of device configuration, not init param
* Correct mainpcb slapstic number in racedrivpan
* Remove many unused slapstics

-c64_cart.xml, c128_cart.xml: Added some diagnostic carts.
[World of Jani]

-COM5016/COM8116 Baud Generator: Added a bunch more divisor tables and
notes [Lord Nightmare]

-Apollo changes: [Hans Ostermeyer]
* Unified logging format in associated devices
* Use correct raw video modes

-Xerox NoteTaker: Finished IOCPU memory map documentation. Hooked up the two
UARTS. Begin hookup of the screen/CRTC. Fixed an issue with writes to
ROM-mapped areas shadowing to RAM. Added 960KHz xtal for the keyboard UART.
[Lord Nightmare]

-AY-3-1015 UART: Fixed two swapped pin functions. [Lord Nightmare]

-Added multi-language support for MAME [Miodrag Milanovic]

-sq1: Much-improved LCD and front panel button support.
[Parduz, R. Belmont]

-weddingr: better input port descriptions [Vas Crabb]

-Added Chinese Simplified and Chinese Traditional translation [YuiFAN]

-Added German translation [Raf Tacker]

-Added Japanese translation [Fujix]

-Added Italian translation [Angelo Salese,Antonio Paradossi,Fabio Priuli]

-Added Portuguese (Brazil) translation [Ashura-X]

-pacman.cpp, meadwttl.cpp: small fix of game years for Novomatic's Cannon
Ball and Meadows' Meadows 4 in 1, respectively, to synchronize with
history.dat [Antonio Paradossi]

New machines added or promoted from NOT_WORKING status
------------------------------------------------------
Pyon Pyon Jump (V1.40, Japan) [Roberto Fresca]
Carnival King [Ted Green]
Fidelity Chess Challenger 10 [hap, Berger]
Fidelity Sensory Chess Challenger 12-B [hap, Berger]
Fidelity Voice Chess Challenger [hap]
Fidelity Voice Sensory Chess Challenger [hap]
Fidelity Champion Sensory Chess Challenger [hap]
Fidelity Chess Challenger 7 [hap, Berger]
Fidelity Excellence [hap, plgDavid]
Fidelity Voice Excellence [hap, plgDavid]
SMT Goupil G1 [Jean-Francois DEL NERO]
Michigan Super Draw (2131-16, U5-2)
[Charles MacDonald, Brian Troha, David Haywood, The Dumping Union]
'96 Flag Rally [Nosunosu, ShouTime, David Haywood]
Apple IIe (Spanish) [robcfg, R. Belmont]
Super Cherry Master (v1.0) [Roberto Fresca, Ioannis Bampoulas]
Fidelity Elite Avant Garde (model 6114) [hap, Micha]
Coleco Electronic Quarterback [hap, Sean Riddle]
Fidelity Elite Avant Garde (model 6117-7) [hap, Micha]
Fidelity Elite Avant Garde (V10/V11) [hap, Micha]
Parker Brothers Lost Treasure [hap, Sean Riddle]
Coleco Zodiac [hap, Sean Riddle]
Conic Electronic Football II [hap, Sean Riddle]


New clones added or promoted from NOT_WORKING status
----------------------------------------------------
Touche Me (set 2, harder) [system11]
Speak & Math (1980 version) [Sean Riddle, plgDavid]
La Dictee Magique (French Speak & Spell) [Sean Riddle, plgDavid]
Grillo Parlante (Italian Speak & Spell) [Sean Riddle, plgDavid]
1000 Miglia: Great 1000 Miles Rally (94/05/10) [Corrado Tomaselli]
Multi Champ (World, older) [f205v]
1000 Miglia: Great 1000 Miles Rally (94/05/26) [caius]
NBA Jam (rev 1.00 02/1/93 [Alex Meijer, Bernard Tack]
Raiden Fighters 2 - Operation Hell Dive (Italy) [Corrado Tomaselli]
64th. Street - A Detective Story (Japan, set 2) [Corrado Tomaselli]
World Rally (Version 1.0, Checksum 8AA2) [Artemio Urbina]
Fighting Golf (US, Ver 2)
[Ryan Holtz, Shoutime, Smitdogg, The Dumping Union]
World Cup Volley '95 Extra Version (Asia v2.0B) [Kevin Eshbach]
Moon Light (bootleg of Golden Star, set 2) [f205v, Roberto Fresca]
Frogger (Sega set 3) [Team Europe]
Moon Light (v.0629, high program) [Roberto Fresca, f205v]
Moon Light (v.02L0A, low program) [Roberto Fresca, f205v]
Moon Light (v.02L0A, high program, alt gfx) [Roberto Fresca, f205v]
Cherry Gold I (set 2, encrypted bootleg) [Roberto Fresca, f205v]
Cherry Master I (ver.1.01, set 8, V4-B-) [Roberto Fresca, f205v]
Cherry Master I (ver.1.10) [Roberto Fresca, Ioannis Bampoulas]
Super Bobble Bobble (bootleg, set 4) [Jose Jorge Fuentes]
1943: Midway Kaisen (bootleg) [Andrea Palazzetti]
Space Rocks (Spanish clone of Asteroids) [pako ikarihardmods]
Block Block (World 911219 Joystick) [caius, The Dumping Union]
Royal Poker '96 (set 4, C3 board) [Roberto Fresca, Ioannis Bampoulas]
New Cherry '96 (bootleg of New Fruit Bonus?) [Roberto Fresca, Ioannis Bampoulas]

