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FB Alpha v0.2.97.38 released!

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FB Alpha or FBA as it is commonly known is an emulator of arcade games, that is, it takes the program code, graphics data, etc., from an original arcade game and emulates the hardware to make the game run in it's original form. As far as the game is concerned it is running in it's original cabinet.

FB Alpha is an open-source project and it is programmed by a group of people known as the FBA Team. Over the years this has comprised of myself, Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami and Ayeye. FB Alpha is based on the original FinalBurn by Dave.

FB Alpha v0.2.97.38 changeling:

Quote:

Fixes and new features

* Fixed BurnSamplesSetLoop() in the sample core [dink]
* Added the Toki devlopers' debug mode to Toki [dink]
* Added several behind-the-scene improvements to the Galaga/Dig-Dug driver [dink]
* Fixed a crash-situation with the Namco sound-core that only seemed to affect 64bit systems [dink, Gab75]
* Capcom CPS3 is now friendly towards slower/embedded systems (Raspberry Pi etc.) [dink]
* Fixed Capcom's The Speed Rumber: broken Boot-up messages, random slowdowns, screen priority issues [dink]
* Fixed music in SD Gundam Psycho Salamander [dink]
* Fixed extra buttons in Olds [iq_132]
* Added default rom paths for SMS & GameGear systems [dink]
* Fixed music in Haunted Castle [dink, SNK_Dude]
* Fixed display of total sets in game selection dialog [Barry]
* Fixed missing tiles in Sand Scorpion due to incorrect 2-D pointer indexing in kaneko_tmap.cpp, possibly improving other games that use this. [dink]
* Fixed missing music in Pass level 3+ [dink]
* Fixed music tempo in Nostradamus [dink]
* Tidy up makefiles and fix for non C++11 compilers [Barry]
* Fixed Skyarmy, sometimes the bridge-piece chinook (heli w/2 props) doesn`t deliver the pieces when at home base. [dink]
* Fixed Oki MSM6295 banking in Shadow Force [dink]
* Fixed a crash issue when using savestates in Taito's Master of Weapon [dink]
* Fixed music in Knuckle Bash 2 [dink]
* Fixed Oops: forgot to mark Air Duel's parent as Working. [dink]
* Fixed missing sprites in ZigZagb [dink, Zazzone]
* Fixed endgame boss & stage 6 boss in Nostradamus [dink, Haze]
* Fixed doorway/scene transitions in Tiger Road [iq_132]
* Fixed graphics issues in Varia Metal [iq_132, dink]
* Added unicode titles and service dips to several Toaplan games [BisonSAS]
* Fixed the analog speed setting in config/games/game.ini was getting clobbered [dink]
* Fixed sprite priority issues in Blood Brothers, most notably in the mine-level [dink]
* Fixed music updated palette handling in Mysterious Stones [dink]
* Fixed the bitmap layer alignment in Chak 'n Pop [dink]
* Added the breakable-background fix to 64th Street [Haze]
* Fixed PCM sounds in Rohga / Wolf Fang [dink]
* Fixed crash in Shadow force in the Laboratory level when the bridge breaks apart [dink, Pityesz]
* Fixed clicking noise when a replayed input ends [dink]
* Fixed many Megadrive games: The Chaos Engine, Ooze, Rock 'n Roll Racing, Outrunners, Buck Rogers, Dragon Slayer I & II, Krusty's Super Funhouse, S.S. Lucifer, The Earth Defense, Super Mario Bros. and Battle City, Klax, Feng Shen Ying Jie Chuan (Chi), Tiny Toon Adventures 3, Back to the Future part III (USA), Mickey Mania and possibly others. [dink]
* Mega Megadrive Overhaul pt.2: [dink]
* * Added support for mid-frame palette changes (For water effects in Sonic, Rocket Knight Adventures, Burning Force scrolls now..etc.)
* * Fixed audio glitches in Doom Troopers and Battle Squadron
* * Fixed Mickey Mania Moose level
* * Fixed Sonic 3D jittery SEGA logo
* * Fixed flickering in Ayrton Senna's Super Monaco GP II and Gunstar Heroes
* Enabled Hi-Score saving in most classic/pre-90's Capcom games [dink]
* Added 3x-sized avi output, for 720p/60hz Youtube video uploads [dink, Barry]
* New Rotary-button feature for Midnight Resistance, Heavy Barrel, Ikari/Victory Road and other games in the new SNK 3xZ80 driver, Ikari III, SAR Search and Rescue and Jackal [dink]
* * When this button is pressed: rotary direction becomes joystick direction
* Fixed some screen-related quirks in the legendary classic: Ambush [dink]
* Fixed Donkey Kong III save states [dink]
* Fixed sample engine broken since the last version of FBAlpha [dink]
* Fixed graphics and timing issues in Gradius III [dink]
* Fixed some issues with the cheat engine - some cheats would not disable [dink]
* Fixed coin inputs for Kamen Riders [dink, Gab75]
* Fixed music in Guardians / Denjin Makai II [dink]
* Fixed music in The Punisher (change cps1 qsound cpu to proper 8mhz) [dink]
* Fixed music in Karnov's Revenge [dink]
* Updated lzma lib. to 15.14 [Barry]
* Updated the libpng library to v1.6.21 [Barry]

