Jpcsp SVN r993 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:
r993
fixed kernel start module (undocumented return value is actually the module id)
Download: Jpcsp SVN r993
PCSX2 SVN r922 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:
r916
Did some testing on the V3_# unpacks, they do some strange stuff for what goes in the W vector every 6qw of original data. Also fixed the use of the size variable so Xmen works again.
Note: Nobody will notice this as SSE unpacks are forced on (for now)
r917
Emitter renovations of a large scale sort (only up to phase 1). Intel's 'group 1' instructions now use a completely new ModRM/SIB encoder, along with a nicely object-oriented interface. I created some macros to retain backward compat for now, and will continue implementing the rest of the instructions later as I have time.
Also: Removed x86/64 instructions from the emitter.
r918
Linux compiles again. Added back in potentially obsolete code, since it's still
called.
r919
Switched the emitter over to using Thread-Local storage (TLS), which removes all the templates and brings us back to a more traditional-looking, macro-free, and intellisense-friendly implementation. Plus it's a lot less prone to errors and will make debugging easier down the road. (next commit will rename the files back to .cpp and get them out of the header includes)
r920
couple of changes, very minor speedup
r921
Reverted the emitter back to a c/cpp form from inl files (probably wasn't necessary, but I don't like having code in header/inl files when I can help it).
Also:
* Fixed a couple potential bugs in some Rm forms of MMX instructions.
* Improved compilation times by isolating BaseBlockEx.h to the files the needed
it (it uses STL junks).
* Removed some dead code form emitters and BaseBlockEx.
r922
Implemented the 16 bit forms of Group 1 instructions into the new emitter.
Download: PCSX2 SVN r922
Download: PCSX2 Plugins
the author said:
More stuff from Japan just arrived today!
Otenami Haiken (G-Net card)
Shanghai Sangokuhai Tougi (G-Net card)
Plus some other items...
Hana Jingi PCB (to decap/trojan CPU internal ROM)
Mahjong Cafe Doll CPU (to decap/trojan internal ROM)
Legend of Hero Tonma 8751 MCU and PAL
Pound for Pound M85 PALs and BPROMs
Great Sluggers '94 C369 KEYCUS
Thanks to a member of Team Japump for helping to locate the G-Net cards and sending the other chips for decapping. Also thanks to Tokrot for buying my Taito G-Net Super Puzzle Bobble card so that we actually had enough money to buy the two G-Net items.
Also, here's a pic of the last Japanese haul...
I forgot to mention a couple of items in the news below. In this lot were also two Konami boards that were not working that we obtained for free, Cows Boys of Moo Mesa and Mystic Warriors. It turns out that Mystic Warriors is the JAA version which is not dumped so we have a nice bonus!
The last item I want to mention is at the very top left. It's a NAOMI Virtua Golf panel to fit my Sega Astro City cab. There's an extra I/O board under the panel containing a ROM that is currently not dumped. That should help some way towards getting it booting in MAME.
the developer said:I was planning to keep this a secret until I got at least one game running correctly, but it didn't take long at all.
So far, Kirby's Dream Land 3 and Dragon Ball Z: Hyper Dimension are fully playable. Marvelous has graphical issues. Super Mario RPG and Parodius 3 lock up. Mostly because I've only emulated the core SA-1 CPU, the Super MMC and the ALU. Still have to implement interrupts and timers, bitmap<->bitplane character conversion, variable bit-length reading, DMA, RAM protection, etc. I plan to support the entire chip, even if most games don't use much of it.
Speed isn't nearly as bad as I thought it was going to be. I get about ~88fps in Kirby 3 in the most intensive parts on an E8400 @ 3GHz. This is compared to ~148fps in Zelda 3. Speed may drop a bit more, especially after supporting the H/V timer, but I'm hoping my theory on how the counters work is correct; such that most games won't need these to be active most of the time.
Overall, it's easily the lowest-level SA-1 emulator around. It's bus-cycle accurate, and syncs immediately with the S-CPU. So even if the S-CPU modifies RAM in the middle of an SA-1 opcode, the SA-1 will immediately detect this 'just-in-time', and vice versa. I even have rudimentary bus-conflict timing support. Eg when both the S-CPU and SA-1 attempt to access game pack ROM at the same time, the SA-1 will stall to allow the S-CPU unfettered access. It isn't perfect, but it should average out to almost exactly the same speed as the real processor. I can improve it easily enough, but it would cause a speed hit in all games. We previously estimated that this level of accuracy would require at least 10GHz. Then again, perhaps it does on the Pentium IV architecture :P
I'm really happy I was able to get this running at a semi-decent speed. Given it's the only co-processor to actually have real timing, and I get to use the cycle-perfect S-CPU core with almost no modifications, I intend to get this as bit-perfect as possible.
Speaking of which, the speed hit for adding SA-1 to other games is roughly ~3-5%. This is because the core timing mechanism of the emulator needs to support a co-processor thread. There's just no easy way to avoid adding co-processor checks to the most CPU-intensive part of the emulator.
