2015-04-01

Citra Git (2015/04/01)

EmuCR: CitraCitra Git (2015/04/01) is compiled. This is the trunk of Citra Project. Citra is an experimental open-source Nintendo 3DS emulator/debugger written in C++. At this time, it only emulates a very small subset of 3DS hardware, and therefore is only useful for booting/debugging very simple homebrew demos. Citra is licensed under the GPLv2. Refer to the license.txt file included.

Play! Git (2015/04/01)

EmuCR: Play!Play! Git (2015/04/01) is complied. Play! is an attempt at creating an emulator for the PlayStation 2 (PS2) console on the Windows platform. It is currently written in C/C++. It uses an instruction caching/recompilation scheme to achieve better performance while emulating the CPU.

x360ce SVN r1154

EmuCR:x360ce x360ce SVN r1154 is compiled. Xbox 360 Controller Emulator (a wrapper library that translates the xinput calls to directinput calls) which allows your controller (GamePad, Joystick, Wheel, ...) to function like an Xbox 360 controller on a Windows PC. For example it allows you to play Grand Theft Auto (GTA) game with Logitech wheel.

ZXMAK2 SVN r38620

ZXMAK2 SVN r38620 is compiled. ZXMAK2 is plugin based ZX Spectrum Virtual Machine. On the other side, this is flexible ZX Spectrum emulator. Project written in C#. Currently it works on Windows platform and using Managed DirectX.

AntiMicro v2.13

EmuCR: AntiMicroAntiMicro v2.13 is released. AntiMicro is a graphical program used to map keyboard keys and mouse controls to a gamepad. This program is useful for playing PC games using a gamepad that do not have any form of built-in gamepad support. However, you can use this program to control any desktop application with a gamepad; on Linux, this means that your system has to be running an X environment in order to run this program.

D2X-XL v1.17.104

EmuCR:D2X-XLD2X-XL v1.17.104 is released. D2X is a port of Descent 2 to OpenGL. It is an open source project and has received a lot of enhancements compared to Descent 2. My work on this project would not have been possible if hadn't been for the people who initially implemented the OpenGL and SDL code in D2X, so my thanks to them: It is for them that we can still play this great game on modern hardware. My thanks also to the many people who have provided input for this project, be it in the form of bug reports, great ideas, logos, encouragement, or other.