Clones and updated romsets in existing drivers

* Sync. romsets with current MAME [Barry, JacKc]
* Added clone of Sengoku Ace (Japan, set 2) [Alex Cmaylo, JacKc]
* Added clone of Final Fight US [Coolmod, JacKc]
* Added clone of Rolling Thunder (rev 3, alternate?) [caius, JacKc]
* Added clone of 1943 (US) [caius, The Dumping Union, JacKc]
* Added clone of Out Run (deluxe sitdown) (Enhanced Edition v1.0.3) [JacKc]
* Added clone of Out Run (sitdown/upright, Rev B) (Enhanced Edition v1.1.0) [JacKc]
* Added clone of Lethal Enforcers (ver EAA, 09/09/92 09:44) [caius, JacKc]
* Added clone of Orius (ver UAA) / clone of Xexex [Ryan Holtz, Smitdogg, The Dumping Union, JacKc]
* Added clone of Super Street Fighter II Turbo (Hispanic 940223) [Artemio Urbina, JacKc]
* Added clone of Ninja-Kid II / NinjaKun Ashura no Shou (set 4) [system11, JacKc]
* Added clone of Ring of Destruction: Slammasters II (Hispanic 940902) [Raul Delgado, JacKc]
* Added clone of Miss World 96 Nude (alt) [system11, JacKc]
* Added clone of Double Dragon II - The Revenge (US, bootleg) [system11, JacKc]
* Added clone of Pirates (set 2) [caius, JacKc]
* Added clone of Street Fighter II' - Champion Edition (920313 'Taiwan' bootleg with PAL) [rtw, Smitdogg, The Dumping Union, JacKc]
* Added clone of Strider (USA, B-Board 90629B-3, Street Fighter II conversion) [system11, JacKc]
* Added clone of Sangokushi III Gaiden: Kakou-On's Revenge DX (hack) [system11, JacKc]
* Added clone of Multi Game '96 (Italy) [system11, JacKc]
* Added clone of Halfway To Hell: Progear Red label (2016-1-17 Red Label Ver) [The Halfway House, JacKc]
* Added clone of Multi Champ (World, older) [f205v, JacKc]
* Added clone of 1000 Miglia: Great 1000 Miles Rally (94/05/26) [caius, JacKc]
* Added clone of 64th. Street - A Detective Story (Japan, set 2) [Corrado Tomaselli, JacKc]
* Added clone of Donkey Kong - Arcade Rainbow (hack) [John Kowlski, JacKc]
* Added clone of Block Block (World 911219 Joystick) [caius, The Dumping Union, JacKc]
* Added clone of The King of Fighters '98 (Anniversary Edition 2016, EGHT hack) [EGCG 2016, JacKc]
* Added clone of The King of Fighters '98 (Combo) to 2016/03/21 version [Ivex, JacKc]
* Added clone of Armed Police Batrider - A Version (Hong Kong) (Mon Dec 22 1997) [Trap15, JacKc]
* Added clone of Batsugun (Korean PCB) [Alex Cmaylo, iq_132]
* Added clone of Last Resort (prototype) [Chris Ransley, JacKc]
* Added clone of Moon Cresta (SegaSA / Sonic) [Roselson (from AUMAP), JacKc]
* Added clone of Major Title 2 (World, alt sound CPU) [Mathieu Patard, JacKc]
* Added clone of Pac-Man (SegaSA / Sonic) [A.R.P.A., JacKc]
* Added clone of Come Come (Petaco SA bootleg of Puck Man) [Manuel Giron, JacKc]
* Added clone of Come-Cocos (Ms. Pac-Man) ('Made in Greece' Herle SA bootleg) [Heckler, JacKc]
* Added clone of My Hero (bootleg, 315-5132 encryption) [Andrew Welburn, JacKc]
* Added clone of Toki (US, prototype?) [Kevin Eshbach, JacKc]
* Added clone of Super Bishi Bashi Championship (ver KAB, 3 Players) [Skate, JacKc]
* Added clone of Majestic Twelve - The Space Invaders Part IV (US) [Artemio Urbina, The Dumping Union, JacKc]
* Added clone of Major Title 2 (World, set 2) [Porchy, JacKc]
* Added clone of Atomic Robo-kid (Japan) [Alex Cmaylo, JacKc]
* Added clone of Beast Busters (Japan, Version 2) [ShouTime, JacKc]
* Added clone of Mystic Warriors (ver AAB) [Bill D / The Dumping Union, JacKc]
* Added clone of Raiden DX (Japan, set 2) [Alex Cmaylo, JacKc]
* Updated the NeoGeo driver with the latest Unibios [JacKc]