New machines marked as NOT_WORKING
----------------------------------
Argox Rabbit Printer (model OS-214) [Felipe Sanches]
Xerox NoteTaker [Lord Nightmare, bitsavers]
Unknown Nibble game
[Team Europe, Marcus Jendroska, Y~K, Smitdogg, Roberto Fresca, The Dumping Union]
Name Club Ver.2 (J 960315 V1.000) [TeamEurope, Ryan Holtz]
Cross Puzzle [Ryan Holtz, Smitdogg, The Dumping Union]
Print Club LoveLove (J 970421 V1.000) [TeamEurope, Ryan Holtz]
Print Club Yoshimoto V2 (J 970422 V1.100) [TeamEurope, Ryan Holtz]
Print Club 2 Vol. 7 Spring (J 970313 V1.100) [TeamEurope, Ryan Holtz]
Print Club 2 Puffy (Japan) [TeamEurope, Ryan Holtz]
Print Club 2 Pepsiman (J 970618 V1.100) [Team Europe, Ryan Holtz]
Print Club 2 Vol. 6 Winter (J 961210 V1.000) [Team Europe, Ryan Holtz]
Print Club 2 Warner Bros (J 970228 V1.000) [Team Europe, Ryan Holtz]
Print Club 2 '97 Winter Ver (J 971017 V1.100, set 2) [Team Europe, Ryan Holtz]
Print Club 2 '98 Summer Ver (J 980603 V1.100) [Team Europe, Ryan Holtz]
Print Club LoveLove Ver 2 (J 970825 V1.000) [TeamEurope, Ryan Holtz]
Name Club (J 960315 V1.000) [Team Europe, Ryan Holtz]
Dragon Treasure 2 (Rev A) (GDS-0037A)
[Jorge Valero, rtw, The Dumping Union]
Tiger K28/Coleco Talking Teacher
[hap, Jonathan Gevaryahu, Sean Riddle, plgDavid, Kevin Horton]
Mattel Computer Gin [hap, Kevin Horton]
Tiger K28 (model 7-230) [hap, Kevin Horton]
Coleco Head to Head Basketball (COP420L) [Sean Riddle]
Wangan Midnight R (WMR1 Ver. A) [Darksoft, Guru, R. Belmont]
IGT Multistar 7 2c [Miodrag Milanovic]


New clones marked as NOT_WORKING
--------------------------------
Jurassic Park 3 (ver UA) [ShouTime]
Police 24/7 (ver EAA, alt) [Guru]
Thrill Drive 2 (ver EAA, 2 alt versions) [Guru]
Tsurugi (ver EAB, alt) [Guru]
World Combat (ver AAD, alt) [Guru]
The Rumble Fish (prototype) [Brizzo, MetalliC, Arzeno Fabrice]
NeoGeo Battle Coliseum (World) [Brizzo, MetalliC, Arzeno Fabrice]

New WORKING software list additions
-----------------------------------
Fidelity Chess CB16 [anonymous]


New NOT_WORKING software list additions
---------------------------------------
http://mamedev.org

Ground shakes with Glide64mk2, Mupen64Plus 2.5, Windows 7

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Hey everyone,

I've run into an odd issue with Glide64mk2 where the ground (and sometimes walls) appears to be shaking at certain moments. I had the same problem when I used this emulator with Linux Mint a year ago. See the below recording for a small example of what I'm talking about. So far it's occurred in Super Mario 64, Star Fox 64, and Majora's Mask.

https://www.dropbox.com/s/xcfogtk5nv...48-16.flv?dl=0

I tried changing various settings in the config file, including texture filtering, FBO, and polygon offset, but nothing seemed to have any effect on the ground shaking problem. I didn't touch the more technical-sounding settings, because I couldn't begin to understand what they were or what they did.

