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Thema: News-Thema - Hier kommen alle neuen Emulatoren und Released rein!

  1. #17
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    Neue Version des Nintendo DS-Emulators "Dualis" erschienen

    Hallo.

    Es ist eine neue Version des Nintendo DS-Emulators "Dualis" erschienen.

    Name: Dualis 20.3


    Homepage des Emulators:
    http://dualis.1emulation.com/index.html

    (Direkt-Download des Emulators)


    CPU: Fixed a bug in the division SWI
    GPU: Fixed some tile flipping bugs
    GPU: Optimized rendering of extended palette BGs a bit
    GPU: Disabled rendering of OBJ windows
    MMU: The FAT is now writeable
    INP: The keyboard layout can now be configured in dualis.ini
    GUI: Improved the texture viewer


    FAT write operations are fairly restricted at this point, see the README section on GBAMP emulation for more details.

    Gruß,
    Realitymonster
    me>you

  2. #18
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    Neue Version des GameBoy Advance-Emulators "NO$GBA" erschienen

    Hallo.

    Es ist eine neue Version des GameBoy Advance-Emulators "NO$GBA" für Windows und DOS erschienen.

    Name: NO$GBA 2.2E


    Homepage des Emulators:
    http://nocash.emubase.de/

    (Direkt-Download des Emulators für Windows)
    (Direkt-Download des Emulators für DOS)


    18th May 2006 - version 2.2e
    - no$fmw: detects post-header gap-size (typ. 0h,3E00h,4600h) (old: fixed 3E00h)
    - dos: fixed v2.2d bug: init_gba_color_xlat_table (old: init_color_xlat_table)
    - help: added note on possiblity to move nds7 ROM to (non-)secure area at 200h
    - help: added note about blank secure areas (nintendo devkit, 800h zero-bytes)
    - help: added cart.NEF/SRL/NLF-combo description in symbolic debug info chapter
    - elf/cartloader: crash-fix (occured if newly loaded labels at code-window-addr)
    - cartloader/cmdline: supports spaces in "quoted" pathfilenames (thanks peter)
    - screenshots: fixed palette size (set to zero for true color) (thanks jasper)
    - help: changed DMA 4 to DMA 3 (probably makes more sense, thanks jasper vijn)
    - nds/debug: accepts labels below 2000000h (ie. ITCM labels, at 1000000h and up)
    - nds/help/no$fmw: added chinese as extra language (newer/chinese consoles only)
    - vram viewer: OAM redbox works at negative y-coordinate (thanks peter schraut)
    - bugfix: joypad_adjust uses ";@@seg" instead "vals" for [local_if_adr] access
    - nds/tcm: 80x86 intrwait [dtcm+3ff8h] works if DTCM is off, or covered by ITCM
    - nds/freeware: stores [memaccess_addr] (required for tcm/interrupt emulation)
    - elf: ignores ";@1234" and ";@456" style dummy labels (used in ldr rd,=txt_ptr)
    - nds/cartloader: shows warning on 2K-encrypted-carts (if missing biosnds7.rom)
    - nds/cartloader: shows warning on faulty secure area (rom-offset below 4000h)
    - cartloader/cmdline: accepts all "unpacked_extensions" (new ones: nds srl elf)
    - elf: reload/recent files: reinitializes dsk_path (used to load source-lines)
    - nds/controls: joyp/penirq works for BOTH arm7+nds9 (@@skipinp, old: @@skipadj)
    - elf: shows continous source lines from ONE section (hides .nef DUPE sections)
    - elf: ignores strange "$a" and "$d" dummy labels (found in some elf/nef files)
    - nds/cartloader: supports cart.NEF debug info (for cart.SRL binaries) (if any)
    - nds/cartloader: supports (not existing) nds-elf´s with zero-based phys.addr
    - internal/cartloader: replaced @@target_rom flag by pre_size detection values
    - internal/cartloader: removed ancient @@elf_method load-by-section-headers
    - nds/cartloader: accepts ext .SRL (nintendo´s alias for raw .NDS rom-images)

    Gruß,
    Realitymonster
    me>you

  3. #19
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    ! Neue Version des Playstation 2-Emulators "PCSX 2" ist erschienen !