New additions to existing drivers

* Added Fix-it Felix Jr. to the Megadrive driver [dink]
* Added Waimanu: Scary Monsters Saga to SMS driver [dink]
* Added Wing Force to the Kaneko16 driver [dink]
* Added MegaCart support to the Colecovision driver [dink]
* Added Princess Quest (MegaCart), Digger and Quest for the Golden Chalice to the Colecovision driver [dink]
* Added T*GunII, Chase and Papi CommandoMD to the Megadrive driver [dink]
* Added Big's Fishing Derby and Thunderbolt II to the Megadrive driver [dink]
* Added FatalSmarties to the Megadrive driver [dink]
* Added '96 Flag Rally to 1945kiii driver [dink]
* Added Ozma Wars to the Space Invaders driver [iq_132]
* Added Fire Ball (FM Work) to the Legendary Wings driver [iq_132]
* Added Unknown Neo-Geo Vs. Fighter (prototype) [Brian Hargrove, JacKc] to the NeoGeo driver

New drivers

* Added driver for Appoooh [vbt]
* Added driver for Cabal [iq_132, dink]
* Added driver for Fighting Roller [iq_132]
* Added driver for Battle Lane [iq_132]
* Added driver for Alligator Hunt and Maniac Square on Gaelco CG-1V/GAE1-based hardware [iq_132, dink]
* Added driver for Ikari Warriors, Victory Road, TNK3, Guerilla War, Chopper I, Bermuda Triangle, Psycho Soldier, Athena, ASO/Alpha Mission, Fighting Golf, Jumping Cross, HAL21, Vanguard II, Mad Crasher and Marvin's Maze on SNK 3xZ80 hardware [iq_132, dink]
* Added driver for Main Event and Canvas Croquis [iq_132]
* Added driver for Joyful Road / Munch Mobile [iq_132]
* Added driver for Himeshikibu and Android [iq_132]
* Added driver for Beast Busters and Mechanized Attack [iq_132]
* Added driver for Safari Rally [iq_132]
* Added driver for Mr. Jong and Crazy Blocks [vbt]
* Added driver for Lasso, Chameleon, Wai Wai Jockey Gate-In and Pinbo [iq_132]
http://www.fbalpha.com

puNES v0.99 released!

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puNES is an emulator under development that works on Linux32/64 and Windows32/64. The SDL version, of course, needs of SDL libraries to run. Uncompress the zip/tar file in a subdirectory and use. The emulator, finally, supports compressed archives.

Changelog:

Quote:

(Windows) Fixed bug that allows the monitor turned off during a game session.
Added "Pause" shortcut.
Better support for the submappers in NES 2.0.
Fix for recognize correctly the CHR RAM size with the NES 2.0.
Fixed saving of the option 'Permit "Up + Down" and "Left + Right"...' in the configuration file.
Added two new palettes (Thanks to Firebrandx for his work http://www.firebrandx.com/nespalette.html).
Fixed the mirroring in the VRC2 mapper.
Added the full support for the RetroArch's shaders (https://github.com/libretro/common-shaders).
OpenGL version support ".glslp" and ".cgp" (linux version need that is istalled the nvidia-cg-toolkit package) shaders.
D3D9 version support only ".cgp" shaders. Then, based on experience made in these months of development, in D3D9 version many shader ".cgp" do not work (such as CRT-royale), it seems that this shaders has been developed for the OpenGL version.
https://github.com/punesemu/puNES/releases

Please help me choose between two smart tv boxes with gaming capabilities

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Hello,

I'm having trouble choosing between two Android Smart TV Boxes to give my old TVs smart capabilities and also play some emulated consoles (not to mention native Android games and I also worry about the video playback performance).

