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Introduction to Dynamic Recompilation in Emulation

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Hi everyone!

Over 4 weeks late last year I set out to learn and discover how to create a dynamic recompiling emulator, after having completed building a basic interpretive emulator for the Chip8 system. Over this time I have learnt that making a dynamic recompiler is not an easy task - it is much more complicated than your basic interpreter emulator.

As such, I want to share what I have learnt by the way of a guiding document in conjunction with full source code of a dynarec core Chip8 emulator. The document and source code will attempt to teach you about the core ideas behind a dynarec core, such as about the translator, emitter and caches. It also dives into some problems you may encounter for the Chip8 system, such as dealing with jumps (and provides solutions).

This document is targeted at people new to dynamic recompilation in emulation. Even if you are not familiar with the Chip8 system, I still encourage you to read this if you are interested in making a dynarec emulator and are familiar with the interpretive process. If you have not made any emulator and are intersted in this, I suggest starting with making an interpreter for the Chip8 system as it is really easy to learn about.

If you have any questions or (constructive!) criticism, please send an email to me (preferred, listed in the document) or post a message on the forum. I will try to answer where I can.

Document: https://github.com/marco9999/Dynarec_Guide
Emulator: https://github.com/marco9999/Super8_jitcore/tree/edu (Edu branch is simplified over the master branch, recommended for people learning. The guide also follows this branch.)

Good luck!
Marco.

Sega Dreamcast Emulator

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Is there tutorial for Demul emulator?

Lupen - A stylish frontend for Mupen64Plus. Looking for beta testers!

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I've been working on a nice front-end for Mupen64 for Win/Mac for a while now as a bedtime project.

The goal, ideally, is to become the best Mupen64Plus frontend available. I'll let you be the judge.

It's a native app and will be available for Windows and Mac OS X.

It supports:

* Game boxart
* Game Description
* Game metadata (players, ratings etc)
* Game screenshots
* Game trailers
* Game controller configuration(my next job)
* Customizing Mupen64 parameters
(screen size, video/audio plugins etc)
* Full screen or windowed mode

Hopefully enough people want this to gain some interest.
I'm looking for some beta testers, so please PM me if you're interested in trying it out!

PS: If anyone is good with graphic design and wants to contribute to this project, please send me a pm)

Let me know what you think!

Some screenshots:





Video:

Demul -window mode screen resolution o problem

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I have a problem with setting a higher resolution in windowed mode.
When you select a resolution of 1920x1080 or 1600x900 emulator runs only once in the resolution.
The next launch emulator - back to the 640x480 resolution
Why emulator does not remember settings ???

Raine v0.64.11 released!

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RAINE is an Emulator for Arcade games. Raine is a M68000 and M68020 arcade game emulator. Raine emulates some M68000 and M68020 arcade games and is mainly focused on Taito and Jaleco games hardware. It started as an experiment with the Rainbow Islands romset, dumped by Aracorn/Romlist. Raine can emulate many nice games now, and new games (previously unemulated) are appearing weekly.

Quote:

– fix the black screen in garou at stage 3
– using a real cd for neocd will work better, but notice that the cd handling functions in sdl-1.2 are very unreliable, so it’s more a proof of concept that something really usable. The good news is that it’s possible to rewrite this using libcdio in a more reliable way that would work on all platforms. But it would make yet another dependancy and raine has already lots of dependancies, and it will be used by almost nobody, so not this time, maybe another time…
– A new option to turn the hud messages off (the text messages in the lower left corner of the screen)
– a fix for aof3 speed hack (neocd/neogeo)
– a fix specific to mac osx since now they forbid strcpy(s,s) ! But they are not interested by this binary release anyway !
http://raine.1emulation.com

Problems with controller input using Nrage and DS4windows

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Hey guys so I recently downloaded the project64 emulator and everything works completely fine except I can only use the keyboard as my controller so far. I connected my ps4 controller to my pc using ds4windows and configured the controls to match the controller setup I have on my nrage plugin on project64 but when I start up a game, the controller still doesnt work. I made the controller buttons match certain letters on the keyboard which I entered into the Nrage plugin and I can even use the controller to type those letters so i dont see why only the keyboard works as a controller when the ps4 controller can also input the same letters im pressing on the keyboard. I have a PC. PLS HELP ME.

Looking for a OOT 100% (E) Save file "Link"

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Hello,

I'm looking for a OOT save file 100% done with the file name being "Link", and a (E) Version.
I've found many many many MANY (U) version, but I'd like a (E) version as I can't stand the Glitchy name.

Thank you in advance.

Help me plz! I cant use keyboard or xbox 360 controller on dolphin

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I just install Dolphin emulation to play Monster Hunter 3 on my pc, I tried it so many time but I cant play with my keyboard, i dont know what happening is going on. Everything look like perfect, the game run so good, but i cant control anything, i just can watch the trailer play again, again and again, help me plz, i love monster hunter so much, Dolphin maybe is only way for me right now. Sorry for bad english.