I was interested in trying out some of the third party plugins that don't come with the bundle download, including the z64 video plugin and cxd4 RSP. The problem is that on the download page (https://code.google.com/archive/p/mu...tyPlugins.wiki), these are only given in uncompiled form. I'm not a programmer, and while I attempted to compile things once or twice on Linux, it was usually a disaster. I'd really like to avoid it if I can, so I searched around for pre-compiled versions, and what I found was this: https://bitbucket.org/ecsv/mupen64pl...daily/overview. I extracted that folder and moved the mupen64plus-video-arachnoid.dll and mupen64plus-rsp-cxd4.dll files to my Mupen64Plus directory, but the emulator didn't seem to recognize them. Attempting to use the Arachnoid plugin just made the emulator default to Glide64mk2, and cxd4 didn't seem to have any effect, which makes me think it, too, defaulted back to the HLE RSP. Not to mention, the z64 video plugin was missing entirely, though the z64 RSP was present. I also tried just running that build of Mupen64Plus with all its plugins, but it gave me errors when it tried to launch a game, and I decided that was a new headache I didn't want.

I saw the guide on the wiki about compiling on Windows, but a few questions have made me hesitant to try it. Why Visual Studio 2013? Do I need to hunt down this specific older version of Visual Studio, or will one of the ones from here (https://www.visualstudio.com/downloa...sual-studio-vs) work, and if so, Community, Enterprise, or Code? Can I build just the plugins I want to add to my existing installation, or do I need to build the entire emulator with the plugins I want?

So, I guess, in all, I have two questions:

1. What in the world is going on with the shaking ground with Glide64mk2?

2. How do you add third party plugins to Mupen64Plus without compiling, or if I must compile, can anyone give me an idiot's rundown on how to do so?

Thank you

Xebra 20160224 released!

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Category: Site

Xebra is a progressing Japanese Playstation(PS) emulator for Win32.

Xebra (2016/02/24) Changelog:

Quote:

The delay processing of the drawing routines and Mode2 divided into another case further than the conventional,
Increase the Hashoreru amount.
For example, in the drawing process, and the like texture processing and blending process,
Since heavy comes to put the decision of the presence or absence in the middle of the process
(1) None None (2) No Yes (3) No Yes (4) Yes Yes
It needs to provide the four cases by routine.
Since the drawing process there is also a mask processing and writing processing to other
Routine Yuku growing at doubling game.
3 types of texture processing, since the blending process is four,
If there is also in another case, including further 3x4 = 12 times,
Overall average In becomes (1 + 3 + 4 + 12) / (1 + 1 + 1 + 1) = 5 times.
Honesty, hesitate to number, but he did not Yatteko up there, it was carried out it this time.
The emulator itself is in English. No worries.

http://drhell.web.fc2.com/ps1/index.html

Play | Pokemon Stadium 2 HD MOD for Project64

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Enjoy the most epic battles of Pokemon Stadium 2 with incredible graphics and better finish in HD.
--------------------



FEATURES
• Incredible Battlefields
• Incredible Graphics
• MULTI5: ESPAÑOL, ENGLISH, DEUTSCH, FRANCE, ITALIA

DOWNLOAD
• Enter to Youtube Video :)

• Enjoy!
--------------------

SUPPORT OUR CONTRIBUTION

• If you liked the contribution or Mod would like us to recommend it.

--------------------

F.A.Q.
+What is Project64?
It is a complete emulator for the Nintendo64 console.

+What is this exactly?
This is a package for Project64 consisting of over 2300 textures developed by HiperCambio. This is NOT a game.

Example code for starting up emulation using API

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Hey guys, could someone direct me towards some sample code or other resource that shows how to start an emulation using the mupen lib? The wiki provides a "high-level" drill down which is unfortunately insufficient to figure out where to start. I'm using c++ on 'doze 10, but if its in some other language/OS that'd also be fine. Thanks!