One is called Cs918 and has a RK3188T processor Cortex A9 with Mali 400 GPU, 2 GB RAM and 8 GB internal memory.

The other has a 96-1488 MHz processor (it's advertised as a Cortex A9 but I suspect it is an Amlogic S805 Quad Core 1.5 GHz Cortex-A5). It has a Mali 450 GPU but only 1 GB RAM and 4 GB internal memory.

Both run Android 4.4.2.

Since upgrading the internal memory with an SD card is cheap, I think the GPU and RAM amount are the main differences (I'm not sure if the processors differ that much).

Does the Mali 450 GPU provide significant advantages compared to 400? With the tradeoff of 1 GB RAM less, will the box still be performatic?

PS: Hopefully I'm posting this in the right discussion forum. If not please advise. Thanks!

ePSXe v2.0.2 released!

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ePSXe (enhanced PSX emulator) is a PlayStation video game console emulator for x86-based PC hardware with Microsoft Windows or Linux, as well as devices running Android. It was written by three authors, using the aliases calb, _Demo_ and Galtor. ePSXe is closed source with the exception of the application programming interface (API) for its plug-ins.

ePSXe 2.0.2 for windows have been released.

You can find it in the downloads section.

In the first place, this version includes some important changes to improve the accuracy, sadly it could breaks games, if you find that a broken game on this version please report to epsxepc@gmail.com

The changes are:

Quote:

- Multi-language support. Added French and Russian languages (Thanks to Benjamin Sisko and paul_met). Other languages could be added in a future version.
- Fixed a delay slot bug in the interpreter cpu mode. It should run again some games broken on interpreter cpu mode on the v2.0. Fixed loading savestates from the UI in interpreter mode.
- Improved CDROM timing accuracy,bugs and change disc problems. Improved the timing when seeking and reading cdrom sectors, fixed Tales of Destiny 2 changedisc and fixed Twins Story and Harukanaru Toki no Naka de - Banjou Yuugi.
- Improved the GPU timing (when using the ePSXe GPUCORE). It fixes or improve some games as: Namco Vol 4, Soul Blade, Tunguska, Derby Stallion, Derby Stallion 99, NBA Live 99, Sangokushi Eiketsuden, Dukes of Hazzard, Alice in Cyberland, Vampire Hunter D, Macross Digital Mission VF-X, Monaco Grand Prix Racing, Power Dolls 2, Spots Goes To Hollywood ...
- Improved the GPUCORE. Fixed a bug while transfering data, improved screen centering (Star Ocean 2, Jumping Flash 2, Hogs of War...), fixed some gargabe on the borders when changing the resolution, fixed a scrolling problem, fixed a screen ratio problem when changing from windowing to fullscreen on the fly, added vsync support, and added support to select the blitter as OpenGL2 or OpenGL1 (it should be compatible with some old videocards, but shader support is not supported in OpenGL1 mode).
- Improved the openGL2 plugin. Fixes Xmen Mutant Academy 1 & 2, Nascar Thunder 2002/2003/2004, Pro Pinball - Big Race Usa, Pro Pinball - TimeShock, Pro Pinball Fantastic Journey and Worms Pinball (use framebuffer effects=0 in the pinball games).
- Changes in the SPUCORE. Implemented the SPU mute flag, it fixes some sound glitches during the pause in the game: Car & Driver Presents - Grand Tour Racing 98.
- Changes in the INPUTCORE. Now it has native supports for XInput devices, select Xinput when configurating the gamepad in the config dialog if you want use the XInput API. (mapping buttons is not required).
- Fixed the external input plugins support when stopping and pressing continue.
- Fixed the changedisc option when using external GPU plugins.
- Added support to overclock the PSX CPU. You can select x1, x1.5, x2.0, x3.0 and x4.0. Be careful it could break compatibility.
(Logo updated thanks to Robert Typek)
http://www.epsxe.com

cemu 1.4.1 released

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A new version of cemu released today, now to version 1.4.1

From the change log:

CPU: Added new instructions to recompiler: LWARX, STWCX, STWBRX, LHAUX, LHZUX, type 5, 6 & 7 for PSQ_L and type 5, 6 & 7 for PSQ_ST, DCBZ, ADDC, MFCR, FDIV, FADD, PS_SUB, PS_NEG.
CPU: Improved handling of XMM registers in recompiler. Drastically reducing the number of load/store operations when not enough registers are available.
CPU: Added SUBFME to interpreter.