    Hallo.

    Schneller als erwartet, ist eine neue Version des Playstation 2-Emulators "PCSX 2" erschienen.


    Name: PCSX2 v0.9.1

    Homepage des Emulators:
    http://www.pcsx2.net/

    (Direkt-Download des Emulators)


    This release brings a significant speed increase to the majority of games, this is due to a complete rewrite of the EE and VU recompilers. Various other improvements have increased compatibility with games, you will be able to check your game against the included compatibility list, which lists nearly 1000 titles (Please note at time of release list is not guaranteed 100% accurate).

    Whilst the new recompilers are a major improvement, the recompilers are not 100% accurate at present, this may result in a number of broken games.

    A further release will be created in the future enhancing upon the overall compatibility of the new recompilers. This is part of a new release schedule where we plan to be releasing more frequently; however, do not make requests for releases or ask when such a release will be produced.

    As ever we have opened a ´screenshots´ thread for you to post in, and the forums are there for you to discuss the project and ask questions.

    You will also be aware that the Hot Shots Contest started earlier this month. Given the lack of entries sofar, we are extending the contest deadline until the 15th July 2006, you may enter shots from PCSX2 0.9.1 (recommended) or 0.9, those of you who have already entered are allowed to update your posts with new submissions if you wish.

    EDIT: A regression bug was fixed. Now Makai Kingdom, Grandia II, Rez, and Taito Legends should work. It is recommended that you redownload 0.9.1.

    Gruß,
    Realitymonster
    me>you

  4. #20
    Dr. der Emulogie Benutzerbild von Erzesel
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    PCSX2 Unterstützung für DualCore Prozessoren

    gestern wurde auf der offiziellen PCSX2-seite http://www.pcsx2.net ein enormer Speedup für DualcoreProzessoren bekanntgegeben.

    Final Fantasy X: 35-128 FPS
    Grandia 3: 37-60 FPS

    ob es auch hinhaut müssen wohl andere testen (mein Rechner kann sich glücklich schätzen überhaupt einen Prozessor zu haben )
    "42" Die Antwort auf das Leben, das Universum und den ganzen Rest

    AMD Phenom X4 9950@ max3200+Mugen2/4GBRam/Asus GTX650Ti/SSD Tosh-Q128GB/HDD5900GB/USB 400GB/WingMan Rumble2wrless)/SMC-WLAN+17dB-YagiRichtantenne /System Win7/64 Prof. , XPpro SP3

  5. #21
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    Neue Version des PS1-Emulators "pSX" erschienen

    Hallo.

    Es ist eine neue Version des Playstation 1-Emulators "pSX" erschienen.

    Name: pSX v1.8
    Homepage des Emulators:
    http://psxemulator.gazaxian.com/

    (Direkt-Download des Emulators)

    v1.8



    • Various GTE fixes (fixes Wipeout, Tony Hawk Pro Skater 2, amongst others)
    • Fixed bug where self-modifying code was incorrectly detected
    • Save/restore debugger window layout
    • Debugger font can now be configured
    • Fixed crash when memory card file did not exist but was referred to by ini
    • Implemented CCD parsing
    • Improved CUE file handling (pre/post gaps and indexes now supported)
    • Fixed CD play command and report mode (fixes BIOS cd player)
    • Ignore non mode1 sub-q sectors (required when playing audio CDs)
    • Corrected sub-q faking when subcode reading is not enabled
    • Fixed bug where CDDA playing would stop when fast forwarding
    • Fixed crash when ejecting CD while game is reading it
    • Fixed crash when frame buffer is bigger than display mode (VibRibbon PAL)
    • All combo boxes in config menu are now read-only
    • Improved emulation of SPU CD and reverb buffer (VibRibbon)
    • Support SPU IRQs in CD buffer (VibRibbon)
    • Fixed crash after recovering from Ctrl-Alt-Del
    • Fixed bug where gamma settings did not update until pressing adjust key

    Gruß,
    Realitymonster
    me>you

  6. #22
    Sky
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    ZSnes Version 1.51 verfügbar!

    Es wird Zeit das Thema mal weiterzuführen.