Need Banjo-Kazooie Save state

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So my better half and our 4 year old daughter have been playing this game EVERY day for who knows and then they get to the final level and the small one decides to click RESTART thus overwriting the save game......a tragic day, I think they must have put in more than 150 hrs into it easy

Mum looked more gutted than the little one

Has anyone got a save state anywhere near to the end?

cheers in advance

- - - Updated - - -

Other than this game, are there any other similar delights on offer for N64, surprisingly very good this game

- - - Updated - - -

Been playing on an Nvidia Shield Android TV thingy

RetroArch v1.3.2 released!

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RetroArch is a multi-system emulator for Linux, Windows, Mac OS X and *BSD. It is formerly known as SSNES. Its design and background is quite different than most other emulators as RetroArch does not implement an emulation core itself. RetroArch talks to libretro, a generic emulator core API. This means that RetroArch is core agnostic, and it does not care which emulator core is running.

Currently there are libretro implementations for systems such as SNES, NES, GBA, GB/GBC, Genesis, and even arcade games (Final Burn Alpha).

libretro isn't only usable for emulators. A preliminary port of an open source reimplementation of Cave Story has been ported to libretro as well.

RetroArch believes in modularity. The application itself is a command-line driven application suitable for HTPC and/or headless use. There also exists a GUI frontend for RetroArch, supporting every single config option available in RetroArch.

http://www.libretro.com

PPSSPP v1.2.2 released!

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PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP v1.2.2 Changelog:

Quote:

* Went back to the old way of initializing graphics on Android. Should fix many recent issues.
* Some graphical fixes, a vertex cache performance improvement and a screen clear optimization
* Fix for dual source blending on most SHIELD devices, causing graphical issues.
* Fix the homebrew store incorrectly unzipping some games. This will lead to more games being added.
* Slightly faster ISO handling
http://www.ppsspp.org/index.html

Nintendulator 0.975 beta released!

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Nintendulator 0.975 beta (2016/03/20) is released. Nintendulator is an open source Win32 NES emulator written in C (plus some assembly optimization). The original goal was to emulate the NES down to its hardware quirks; though it's fallen behind over the years, recent builds have caught up once again and can emulate certain behaviors most other emulators neglect to handle. However, this emulation precision comes at a price - a 1500MHz (estimated) or faster CPU is required to emulate at full speed.

Supported file formats include .NES, UNIF, FDS (fwNES format), and NSF. Mappers are handled using external DLLs, complete with extra sound channels for most games which provide them. Other notable features include writing to FDS images (by storing the differences in the SRAM folder), Game Genie support (limited to 3 codes), customizeable controllers (including 4 player), input movie recording and playback (with re-recording), AVI capturing, and a debugger.

http://www.qmtpro.com/~nes/nintendulator/

Early bottle trick in Ocarina of Time crashes PJ64

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There's a trick in Ocarina of Time that was discovered a while back that allows you to get a bottle with a blue potion in your inventory by exploiting a glitch inside the Great Deku Tree. See this video:



In version 1.2 of the game, if you get hit while grabbing Deku Nuts for the first time after exiting a crawl space, you're able to move around with the nuts in your head. This 'stores' the item you collect until you surface from the water. By standing in front of certain chests, you can change what item you get. If you stand in front of the map chest then jump into the water, you'll have a bottle with a blue potion when you surface.

Now here's the problem: doing this glitch on PJ64 crashes the emulator, but only if you use Jabo's or Glide64's video plugin. The glitch works as intended if you use Rice's video plugin, but I don't know why. Glide64 usually has the highest compatibility and looks best with every game, but I've tried changing every setting and I can't figure out why it crashes the emulator. Can someone help me?

Using Rumble Pak screws up joystick calibration

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I'm having this really annoying problem with the Rumble Pak. My controller is connected to my PC via Raphnet's N64/GC-to-USB v2 adapter, which supports the Rumble Pak. The problem is that whenever I have force feedback enabled, it screws up my joystick calibration within a few seconds of play. Take a look:



See where the crosshairs are on the X/Y axis? That happens every time I enable force feedback. I've tried Jabo's DirectInput, N-Rage's input and Shunyuan's DirectInput plugins. All of them produce the same result! How do I fix this problem? :(

no$snes v1.6 released!

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Martin Korth is back!!!

no$sns is a nocash SNES/SFC emulator/debugger for windows

no$sns Features
- The program is 100% assembler code. Accuracy should be quite high (if not: bug are reports welcome).
- Controllers: 1-2 Joypads, Mouse, Lightguns (via mouse), NTT Data Pad, X-Band Keyboard
- Coprocessors: SA-1 (in v1.1), GSU (in v1.1), DSP, ST010/11, CX4, OBC1, S-DD1, SPC7110, S-RTC, RTC-4513
- Add-ons: Satellaview, Turbofile (TFII and STF)
- Debugger: Assembler, Disassembler, Xboo-Upload Function (for testing code on real SNES).
- Requirements: Win95 and up, around 8MB RAM, around 200MHz
- (on 1GHz computers, most games can run 5-10 times faster as on real hardware).

no$sns v1.6 Changelog:

Quote:

* snes-cd: emulates snes-cd (requires SFX-100.BIN bios rom-image in BIOS folder)
(supports .iso 920h bytes/sector or single track .cue/.bin 800h bytes/sector)
(supports .iso with xa-adpcm and cd-da, .iso is without toc/track info though)
* snes-cd: magic floor snes-cd version - first ever snes-cd game released ever
* snes-cd: logs mechacon commands in debug message window
* help: added complete sfx-100 snes-cd specs (io, memory, bios, discs, etc.)
* help: added nintendo power flashcart details (many thanks to skaman and sanni)
* snapshots: added snapshot (savestate) feature, should work with most mappers
* nss/help: added workaround for DSP1 issues (thanks DogP) and CIC notes
* nss/help: added several details and CN4/CN5 pinouts (thanks DogP)
* help: added note on 3D glasses for Jim Power (pulfrich; dark/clear glasses)
* help: added more X-Band details (sega-source-based io map, bios functions)
* st018/speedup: switches ARM to pseudo-halt-state when arm-mainloop has no data
* st018/cartloader: allocates ST018 memory and loads 160K ST018.BIN (128K+32K)
* st018/emu: emulates st018 memory/io, imported ARM cpu engine (from no$gba)
* st018/help: added ARM cpu specs, and more details on ST018 memory/io/cmd's
* st018/disass: added ARM disassembler, getpc/setpc, 32bit valatcur, etc.
* sound: fixed max_mixer_buf_siz for PAL games (needs bigger buffer than NTSC)
* debug: updates data window during run (eventually allows to view RAM changes)
* debug: added Alt+A animate to all no$xxx emus (repeated trace; as gmb/gba/psx)
* debug: tracelog (for main cpu and apu cpu) (enabled in debug message window)
* debug: tty window scrollbar thumb tweaked to support more than 32767 lines
* debug: tty window optional buffer limit (1/10/100MB, with/without wrapping)
* msu1: added msu1 emulation, and removed it after getting accused of nitpicking
* sa1: implemented pixel-buffer-reading (used by Super Mario RPG upon level-up)
* sa1: bugfixed 2bpp-bitmap-to-bitplane-conversion and 4bpp-pixel-buffer-write
* help: added nss cartridge pinouts (thanx to martfrizb and hyarion and dogp)
* help: DSPn/ST010/S-DD1 clock sources (thanx markfrizb/overload/byuu/s.central)
* help: fixed timings in memory map (exchanged 2.68 and 3.58MHz) (thanks doppel)
* help: added notes on using ntsc-controllers on pal-consoles (pinouts chapter)
* gui: setup uses asia-compatible TabControl instead of unreliable PropertySheet
http://problemkaputt.de/sns.htm
Attached Files

jzIntv 1.0 beta 4 released!

nes-emu for Windows/Linux that supports smooth rewinding

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Hello,

This is my first post here. I wrote a NES emulator named (imaginatively) nes-emu about a year ago that I just recently ported to Linux. Here's a list of features:

  • Mappers 0,1,2,3,4,7 (~90% of games)
  • Accurate audio emulation (no DMC)
  • Automatic saving of SRAM
  • Save state support
  • Rewind any time up to 1 minute at normal speed
  • Single and multi frame stepping when paused


The cool feature is rewinding. I wanted to implement this after having seen a similar feature on a NES emulator for the DS. You can basically hit Backspace at any time to start rewinding. No fussing around with saving/loading states (although that's supported, of course).

Anyway, I'd love some feedback! You can find it here:

https://github.com/amaiorano/nes-emu

Cheers!

Yabause-Officiel 0.9.14 - 03.23.2016

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Last build compiled by Benjamin Siskoo with OpenAL support and multi language.

This is the last release with all recent fixes/changes/improvements.

14.03.2016 : add vdp1 framebuffer and more scsp slot variables to savestates
15.03.2016 : improve 68000 savestates
17.03.2016 : vidsoft: fix f1 challenge map when zoomed out
18.03.2016 : Show game name instead of filename in android port
18.03.2016 : Removed useless headers
18.03.2016 : vidsoft: fix incorrect colors on characters in dead or alive
19.03.2016 : vidsoft: improve user and system clipping
20.03.2016 : add msys2 x86_64 build to appveyor
Attached Files

Stella v4.7.2 released!

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Stella is a multi-platform Atari 2600 VCS emulator. The Atari 2600 Video Computer System (VCS), introduced in 1977, was the most popular home video game system of the early 1980's. Now you can enjoy all of your favorite Atari 2600 games on your PC thanks to Stella!

Stella v4.7.2 changelog:

Quote:

* Fixed bug when entering and exiting the debugger; sometimes the
character corresponding to the '`' key would be output in the
prompt area.
* Updated DPC+ Thumb ARM emulation code to latest from David Welch.
In particular, this fixes incorrect handling of the V flag when
adding and subtracting, but also fixes compile-time warnings that
I couldn't get rid of before.
* Updated UNIX configure script to work with GCC 6.x compilers, and to
remove references to obsolete compiler versions that can no longer
be used to compile Stella.
http://stella.sourceforge.net

SSF Test Version 20160326 released!

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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.

Unknown changelog.

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