coreinit: New API __ghs_mtx_init(), __ghs_mtx_dst(), __ghs_mtx_lock(), __ghs_mtx_unlock(), OSSleepThread()
coreinit: Added weak-symbol 'environ'

RPL: Added support for SDA and SDA2

fsa: Asynchronous file operations now support sending the result via message queue (instead of callback)

GX2: Added vertex data cache (cache vertex data in GPU memory instead of re-uploading it for every drawcall)
GX2: Fixed texture decoding for compressed textures with a size smaller than 16x16
GX2: Fixed AMD issue that occurred when glDrawBuffers() enables unused color attachment
GX2: Fixed AMD issue that occurred when glPrimitiveRestartIndexNV is used instead of glPrimitiveRestartIndex
GX2: Fixed AMD driver crash that could happen after shader compilation.
GX2: Fixed a multitude of issues when using Intel GPUs. Graphics are still horribly broken due to Intel's lacking OpenGL driver, but at least we can say we tried our best :)
GX2: Invalidate destination texture in cache after GX2SurfaceCopy()

vpad: Clamp left and right stick to length 1.0

### New in public release ###

general: CEMU now displays which GPU is used in the titlebar.

GX2: Fixed a timing related bug that could cause the emulator to stop rendering frames.


source: http://cemu.info
:: Cemu 1.4.1

Emulation Discord!

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We made a Discord server for the Emulation communities!

Our server has a few text and voice channels and some nifty features and bots, including one that gives live updates in its own channel giving live news feed from all the emulation-related subreddits. We also have a great and friendly modding staff. Interested in having a friendly chat with other enthusiasts, find people to play with and meet some future friends? Then come join us!

https://discord.gg/0wkYYCoGynQf9FNx

Discord is in many ways an improved Teamspeak/Mumble/Skype and is used to chat with multiple people (potentially thousands) at the same time in voice or text form. Discord is available on your internet browser but there is a client available which is recommended. Also on IOS and Android so you can chat with us on your phones or tablets. If you have any questions, concerns, recommendations, please share. Hope to see you soon.

If this isn't allowed...lemme know

Please Help issues with Mame on Android TV - Kodi

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Hi,

I'm new here and new to emulators and Roms, so dont be too hard on me ha ha.

So to give you as much info as I can, I have an M8 Android Media box and have been running Kodi/XBMC for some time. I recently discovered its abiltity to Play Roms and I am very excited. I have looked at some tutorials and I managed to get the Snes Roms working fine by downloading the Snes9x Emulator in the Google play store, adding the Kodi App Rom collection Browser. Kodi then sees the emulator on setup and I linked the rom path to a folder on a 8GB SD card, all worked fine and I was chuffed.

However when it came to the Mame files it was a different story. After researching on the internet best Android emulators the names that came up were MAME4droid and Retro arch so once again I downloaded these in the google play store, added the Mame zip files to the SD card (I kept them zipped) linked the path, however this time Kodi did not recognise MAME4droid as the emulator, only retro arch (2 versions) I have tried both and neither work. I have also been unable to sc$#@! any artwork for some reason.

It has recognised the file path as the list of all the MAMEzip files I have is on the screen in the Rom browser collection, but when I click on a title the screen goes black for a second and then returns to the list of games. I really dont know how to fix this. I have tried both Retroarch emulators neither seem to work. I have no idea why Kodi (Rom collection) wont recognise MAME4droid emulator.

I would really appreciate any help from anyone on here would love to be able to enjoy the arcade games I played as a kid, Final fight, Pang. Street Fighter. I know you can play these on the SNES and |Mega drive but doesnt feel the same.

Thanks guys hope to here from you soon.

CA

Help with N-rage xinput for xbox 360 cont(Axis related)

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Hey I'm in dire search of a fix for my issue's with N-ragev2 2.3, having to deal with the Z Axis in the L-R triggers.
Playing Zelda oot you are unable to hold target and shield with those triggers unless using "Xinput" built in N-rage,
the problem is Xinput overrides the Deadzone and Stick range to some unplayable value.
Which bring me he to see if there is a fix to the Z-axis problem or just another plugin I have missed. I've done some research without any luck on a good fix, would be awesome to get some feed back.

WWF Smackdown 2 KYR with (uMod)

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Here are some screenshots of WWF Smackdown 2: Know Your Role (PAL|NTSC). I used PCSXR along with my screenshot tool to take snaps. This game is capable of a lot more than what it used to be. I've been a fan since the initial release and have a desire to bring new fans about by creating something fresh and fun to play.