    Eine neue Version des bekannten Emulators ZSNES ist verfübar.
    Es handelt sich um V. 1.51

    ZSNES v1.51
    (Direkter Download Link)

    Zitat Zitat von ZSNES Homepage
    - Rejoice for finally having 224 lines and them being shown properly in all
    cases. [pagefault]
    - IRQ and timing fixes (fixes Chrono Trigger issues, Super Mario World, and
    others). [pagefault]
    - Fixed bug with certain commandline parameters permanently overwriting
    config file settings. [Nach]
    - Fixed bug with loading new ZMVs of a different version. [Nach]
    - Loading ZMV with ROM mismatch prints a message. [Nach]
    - Movie menu now has tabs and only shows proper options when available.
    [Deathlike, Nach, grinvader]
    - Slight improvement to the Custom Res functionality. [Deathlike, Nach]
    - Keep4_3Ratio option now only shows when necessary. [Deathlike]
    - PNG files now use extended height in extended height mode. [Nach]
    - Pausing, rewinding, and fast fowarding are disabled during movie dumping.
    [Nach, SamB]
    - You can now force a movie dump length shorter or longer than the actual ZMV
    length. [Nach, Deathlike]
    - Fixes for MEncoder check; added LAME check. [Nach]
    - Custom dumping with multiple passes implemented. [Nach]
    - Fixed some bad memory reads in command-line parser. Thanks grinvader. [Nach]
    - Now there's an option to switch to replay mode while recording movies when
    loading a state and vice versa. [Nach, Deathlike]
    - Fixed a bunch of bugs with certain save selection techniques not working
    right. [Deathlike]
    - Fixed gui font overwrite problem after fixing a cheat. The dots should be
    gone now. [Jonas Quinn]
    - You can now select the level of HQ filtering where applicable. [Deathlike]
    - Many tweaks made to reduce GUI mem usage on all ports. [Deathlike]
    - ZSNES now properly adheres to the command-line when Auto State Save/Load is
    used. [Deathlike]
    - Quick exit key now adheres to Auto State Save/Load. [Deathlike]
    - Inc/Dec Gamma toggles actually DO something. Gamma level is now definable in
    the config file. [Deathlike]
    - Fixed bugs with playing back ZMVs of 2+ players at once. [Nach]
    - Fix crash if you rewind farther than the game start in Kirby Super Star,
    Secret of Mana and some other games. [Jonas Quinn]
    - Fix crashing if using rewind in a movie before rewind slot is filled. Thanks
    BoltR. [Nach]
    - Readded the smoke effect. [Jonas Quinn]
    - Fixed the Winter Gold crash (but not the freeze). [Jonas Quinn]
    - Fixed crash in Super Demo World and possibly certain other large games.
    [Jonas Quinn]
    - Fixed loading many old ZSTs. [Jonas Quinn]
    - Fixed some bugs with movies which load from power on with SRAM. [Nach]
    - Fixed some issues with DSP-4 movies. [Nach]
    - Added ability to have game-specific input. Main input is now stored in
    zinput.cfg. [Nach, Deathlike]
    - Added option in Config->Options for Screenshot format. [Deathlike]
    - Fix crash on creation of ZMV if save path does not exist. Thanks Maximus.
    [Nach]
    - Logo support for AVI dumping. Set the logo file in zmovie.cfg; it can be
    gzip'd if you want. [Nach]
    - Pick state menu (default - F3) now has wraparound. Praise Pac-Man!
    [Deathlike]
    - Config file cleanup for more understandability. [Deathlike]
    - New Don't Save SRAM option. [Deathlike]
    - More GUI cleanup and tweaking, also reorganization. [Deathlike]
    - Removed the horrible-sounding Mono Surround Sound code. [Deathlike]
    - Source cleanup. [Deathlike, Phil^, Nach, grinvader]
    - Parsegen now allows one to define inside a PSR file to have it reject arrays
    from older config files. [Nach]
    - Our assembly syntax shortener now is case-insensitive with new
    case-insensitive string class. [Nach]
    - Archopt has updated flags, added GCC 4.2's -march=native support. [Nach]
    - Parsegen now has atoui() which should fix reading very large values. [Nach]
    - Ported more assembly to C. [Jonas Quinn]
    - Misc. bug fixes. [Deathlike, Jonas Quinn, SamB, Nach, grinvader]

