2009-05-07

Dolphin SVN r3164

EmuCR:DolphinDolphin SVN r3164 is released.Dolphin is the first Gamecube emulator able to run commercial games! Even at its early stage some games manage to load and run but not perfectly. Please remember that Dolphin is an experimental GameCube emulator so many games might not run and for the ones that do run you will need a strong PC.

Dolphin SVN changelog:
r3156
wiiuse can read data on osx now
r3157
DSP small program to print result dump files.(Looking for suggestions on how to make it look nicer)
r3158
Move the printresult tool so that it doesn't mess with the DSPSpy build.
r3159
Add PC-native DXT1 support to VideoCommon and VideoOGL. Thanks to XTra.KrazzY and death2droid.
r3160
Fix the message, for good. See the comments to r3146 for more info on the choice of this particular term.
r3161
Fixed support for adding encrypted cheatcodes through GUI
r3162
Some source code clean up(Making stuff more understandable)
r3163
Moved the enum from the main file to the header.
r3164
More clean up's.

Download:Dolphin SVN r3164 x86
Download:Dolphin SVN r3164 x64
Source:Here

PCSX2 SVN r1138

EmuCR:PS2 emulatorPCSX2 SVN r1138 is released.PCSX2 is a PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.

PCSX2 SVN Changelog:
r1125
ZeroPad: Apply the multiple key patch in issue 197 to ZeroPad. Currently Linux only.
r1126
ZeroPad: Commit bolche's Analog control code, ifdeffed out, so I don't forget to add a gui for it and enable it some day.
r1127
Zeropad: Clean up the code so that if I have to go back into it, it's easier to read.
r1128
ZeroPad: Patch to fix a bug introduced in r1125.
r1129
Fix bug from r1116 [essentially a misplaced jNO_DEFAULT directive].
r1130
ZeroPad: Revert the changes to the Windows files in ZeroPad, and ifdef off the changes in the common areas, as the Windows version of ZeroPad is clearly only working by voodoo and bailing wire on Windows. (Note: unable to reproduce ZeroPad working properly in any revision [including playground days] on any version of Windows available. Likely because I don't have any poultry handy to sacrifice.)
r1131
Improved handling of jNO_DEFAULT so that it performs a sanity check in Devel builds [currently applies to Pcsx2 only since we don't have a standard define macro for devbuild in the plugins].
Cleaned up and abbreviated logging for the new IOP HwRead/Write handlers.
r1132
Apparently the MSB of integer register specifications in VU micro instructions is ignored, making the upper 16 registers mirror the lower 16. Changed all relevant instructions to reflect this.
r1133
Apply recent Iop HwRegister handler changes to the EE's mapping [EE has direct access to IOP memory and registers through a special tlb mapping, intended for ps2dev debugging, and generally used by bios only during boot-up).
r1134
This is why a type safe emitter is important.
r1135
Small speedup for the EE/IOP recompilers, by removing the legacy limit on the number of recompiled blocks (was causing recompilers to reset the code buffers way more than necessary).
r1136
pcsx2:
- PCSX2 would repetitively call CDVDopen if loading an elf file and your cdvd plugin didn't have an ISO already pre-loaded. Basically I had to switch to CDVDnull whenever I wanted to load an elf... well not anymore xD
microVU:
- Implemented the VI regs thing where if an opcode tried to access vi regs 16~31, the VU's should return vi0~15 (viReg & 0xf); technically it should never happen, but from my tests the BIOS seems to do this... so maybe some rare games do it too...
- Our VIF code apparently uses VU cycles for some stuff, so I now update the
cycles variable VIF relies on.
- Minor Optimizations
r1137
Optimized vtlb direct path memory operations using some crafty asm code. Expect 2-3% speedups in most things, and perhaps more in some FMVs.
r1138
Some code cleanups for the new vtlb optimization (no intentional functional changes -- just deleted unused code and converted all of vtlb to the new emitter syntax. Let's hope I didn't typo anything!)