EDIT: I can't post snaps or links?

Bliss-box Is planning another KS this month

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Bliss-box Is planning another KS this month


The main goal for this KS is to create the remaining cables but there are going to be a few surprises this year.

Can't configure controls. Must be doing something wrong.

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I am using the latest 0.7a version of demul. But when I go to the control config screen, I can't seem to configure the controls at all. I click on a button on the screen, and it fills in some incomplete joystick axis info. I push buttons on the joystick and there is no change. I even tried to change the "coin" insertion key to another key on the keyboard, but the key doesn't show up on the screen. I must be doing something fundamentally wrong that I can't even change the coin key. Please help.

ePSXe v2.0.2-1 released!

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

ePSXe v2.0.2-1 Changelog:

Quote:

If the version 2.0.2 is crashing after run bios/game, or you are using the Russian language, please update, in other cases it is not necesary. It fixes a bug reading the cpu overclock data from the register, and the config gpu in Russian language.
http://www.epsxe.com

RockNES v5.20 released!

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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 v5.20 Changelog:

Quote:

- Removed all those gfx modes, prior to AUTO windowed or fullscreen modes.
- Removed video resolution setting from config file, now fullscreen mode always use the desktop resolution, unless you change it in the GUI.
- Removed sprite evaluation at pre-scanline.
- Changed unofficial opcode emulator behaviour - now it'll swap to GUI w/ RESET.
- Changed sound sample rate to 48000Hz. Tell me if you experience problems.
- Added unofficial opcodes + NOPs.
- Added screen blitter 4x size with interlaced mode.
- Added screen blitter 3x upscaler scanlined, pixelated and interlaced.
- Added video vertical retrace sync, _much_ smoother.
- Added various color effects like sepia, black&white, GameBoy and more!
- Added an option for signed or unsigned APU sound samples.
- Added cartridge board name when saving the iNES header info into a text file.
- Added ability to modify a value in the CPU PRG space.
- Added fast forward key, can be deactivated.
- Fixed NMI and VBlank timing obscure failures.
- Fixed mapper 69 for CHR RAM games.
- Fixed motion blur effect, still imperfect.
- Fixed VS palette setup.
- Fixed a bug assigning joystick buttons.
- Fixed PPU $2007 register, fixes the scorebar in Burai Fighter (U).
- Fixed WAV stereo sound recording (generated files had half size).
- Fixed palette selection/startup.
- Fixed palette entries $10,$20,$30 in #nesdev palette.
- Fixed a bug in the NMI timing.
- Fixed an obscure bug in the sprite evaluation code (overflow flag).
- Fixed OAM rotation (Sachen games/Tatakai no Banka).
- Fixed file closing, another obscure bug.
- Option "Set savestate slot to 0 on RESET" is now saved in the config file.
- Optimized PPU bankswitching and pixel color generation.
- General fixes and minor revision in the CPU instruction set.
- Revised config file parsing in order to avoid a potential crash.
- Improved RAMBO-1 PPU IRQ (mapper 64).
- Fixed mapper 90 IRQs.
- A few GUI and config changes, old rocknes.ini file is NOT recommended.
- Code cleanups, lots of minor rewrites, adjustments, text changes, optimizations.
http://rocknes.web.fc2.com

Joyce v2.2.9 released!

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Joyce emulates the Amstrad PCW on Unix, Windows and Mac OS X. Since it's written using SDL, it shouldn't be too hard to port it to other platforms such as MacOS Classic or BeOS.

Joyce v2.2.9 Changelog:

Quote:

This adds emulation of the Electric Studio light pen.
http://www.seasip.info/Unix/Joyce/index.html

Is the official forum, the Russian forum?

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Hi. In order to solve the problem I have posted just recently, I would like to post in the official forum. Is that the Russian forum? Can anyone help me with the capcha if that is the forum?

N64oid on nvidia shield tv

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I bought nvidia shield tv and the n64oid emulator runs flawlessly, but I can't seem to bind the c-buttons to the controller.. any solutions?

Glide64 2.0.0.5 not loading textures in Project64 2.2.0.3

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Woo lord.

Okay, I haven't played an N64 game in ages and got it in my head I needed to play some No Mercy. Grabbed a couple of texture packs, thought Glide looked relatively simple- HAH.