0xC0000005 Access Violation When I go Full Screen

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On Windows XP, I can open a ROM and run it fine, until I go full screen. I get an access violation error in gln64 and I have to restart my computer. Any solutions? Keep in mind that the computer I use for emulation is 11 years old.

PCSX - Graphics

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Hello guys,

I installed the PCSX in my Linux (Slackware) but the graphics are so bad, I try the option available on the PCSX but anyone worked.

Someone here could give me a help about it??

Thanks.

assistance needed - Can't see the full options menu

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Just downloaded project64 version 1.6, I 've tried to go into the option menus but whenever I open something like 'settings', 'configure controller plugin' , 'configure audio plugin' , or 'configure graphics plugin'. It cuts off a lot and I can't configure or see the rest of the configurable options due to the fixed window size. It won't let me stretch out the window so I can see the rest of the configuration options. I'm on windows 10 and if anyone has a solution to this problem I would really appreciate it. Thanks.
Attached Images
 

Smashing drive no sound

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Please help

The wonderfull game smasing drive lacks sound in my demul .7
Is there a solution??

Thanks a lot!!

mupen64plus-video-videocore: a WIP optimized mobile graphics plugin

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Hi everyone,

I've been unhappy for a while with the slow performance of existing plugins on mobile, especially on the Raspberry Pi, and for a few weeks now I've been working on a fork of glN64 that's optimized for mobile GPUs. I'm now ready to share the results. I don't have a huge amount of time to work on it, and compatibility is very poor right now. But speed is very good: it's the only plugin I'm aware of that can run most games at full speed on a Raspberry Pi 2. I expect it might also be useful for mobile emulation in general, because the optimizations for the VideoCore IV apply equally well to other mobile GPUs.

The code is here: https://github.com/tachiweasel/mupen...ideo-videocore

Pull requests are very welcome! I'm pretty sure most of the graphical issues will be fixable without regressing speed if done properly, and most of the slowdowns should be fixable as well with batching and texture caching improvements.

Here's an excerpt from the readme:

mupen64plus-video-videocore is a Nintendo 64 graphics plugin for Mupen64Plus optimized for modern mobile GPUs, especially the Broadcom VideoCore IV used in the Raspberry Pi (though it is not just limited to the Pi and should improve speed on any mobile GPU). Using it, many games run at full speed or nearly full speed on the Raspberry Pi 2. It's descended from the venerable glN64 plugin, like mupen64plus-video-gles2n64. Unlike that plugin, the rendering backend has been fully rewritten and features the following optimizations:

  • An "ubershader" that replicates the functionality of the RDP color combiner without the need to generate shaders on the fly. This eliminates shader changes while rendering the scene.
  • A texture atlas manager that reduces the number of texture state changes during scene rendering to zero.
  • A dedicated rendering thread to work around driver stalls (which are very frequent using Broadcom's drivers).
  • A modern batcher that tries to minimize the number of draw calls and make optimum use of vertex buffer objects.
  • A renderer that renders at the N64 native resolution (320x240) and scales that picture up to the desired resolution. This reduces fragment shading and raster operation load (at the expense of picture quality).


This plugin is incomplete and has many bugs. Most games have varying degrees of graphical issues.

A partial compatibility list:

  • Super Mario 64: very good, a few minor graphical issues, full speed
  • Star Fox 64: good, a few minor graphical issues, some slowdown in non-critical places
  • Mario Kart 64: good, a few minor graphical issues, some slowdown in non-critical places
  • The Legend of Zelda: Ocarina of Time: playable, major graphical issues, occasional slowdown
  • Super Smash Bros.: playable, severe graphical issues
  • Banjo-Kazooie: playable, severe graphical issues, some slowdown in non-critical places
  • GoldenEye 007: not working, severe graphical issues, major slowdown
  • Mario Party: not working due to incorrect VI emulation

Ooktake 2.77 released!