Lastly, this isn't an invitation to harass me about adding SuperFX support :P
I recently re-wrote the S-CPU opcode macro processor to use a more generic approach, and decided to abstract the opcodes to share them with an SA-1 core. Needless to say, I was quite surprised to get at least two games fully playable with only two days' worth of effort.
the author said:
Last week my friend Gareth sent me a faulty “The Typing Of The Dead” NAOMI Cartridge
He said the cart was not working, in adition the cart arrived pretty destroyed (one of the connectors was totally destroyed), so i desoldered the Mask ROMS
After 8 hours of soldering (i still dont have a SOP44 socket) i dumped the 18 maskroms
Unfortunally one of the roms seems faulty (i tried to redump it 4 times (desoldering it and soldering it again) and allways got the same crc)
Anyways the game works pretty well at Makaron emulator, so i had a look into the damaged rom and noticed that only sound that was there.
So IC15 needs to be redumped
GameEx v10.01 is released.GameEx is a graphical DirectX based front-end for MAME, Zinc, Daphne, PC Games, and all command line based game emulators, along with being a good Home Theatre PC solution. It also makes a good CarPC and touchscreen frontend. The original goal was for it to be used on Windows XP Media Center and Arcade Cabinets although it will run on any version of Windows 98, ME, 2000, XP and Vista.For just $25 (USD) you can too unlock the full potential of the front end.
the developer said:
Well, here it is folks - GameEx version 10. I wanted to do more for this release, but there will be more to come. Finally with this release probably the most requested feature is now available. Complete menu customization is now possible. Organize the layout, structure and appearance of the GameEx pages, and create your own menu system. Unfortunately there is no GUI tool for this yet, but I plan to work on one shortly. In addition, I have idiot proofed things a little. Errors with an emulator configuration are now reported directly in the front end, and when a theme wont load due to a resolution difference GameEx will switch to the default theme. GameEx will also search for a MAME executable if the path is correct but the executable is not. Finally theres various minor bug fixes and optimizations.
Download:GameEx v10.01
Raine v0.51.5 is released.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.
Raine v0.51.5 Changelog:
- Fix the bad display of initial screen when using a low resolution in ms windows
- console: After 100 traces (step, next, etc...), we had a very nice buffer overflow. It's fixed now...
- F3 now displays wether the save slot is free or the date and time of the savegame if it's already used (default key for next save slot)
- Now the console calls automatically m68kdis when it needs disassembling.It has a cache system to keep the process very fast, and it's much more convinient than calling it manually from outside raine.
- When running a game from the command line in fullscreen with yuv overlays enabled, windows was producing a very psychadelic screen at start, which could crash some systems (vista...). It's now fixed (windows specific).
- double buffer : the option gets a new setting in the video option dialog :"Even with overlays" to force double buffer when using yuv overlays. The default in the previous versions was to force double buffer as much as possible, but it was producing some bad things with overlays on some setups (screen flickering, emulation slowing down...). So unless you absolutely want to force double buffer, leave this option on its default value: "when possible", it should improve yuv overlays.
- Reset game in "Game Options" in the gui now immediately returns to the game
- gui: The font size is checked every time the video mode changes now, which avoids a glitch where the dialogs might be unreadable after changing the video mode.
- Improvements to the gui, fixes some display bugs, and the file/dir selector gains a title.
Download: Raine v0.51.5(Windows binary)
NeoRaine v1.2.6 is released. NeoRaine is a fast Neo Geo CD emulator. NeoRaine is a fast emulator for the old Neo Geo CD game console, based on neocdpsp.It does not try to emulate the raster effects. As a result, "Riding Hero" is unplayable because it simulates 3D effects using raster interrupts.All other Neo Geo CD games should work.Similar like what MESS is to MAME, NeoRaine shares code with the main project Raine and is developed alongside, so the source code is distributed together.
NeoRaine v1.2.6 changelog:
- There was again a bug in the crc calculation of the cache, which prevented neoraine to load a file it should have loaded from the game in some cases. Since I really had too many bugs of this kind, I completely disabled the optimization and thus fixed this bug for good this time. You should get much more reliable savegames now, especially with games which load tons of files like king of fighters. (It also affects normal play, when loading files between rounds).
- See raine 0.51.5 changelog for generic changes in this version (gui,double bufer, etc...).
Download:NeoRaine v1.2.6
Mednafen v132 is released.Mednafen is a multi-game-system emulator, for various platforms, including emulation of the following systems:Atari Lynx,Famicom,GameBoy (Color),GameBoy Advance,Neo Geo Pocket (Color),
NES(both NTSC and PAL),PC Engine/TurboGrafx 16 (CD) and SuperGrafx,PC-FX,WonderSwan (Color).