I'm on a Windows 10 PC, 64 bit, running Project64 2.2.0.3, with Glide64 2.0.0.5. Nothing but problems so far. It doesn't even attempt to load textures. It dumps them fine, but no load. Tried some instrux in a tutorial here about where to put the textures (I have them in Project64 2.2/Textures/WWF No Mercy/), and I've had them in about 70,000 other places as well, but if there's a load notification, I haven't seen it, and when I go in, I've checked all the wrestlers, no hi res textures anywhere. (Currently trying to load a Mortal Kombat set.)

Additionally I have 2 versions of N-Rage - 2.3c and "For PJ64" 2.4.0.4 - and no matter what, whether I have the plugin or the emulator handle the .mpk files that came with it, no go. If I have the plugin handle it, it says the file is the wrong size and might be damaged, and doesn't load it, and the game acts like there is no save there.

I've been beating my head against the wall for the better part of the last 24 hours trying to figure all of this out. I can't seem to find anything online indicating that I'm doing anything wrong or that anyone else is having the problems I am, and I have no idea what the heck could be wrong. Any assistance would be greatly, greatly appreciated. I used to run a fantasy efed for 7 years off of the Smackdown/2kX series, and then for about a year off of M****ie's Wrestling Encore games, and now I'm thinking about transferring the fed characters into No Mercy for the hell of it, but if I can't get mods to work, seems like kind of a moot point.

Thanks so much!


EDIT: I have no idea what changed, but right after I posted this, it cached all of the textures into a .dat file located in Textures/cache/. However, it still doesn't seem to be actually loading them in- I can't locate any of the textures on any of the in-game characters and I tried creating a character and couldn't find them, either. Weird.



EDIT 2: Found a lil more info, ends up the textures aren't named correctly, so they aren't replacing anything. Found out by dumping a few textures and editing one, and boom, worked like a charm. Still have the issues with the N-Rage save bit, but at least it's something! Thanks!

Development Environment for Building Project64

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Does anyone know if there are any official/unofficial instructions available for compiling Project64 from source? Specifically I need to be able to compile the NRage plugin in relation to the Hey You, Pikachu! HLE Implementation Project. (Any developers interested in helping with this would be greatly appreciated as well, we have ulao from BlissBox helping on the hardware side)

I noticed that there are Visual C++ project files for 2008, does anyone know how to get it up and running on 2013 or 2015 community edition? I haven't done C++ in a few years, so I'm a bit rusty on build configurations, so if there's a newb-friendly tutorial, I'd greatly appreciate it.

RockNES v5.21 released!

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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 v5.21 Changelog:

Quote:

- Fixed color style menu, should be functional.
- Fixed problems in the MMC3 IRQs.
- Fixed path setting (directories) problems.
- Fixed external palette loading.
- Fixed copyright year.
- Item "view palette ram" is enabled again after a game loading.
- Removed unused debug code/junk.
- Removed MinGW DLL dependencies.
- Other minor fixes and cosmetic changes.
http://rocknes.web.fc2.com

Attract-Mode Emulator Frontend 2.0.0 Released!

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Attract-Mode is a graphical front-end for command line emulators such as MAME, MESS and Nestopia. It hides the underlying operating system and is intended to be controlled with a joystick, gamepad or spin dial, making it ideal for use in arcade cabinet setups. Attract-Mode is open source and runs on Linux, Mac OS-X and Windows.

Features:
- Raspberry pi support. Thanks to nitrogen_widget for digging into this and helping to get it up and running!
- Multiple monitor support (Windows and Linux)
- Artwork scraper added to automatically download missing snapshots, marquees, wheel logos, flyers, boxart and even fanart images.
- Improved support for different image formats.
- Spanish translation (thanks Seru!)
- Added fade effect module for layouts (see reflect layout and the fanart background option in cools' layout)

Attract-Mode v2.0.0 Changelog:

Quote:

### Andrew Mickelson (15 commits)

* Fix creation of config directory when no trailing slash specified at command line
* Issue #214 - fix artwork update when un-faving a favourite
* Issue #200 - Fix Vid.ImagesOnly flag for multiple directories
* Fixed crash in text when word_wrap is enabled
* back out commit 7d74b2e4ee63d3468cca1c8f7e6f50c114e67685
* Fix "Minimum Run Time" setting on OS X and Windows
* Issue #207: use mkdir -p in Makefile
* Update attract.rc strings
* [Windows] Issue #199 - request focus after exiting game
* Minor compile updates (docs, freetype2 include)
* Added support for .tcc True Type Fonts
* From ArcadeBliss: Fix fade.nut to fallback to layout if missing artwork
* --full command line flag now works for listsoftware scraping
* From chrisvg: updated pan and scan module to 1.2
* Added chrisvg's updated intro and LEDBlinky scripts