    DOS Port:
    ----------
    - Fixed snapshots key from attempting to take a PNG when it cannot.
    [Deathlike]
    - Removed old DOS debugger at last. [SamB]
    - Clock box option now does something in 8-bit modes. [Deathlike]

    Win Port:
    ----------
    - Updated and improved NTSC filter. [Blargg, pagefault, Deathlike]
    - Added 1600x1200 S Full to Windows port for consistency. Fixed details of
    1600x1200 S Win. [Deathlike]
    - Fixed crash with HQ4x in windowed mode with Hi-Res Mode 7 on. [Deathlike]

    SDL Port:
    ----------
    - Fixed broken option on Mac OS X; load menu shouldn't crash anymore. Thanks
    phf. [Nach]
    - Made WIP launch message berate users for not using --enable-release if it
    was an official release. [Nach]
    - Added option to define configuration directory. [Aerdan]
    - Mac OS X config directory now defaults to Library/Application Support/ZSNES.
    [Nach]
    - Symlink support for matching ROM name to files. [Nach]
    - Updated and improved NTSC filter. [Blargg, pagefault, Deathlike]
    - More accurate NTSC ratio. [pagefault]
    - You can now use libao for sound, compile with --enable-libao, also see
    zsnes --help for a list of drivers to use. [Nach, Bisqwit, grinvader]
    - Unit testing done; off by one errors in audio sample output fixed. Thanks
    hakonrk and grinvader. [Nach]
    - Now supports ~ (home directory) in various places, most notably ROM loading.
    [Nach]
    - Fixed some filtering and video refreshing issues. [Deathlike]
    - Fixed Bilinear Filtering on startup. [Deathlike]
    Greets,
    Sky.

  7. #23
    Sky
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    MAME v0.111u5 verfügbar!

    Eine neue Version des MAME Emulators ist verfügbar.

    MAME v0.111u5
    ({Defekter Link entfernt #52635})

    Für eine Version eines anderen Betriebssystem werde ihr auf der Mainpage fündig.

    Zitat Zitat von MAME Homepage
    Veränderungen

    MAMETesters Bugs Fixed
    ----------------------
    bitmapalloccore0111u4red [Aaron Giles]
    8080bw0111u4red [Zsolt Vasvari]
    sidvoice0111u4ora [Nathan Woods]
    pyramid0111u4red [James Wallace]
    dragngun0111u3gra [Canim]
    mitchelc0111u3gra [Luigi30]
    lockload0111u3gra [Canim]
    cobracom0111u3ora [Canim]



    Source Changes
    --------------
    Fixed a 6502 register naming bug, and fixed a size bug in the
    SC61860 disassembler. [Nathan Woods]

    Added built-in overlay layout for Crash. [Mr. Do]

    Added save state support to Gyruss. [Buddabing]

    Fixed missing sound interfaces from the MESS sound core merge.
    [Nathan Woods]

    Fixed several duplicated global variable names, removed unreferenced
    items from header files, and added header files for several drivers.
    [Atari Ace]

    Changed debug console code to use auto_malloc and to detect attempts
    at registering callbacks after initialization time. [Nathan Woods]

    Fixed kof2003 bootleg code to work on big-endian systems. [R. Belmont]

    Centralized some common Windows utility routines in new module
    winutil.c. [Nathan Woods]

    Cleaned up a few drivers to use input_port_dword_*_r. [smf]

    Cleaned up memory maps in the MPU4 and BFM drivers. Redesigned the
    MPU4 code so that the DRIVER_INIT only needs to take an address in
    the ROM for the lookup table for CHR generation to be done.
    [James Wallace]

    Updated built-in expat code to version 2.0. [Atari Ace]

    Fixed sound samples in Indian Battle. [Zsolt Vasvari]

    Added state saving to mhavoc. Also fixed sparkling vectors so
    slowdowns and vector list overflows can be expected. It looks much
    nicer, though. [Mathis Rosenhauer]