Download: PCSX2 SVN r1138
Download: ZeroPAD SVN r1130
Download: Plugins Pack Beta Compiled DLLs [14 April 2009]
Source:Here

Glitch64 SVN r16

Glitch64 SVN r16 is released.GlideHQ is a realtime texture enhancer library with hi-resolution texture pack support for Glide64.Glitch64 is the recommended Glide3x wrapper for Glide64, the Glide video plugin for N64 emulators. It currently supports S3TC texture compression, anisotropic filtering, widescreen resolutions and simulates almost all the Glide3x hardware capabilities used by the plugin, included texture buffer capability (needed for render to texture). It is coded using the OpenGL API and uses GLSL shaders.

Traditional and non-traditional techniques have been used to achieve speed and high image quality even on a 9 year old 3Dfx Voodoo2. Although the 3Dfx Glide3x texture format naming conventions are used, the library can be expanded for generic use. The library supports 6 enhancers and 6 image filters. FXT1 and S3TC texture compression are supported.

Glitch64 SVN changelog:
r11
turn on memory cache compression
r12
changes to support boost 1.38.0 and libpng 1.2.35
r13
allow memory cache for "non-enhanced" textures
r14
removed DUMP_TEX condition
r15
cleanup
r16
added basic dds file format support for dxt1, 3, 5 texture

Download: Glitch64 SVN r16
Source:Here

ZZogl SVN r148

ZZogl SVN r148 is released.ZZogl is project to completely redone ZeroGS openGL, to keep it in more maintainable and readable state.

Download:ZZogl SVN r148
Source:Here

Fceux SVN r1288

EmuCR:FceuxFceux SVN r1288 is released.FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches.The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.

Fceux SVN changelog:
r1284
gfceux now runs from its source directory without being installed
r1285
attempt to load the in-tree gfceux scripts before loading the installed scripts (to ease development out of the tree)
r1286
Removed the need for the glade XML converter
Also removed some silly glade errors
Changed the installation instructions to prevent breakage
r1287
don't like this file
r1288
Win32 - Stop movie at frame x feature - fixed off by 1 error

Download:Fceux SVN r1288
Source:Here

DeSmuME SVN r2109

EmuCR:DeSmuMEDeSmuME SVN r2109 is released.DeSmuME is a freeware emulator for the Nintendo DS(NDS).

DeSmuME SVN changelog:
r2100
win32: apply HerrDoktorTuba patch 2787336 for better commandline parsing
r2101
Last hunk of ldesnogue patch to make desmume more 64 bit architectures friendly: convert Ceil28_4 to use int instead of long.
r2102
win32: rollback filename parsing patch. it can't handle filenames with spaces. i know that was the point, but it doesnt even work with quoted paths.
r2104
integrate previous with trunk
r2105
win32: fix tile viewer lcdc mode which broke due to changed memory mapping
r2107
fix bug where dma length > 128k words was misinterpreted, causing catastrophic failure.
r2108
fix #2787953 (2D windows and colour effects on the backdrop)
r2109
fix tex coord transform mode 3, which had been entirely broken since rev 1411; this will fix some cases of 3d ortho sprites

Download: DeSmuME SVN r2109
Source:Here

Jpcsp SVN r1035

EmuCR:JPcspJpcsp SVN r1035 is released.JPCSP is a PlayStation Portable(PSP) emulator which is written in JAVA. JPCSP is the first PSP emulator that is written in JAVA. Most people think java is too slow. But Shadow and his team has proven us wrong. The newest Java versions are almost as fast as C which makes it very interesting for emu dev's. Shadow and his team are working day and night with pleasure on the emu, many coders have dedicated to the project. Because it's written in java many young devs find it interesting to learn how the emulator works.

JPcsp SVN changelog:
r1035
mpeg update, including new callback mechanism (doesn't work in recompiler yet).
other minor changes.

Download: Jpcsp SVN r1035
Source:Here