### Jeffrey Clark (3 commits)

* attracman: mirror player sprite instead of rotate and hide ghosts on death
* attracman: refactor playfield data
* intro: improved auto ar selection

### Matthew Barnes (2 commits)

* Restore movie volume setting in post-run
* Cools: Fix off-by-one error in ToNewList transition

## Commits from v2.0.0-rc2 to v2.0.0-rc3

### Andrew Mickelson (10 commits)

* Added a reference to the "Intro to Squirrel" wiki page in Layouts.md
* Added chrisvg's pan-and-scan module
* [Windows] Issue #193 - slight rework of code that waits for emulator return
* Fixed crash when generating mame romlist
* Issue #191 - fix preserve_aspect_ratio image positioning on rotated images
* Fix crash (display change with empty romlist)
* Friendlier make output
* Improved emulator "System Identifier" settings
* Fixed loading of images from zip archives with subfolders
* Fixed some layout and module path issues, added liquid8d's preserve-art module

### Jeffrey Clark (3 commits)

* cleanup some clang warnings
* fix win32 FE_DEBUG compile and cleanup warnings
* minor build cleanup

## Commits from v2.0.0-rc1 to v2.0.0-rc2

### Andrew Mickelson (4 commits)

* Consistent capitalization and naming of layouts
* Fix animate module for linux system-wide installs
* [Windows] Fix broken loading of animate module on windows
* FFMpeg: PIX_FMT_* -> AV_PIX_FMT_*

### Jeffrey Clark (1 commits)

* package scripts, only remove abbreviated object from version tag

## Commits from v1.6.2 to v2.0.0-rc1

### Andrew Mickelson (48 commits)

* Update debian packaging for 2.0.0
* Bump to version 2.0.0
* Change memory management of zip file buffer
* Added missing language string (add/remove favourites)
* Fix order of StartLayout transitions
* Issue #186 - release audio before launching an emulator
* Enable background loading for swf files
* Issue #183 - fixed first launch crash
* Force swf texture heights to a multiple of 4
* Added option to go directly to the "Displays Menu" at startup
* Various improvements (Hyperspin and SWF related)
* Speed up swf loading
* Added USE_GLES make flag
* Added transparent backgrounds for swf files
* Preliminary support for displaying Hyperspin themes
* Fixed another gameswf access violation
* Fixed access violation in gameswf
* Added ability for scripts to get the index of the current Display
* Fixed the NO_SWF build
* Added option for how artwork is presented to the attrac-man layout
* Issue #178 - fixed artwork path format regression
* Issue #176 - Fixed video pixel aspect ratio
* Removed abandoned files: fe_icon.hpp, attract.cbp
* Save displays under the correct "display" tag in our config file
* Show plugin descriptions when browsing plugins in config mode
* Added ability to query Display setttings and set the Display from layout/plugin scripts
* Added config options for when a display gets shown
* Rearranged layout loader so xml gets done last
* "mess" scraper improvements
* Added a cache for zip file contents to improve performance
* Make it a bit easier to load a script from inside a zip file
* Issue #173 - configuration menu now always uses the default font
* Issue #175 - Support zipped artwork
* Fixed hang during scraping
* Pause video playback when scraping and generating rom lists
* Issue #171 - Snaps / Videos only working with full fixed drived location
* Issue #172 - Allow 'Themeable' Display/Filter/Exit/Overlay menus
* Fixed setting of rows and background colour in listboxes
* Update progress in UI when calculating CRCs
* Match roms based on CRC (if we can) when doing -listsoftware list building
* Save processing by caching paths used repeatedly in script handling
* Reorganization of scaper
* Issue #170 - improved logging of errors from thegamesdb.net
* Issue #166 - Fixed changing window mode causing a blank screen
* Added ability to get/set an object's zorder in layout and plugin scripts
* Issue #165 - workaround for FFmpeg not recognizing xmv files
* Issue #163 - Added "preserve_aspect_ratio" setting for entire layout

### Jeffrey Clark (8 commits)

* Count merge commits in version
* Fix dirty source version
* fix build error (typo)
* Cleanup version handling
* Refactor windows package script
* Fix missing UINT64_C when compiling with ffmpeg support
* Fix FE_DEBUG windres build error
* Hide console instead of closing it, fixes #164
http://attractmode.org
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