    Removed XORs from almost all CPS2 games in place of proper emulation
    of the encryption. [Nicola Salmoria]

    Added an assertion to prevent usage of pia_set_input_[a|b]() when
    input reading callbacks are specified. [Nathan Woods]

    Fixed flip screen switch and changed COIN3 to SERVICE1 in the contra.c
    driver. [Canim]

    Cleand up and fixed DIP switches and inputs for the nmg5 driver.
    [stephh]

    Rewrote Z80 interrupt handling to avoid a bad bug in the post-EI
    interrupt signalling. [Aaron Giles]

    Added documentation to the esd16, afega, cave, unico, vamphalf, and
    yunsun16 drivers. [Brian Troha]

    Changed behavior in chdman so that a 0 sector size means the default.
    [Aaron Giles]

    Updated several video drivers (amiga, n64, ppu2c0x, psx, stvvdp2,
    tia, v9938) to use the new BITMAP_ADDR* macros instead of using the
    line[] array. [Nathan Woods]

    Some additional Midway 8080 B&W driver fixes: [Zsolt Vasvari]
    - added PORT_CONDITION where needed
    - added PORT_CONFNAME entries to the 3 baseball games and Space
    Invaders
    - save state support for all games
    - fixed typo and a bug with the Sea Wolf lamps

    Fixed a minor problem with sound clipping in the s14001a.
    [Lord Nightmare]

    Fixed PRNG noise in the TMS5110/5220 code and added signal wrapping
    to match the patent. [Lord Nightmare]

    Cleaned up usage of auto_bitmap_alloc() now that it is guaranteed not
    to fail. [Aaron Giles, Atari Ace]

    Added sound effects emulation to the Berzerk driver. [Aaron Giles]

    Fixed font aspect ratio on non-1:1 resolutions. [Aaron Giles]

    Added mechanism to cache a binary format of BDF fonts for improved
    loading speed. Also added a bit of progress when loading huge BDF
    fonts so that you know what´s happening. [Aaron Giles]

    Removed gross TMS9928a configuration in place of more standard
    techniques. Updates the Cliffhanger and sg1000a drivers accordingly.
    [Aaron Giles]

    Added support for the custom Badlands commands to the LD-V1000
    emulation. [Aaron Giles]



    New games added or promoted from NOT_WORKING status
    ---------------------------------------------------
    Dream World [David Haywood, Guru]



    New clones added
    ----------------
    Multi 5 / New Multi Game 5 (Earlier) [Brian Troha]
    Bubble Bobble (bootleg with 68705) [David Haywood]
    Super Street Fighter II (World 930911) [Nicola Salmoria]
    Super Street Fighter II (Japan 930911) [Nicola Salmoria]
    Dungeons & Dragons: Tower of Doom (Euro 940113) [Nicola Salmoria]
    Super Street Fighter II Turbo (USA 940323) [Nicola Salmoria]
    Armored Warriors (Euro 941024) [Nicola Salmoria]
    Alien vs. Predator (Hispanic 940520) [Nicola Salmoria]
    Cyberbots: Fullmetal Madness (Euro 950424) [Nicola Salmoria]
    Marvel Super Heroes (Euro 951024) [Nicola Salmoria]
    Marvel Super Heroes (Japan 951117) [Nicola Salmoria]
    Marvel Super Heroes (Brazil 951117) [Nicola Salmoria]
    Vampire Hunter: Darkstalkers´ Revenge (Japan 950307) [Nicola Salmoria]
    Street Fighter Alpha: Warriors´ Dreams (Euro 950627) [Nicola Salmoria]
    19XX: The War Against Destiny (Japan 951225) [Nicola Salmoria]
    Dungeons & Dragons:Shadow over Mystara (Euro 960223) [Nicola Salmoria]
    Dungeons & Dragons:Shadow over Mystara (Euro 960208) [Nicola Salmoria]
    X-Men Vs. Street Fighter (Euro 961004) [Nicola Salmoria]
    Capcom Sports Club (Hispanic 970722) [Nicola Salmoria]
    Marvel Super Heroes Vs. SF (Euro 970625) [Nicola Salmoria]
    Marvel Super Heroes Vs. SF (Japan 970625) [Nicola Salmoria]
    Marvel Super Heroes Vs. SF (Hispanic 970625) [Nicola Salmoria]
    Marvel Super Heroes Vs. SF (Brazil 970827) [Nicola Salmoria]
    Marvel Super Heroes Vs. SF (Brazil 970625) [Nicola Salmoria]
    Vampire Hunter 2 (Japan 970929) [Nicola Salmoria]
    Vampire Savior (Hispanic 970519) [Nicola Salmoria]
    Marvel Vs. Capcom (Euro 980112) [Nicola Salmoria]
    Marvel Vs. Capcom (Asia 980123) [Nicola Salmoria]
    Marvel Vs. Capcom (Hispanic 980123) [Nicola Salmoria]
    Marvel Vs. Capcom (Brazil 980123) [Nicola Salmoria]
    Street Fighter Alpha 3 (Brazil 980629) [Nicola Salmoria]
    Street Fighter Zero 3 (Asia 980904) [Nicola Salmoria]
    Vs. Super Mario Bros. (alt) [Lord Nightmare]