How to use:here
Download:Mednafen v132
Dolphin SVN r2911 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:
r2900
Edited wiki page through web user interface.
r2901
Added separate log for DSP LLE.
r2902
Copied register table from hermes code
Please use instead of magic numbers
r2903
More commenting and cleanup and added another BP Function.
r2904
DSP: Remove all mentions of the mysterious DROM. Write protect the ROMs and IRAM as much as possible while loaded (to make sure they don't get corrupted by some memory overwrite or whatever). Make instruction reads stricter - iram and irom don't wrap anymore (not 100% sure about this one). Misc cleanup + changes.
r2905
splitting shifti to lsr/lsr/asl/asr please review
r2906
DSP: minor shift instruction tweaks. that stuff about negated shift amount in the comments is spooky though. gonna have to run some test code.
r2907
minor dsp debugger improvements
r2908
More clean up + ilrrn
r2909
forgot the opcode
r2910
implement clrl (clral0/1) in the table
r2911
more doc and small fix
Download:Dolphin SVN r2911
PCSX2 SVN r915 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:
r915
microVU: more recompiler first-pass implementation stuff...
Download: PCSX2 SVN r915
Download: PCSX2 Plugins
DeSmuME SVN r1831 is released.DeSmuME is a freeware emulator for the Nintendo DS(NDS).
DeSmuME SVN changelog:
r1828
Fix card reads below 0x8000
r1829
typo in comment
r1830
unify eols in saves.cpp and saves.h
setting svn:eol-style to native for saves.cpp and saves.h
r1831
all .cpp .h files: convert to uniform EOLs and set svn:eol-style to native
Download: DeSmuME SVN r1831
Jpcsp SVN r992 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:
r991
Basic implementation for sceSasXXX sounds.
sceSasCore: delay the thread to not slow down the application (real function of sceSasCore is still unknown).
r992
updated findings of sascore
Download: Jpcsp SVN r992
Snes9x GX 4.0.0 is released.Snes9x GX is a Super Nintendo(SFC) emulator based on Snes9x, ported to the Wii and GameCube. The code is a continuation of Softdev and Crunchy2's efforts, and uses libogc and devkitppc.
Snes9x GX Features:
- Based on Snes9x 1.51 - superior ROM compatibility
- Wiimote, Nunchuk, Classic, and Gamecube controller support
- SNES Superscope, Mouse, Justifier support
- Cheat support
- Auto Load/Save Game Snapshots and SRAM
- Custom controller configurations
- SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
- Autodetect PAL/NTSC
- 16:9 widescreen support
- Open Source!
Snes9x GX 4.0.0 changelog:
* New GX-based menu, with a completely redesigned layout. Has Wiimote IR support, sounds, graphics, animation effects, and more
* Thanks to the3seashells for designing some top-notch artwork, to Peter de Man for composing the music, and a special thanks to shagkur for fixing libogc bugs that would have otherwise prevented the release
* Onscreen keyboard for changing save/load folders and network settings
* Menu configuration options (configurable exit button, wiimote orientation,volumes)
* Configurable button mapping for superscope, mouse and justifier
* New save manager, allowing multiple saves and save browsing. Shows screenshots for Snapshot saves, and save dates/times
* Experimental hq2x filter, contributed by michniewski
Download:Snes9x GX 4.0.0 - GameCube
Download:Snes9x GX 4.0.0 - Wii
Visual Boy Advance GX 1.0.8 is released.Visual Boy Advance GX is a Game Boy(GB)/Game Boy Color(GBC)/Game Boy Advance(GBA) emulator based on VBA-M, ported to the Wii and GameCube. The code is a continuation of Softdev and emu_kidid's efforts, and uses libogc and devkitppc.
Visual Boy Advance GX/Wii Features:
- Wiimote, Nunchuk, Classic, and Gamecube controller support
- SRAM and State saving
- IPS/UPS/PPF patch support
- Custom controller configurations
- SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
- Compatiblity based on VBA-M r847
- MEM2 ROM Storage for fast access
- Auto frame skip for those core heavy games
- Turbo speed, video zooming, widescreen, and unfiltered video options
Visual Boy Advance GX/Wii 1.0.8 changelog:
* "Match Wii Game" controls option! Games that have a Wii equivalent can be
played using the controls for that Wii game. For example all Zelda games
can be played with Twilight Princess controls. See the Instructions section
below for important details.
* Rotation/Tilt sensor games all work
* Solar sensors (Boktai 1/2/3)
* Rumble (except for games that rely on Gameboy Player)
* Keyboard
* PAL support, finally!
* New scaling options, choose how much stretching you want
* Colourised games now partially work but still have distortion
* "Corvette" no longer has a screwed up palette (but still crashes)
* Triggers net reconnection on SMB failure
* Source code refactored, and project file added
* Instructions section added to this readme file
Download:Visual Boy Advance GX 1.0.8 - GameCube
Download:Visual Boy Advance GX 1.0.8 - Wii
Glide64 Napalm PR 1.2.1 is released.Glide64 is a graphics plugin for N64 emulators such as Project64, 1964 and Mupen64. It uses the 3dfx Glide3x API, and it supports many games. If you don't have a 3dfx card, you can use a Glide Wrapper.
The developer said:
I forgot to add one more fix for Beetle Adventure Racing to previous release.
Download:Glide64 Napalm PR 1.2.1

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