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PC Engine (TurboGrafx 16) emulator

Quote:

2016/03/01 2.77 released
- The "Option" button on the startup screen has been changed to the
"Setting" button. With "Setting" button, you can do basic(important)
settings.
In these settings, I think the "Function Button (auto-fire, audio volume
control setting, etc.)" and the "Resume Mode (auto save state and each
game settings) are very convenient.
- If the "Function Button" is set to the same place as the PCE button(I,II,
RUN, SELECT), the operation of the PCE button takes precedence.
- At the time of the state save and load, "elapsed time from the start of
the game" will be displayed.
- In "Dead of the Brain 1&2", the problem that the display of the message is
disturbed, has been corrected.
- In the curb brawl of "FirePro Jyoshi - Dome ChoujouKessen", the display at
the top of the screen line, has been corrected.
- With Windows8/10, the Full-screen mode is set to default. Because, there
is a large display delay at the window mode of Windows8/10.
- At the Full-screen mode, when performing the volume settings and save
state, it is smooth the display of the screen message.
- At the Full-screen mode, improved "white screen display at the time of
game start-up".
- Additionally, a detailed part has been improved and corrected.
+ I began Twitter. (Japanese language)
http://twitter.com/kitao_n
* The happiness of the game is the world human race commonness. It longs for
peace.
* 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.
http://www.ouma.jp/ootake/

Project64k

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Hey guys,

I am trying to play online using Project64k v .13 but it is giving me the toughest time to get started. Ive been using regular Project 64 here and there cause I usually play on my console and I had no issues with it whatsoever. But for some reason Project64k just wishes to deny me the privilege of playing online. The first thing was that when I was programming my controller (I am using a N64 to usb adapter the one that has 2 plugs) it would not register the C buttons. This was weird because I had no issues with this previously so I go check on my regular version of Project 64 see if it works, it does. Then I go see it if it has a different Input plugin and it does, just a newer version of the one this new Project64k has. So I go to change the plugin in settings and then all sorts of warnings of .dll files not being found pop up. Maybe the plugin directory is wrong?(highly unlikely) Nevertheless I go check it, nope it is all good but I reassign it anyways for good measure. Still the issue persists, maybe I need to run this emulator in Windows XP Compatability mode. But that didn't do it either. Is it the antivirus? Tried that, but no.

Please help,

Thanks

cemu 1.3.3 released

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New version of cemu released now 1.3.3
Changelog from the website

--- New in public build ---

GX2: Fixed a bug where textures were sometimes wrongly decoded due to invalid bank/pipe swizzle values.

--- Changelog of Patreon build ---

general: Can now hold TAB to show GamePad screen (Note: We will add customizable methods to display the GamePad screen in a future release)

swkbd: Added preliminary support for Software Keyboard (only alphanumeric input is allowed for now, unicode support is still being worked on)

coreinit: Added implementation for some functions of the block heap API
(New API: MEMInitBlockHeap, MEMAddBlockHeapTracking, MEMGetTrackingLeftInBlockHeap, MEMAllocFromBlockHeapEx)
coreinit: Fixed a bug where PPC thread priority would sometimes not update correctly

save: Fixed a crash that could happen in SAVEOpenDir()

vpad: Improved implementation of VPADRead() fixing an issue where games incorrectly detected touch on/off.
vpad: Fixed touch offset calculation in fullscreen mode

GX2: Added initial support for Streamout
Streamout is also known as 'Transform Feedback' in OpenGL.
This is a rather complex feature and our implementation is far from complete. More improvements to Streamout will come in later CEMU releases.
In order to correctly replicate the low latency between CPU<->GPU enabled by the unified memory model of the Wii U we have to emulate Streamout shaders on the CPU rather
than using OpenGL's transform feedback. Despite this we expect that there is no performance penalty.
GX2: Implemented GX2RCreateSurface API
GX2: Proper support for texture format R32_G32_B32_A32_FLOAT and R32_G32_B32_A32_UINT
GX2: Fixed a crash in GX2CopySurface which could occur when the caller supplied a wrong surface->pitch value.
GX2: GX2CopySurface can now copy dynamically created textures that only reside in the GPU texture cache.


local download
:: Cemu 1.3.3

Problem with Daytona USA?

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Does anyone know how to get rid/what causes this error? :

Issue with regions.

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I dont get it. I have Super mario 64 (U) and ive donloaded a texture pack that all its folders are in spanish!!!.. obviously the game doesnt detect them... what should i do?

hpsx64 v018 released!

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hpsx64 (Highly-Experimental Playstation Simulator x64) is a PlaysStation (PS) & PlayStation 2 (PS2) emulator for x64 based systems. This is a WORK IN PROGRESS.

hpsx64 v018 Changelog:

Quote:

- polygon drawing fixes, bug fixes, improved speed
https://sourceforge.net/projects/hpsx64/
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