    New games marked as GAME_NOT_WORKING
    ------------------------------------
    Two Minute Drill [David Haywood]
    Super Don Quix-ote [Ernesto Corvi]
    Greets,
    Sky.

  8. #24
    Sky
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    MAME/MAME32 0.113u3 verfügbar! / NO$GBA v2.4

    Die Version 0.113u3 von MAME bzw. MAME32 wurde veröffentlicht.

    MAME (Homepage)
    Download

    Folgende Veränderungen wurden übernommen:
    Added proper MC8123 decryption code. Hooked up a number of games that
    were using the chip, making many of them playable. [Nicola Salmoria]

    Fixed several SHARC opcodes where data transfer was done regardless
    of the condition. This fixes many things, like the upside-down
    geometry in Model 2B games. And also, probably all the remaining
    clipping issues in Gradius 4. At least the planet zooming out in the
    intro works now. [Ville Linde]

    Added Z-clipping to the Model 2 driver. [Ville Linde]

    Replaced old Sega System E driver with new one based on HazeMD.
    [David Haywood]

    Fixed a large pile of DIP switches in the Sega System E games.
    [Brian Troha]

    Fixed crashing bugs in SCSP emulation. [David Haywood]

    ES5503 improvements: [R. Belmont]
    - Fixed extraneous click at end of samples
    - Improved timing behavior. Fixes music tempo in many Apple IIgs
    apps and games in MESS.

    Fixed display of immediate word and long operands in the TMS340x0
    disassembler. [Philip Bennett]

    Updated Ultra Tank to component value code instead of a generic
    emulation and added Sprint 4 audio. [Derrick Renaud]

    Added save state support to the gaelco3d driver. Also added save
    state support to tms32031.c and dmadac.c. [couriersud]

    "Fixed" analog controls in some vector games by adding back a faux
    VBLANK timing. [Derrick Renaud]

    Changed the TMS340x0 core to clear the HSTCTLH NMI bit on an
    acknowledge. [Philip Bennett]

    Externalized CDP1869 color bit handling to a callback function for
    MESS. [Curt Coder]

    Refactored the options code into a new generic utility module
    options.c. Moved the MAME core options into a new module emuopts.c.
    [Nathan Woods]

    Some minor NeoGeo set updates. [Johnboy]

    Updates to the cybertnk driver: [PS]
    - inter CPU communications
    - inputs (almost complete)
    - sound

    - program ROMs marked as bad dumps
    - unmapped reads

    Updated some more drivers updated to the new video timing.
    [Zsolt Vasvari]

    Did a ground-up rewrite of the VIC Dual driver. [Zsolt Vasvari]

    Added a preliminary MB86233 CPU core. Still needs to be hooked up to
    the Sega Model 2 driver. [Ernesto Corvi]

    Fixed an interrupt delay slot problem in the SHARC core. [Ville Linde]

    Improved K001005 polygon rendering. [Ville Linde]

    Introduced a video_screen_exists() call, to determine whether a given
    screen exists. Updated the debugger to use this so as not to crash
    if no screens are present. [Nathan Woods]

    Fixed glitches in neogeo driver introduced in last update.
    [Aaron Giles]

    Added extensive (but still WIP) FD1094 debugging tools for help in
    brute force searching for keys. [Aaron Giles]



    New games added or promoted from NOT_WORKING status
    ---------------------------------------------------
    Opa Opa [Nicola Salmoria, David Haywood]
    Fantasy Zone II [Nicola Salmoria, David Haywood]
    Ganbare Chinsan Ooshoubu [Nicola Salmoria, David Haywood]
    Block Gal [Nicola Salmoria, David Haywood]
    Master Boy [David Haywood, Charles MacDonald, Clawgrip]
    7 Ordi [Brian Troha, stephh]
    Koi Koi Part 2 [Tomasz Slanina]
    Heuk Sua Baek Sa [David Haywood, Brian Troha]
    Bestri [David Haywood, Brian Troha]
    Guitar Freaks 2nd Mix Ver 1.01 [smf]
    SD Fighter (Korea) [David Haywood, Brian Troha]



    New clones added
    ----------------
    Funny Bubble (In Chang Electronic Co) [Brian Troha]
    Twin Adventure (Korea) [Brian Troha]
    One + Two (earlier) [Brian Troha]



    New games marked as GAME_NOT_WORKING
    ------------------------------------
    Sheng Dan Wu Xian [Xing Xing]
    Super Dou Di Zhu [Xing Xing]
    Da Ban Cheng [Xing Xing]
    Dou Di Zhu [Xing Xing]
    Mahjong Long Hu Zheng Ba 2 [Xing Xing]
    Mahjong Man Guan Cai Shen [Xing Xing]
    Mahjong Shuang Long Qiang Zhu 2 [Xing Xing]
    Mahjong Super Da Man Guan 2 [Xing Xing]
    Mahjong Tian Jiang Shen Bing [Xing Xing]
    Big D2 [David Haywood]
    Good (Korea) [David Haywood, Brian Troha]
    Long Hu Zheng Ba 3 [Xing Xing]
    Long Hu Zheng Ba 4 [Xing Xing]
    Kuai Le Xi You Ji [Xing Xing]
    Man Guan Fu Xing [Xing Xing]
    WonderLeague Star [David Haywood, Brian Troha]
    Dance Maniax [smf]
    Guitar Freaks 3rd Mix [smf]
    -----------------------------------------------------

    Die Version 2.4 des GBA & NDS Emulators NO$GBA ist erschienen.

    NO$GBA (Homepage)
    Download (Windows)

    Veränderungen:
    * xboo: retested all xboo functions, re-fixed gba-bios dump, faster nds-download
    * nds/2d: fixed crash on empty/unallocated extended-obj-palette-slot (spiderman)
    * nds/3d/help: added various important notes in polygon light parameters chapter
    * nds/3d: recurses directional matrix (as on real nds, instead of gl_normalize)
    * nds/3d: skinning support (by soft_mul_vector, instead opengl modelview matrix)
    * nds/cart/help: added new info on first 2K of secure area (fixed bytes, crc16)
    * nds/gba/xboo: includes cmd/length in checksums (rather than raw data-checksum)
    * nds/xboo: get_info shows nds-backup type (chip-id and status-register bits)
    * nds/2d: fixed unrotated 512x256/512x512 bitmap sizes (thanks Kevin Keeling)
    * nds/dma: prevents dma from accessing tcm (for compatibility with downhill jam)
    * nds/xboo: added download NDS-cart from NDS-slot (slow 2 megabytes per minute)
    * nds/gba/xboo: splits downloads into small blocks (with block-retry on bad crc)
    * nds/cartloader: also accepts already-decrypted-and-destroyed secure-area-id´s
    * gba/undoc/help: added newly discovered wram-disable bits (4000800h bits 0,5)
    * nds/cart: emulates correct nds chip-id size-field in respect to rom-image size
    * nds/cart/help: added note on nds-cart chip-id size field (nn+1 megabytes)
    * nds/screenshot: supports dual 256x192pix screens (as simple 256x384 bitmap)
    * nds/3d: supports keep-old-depth-setting for translucent-polygons (DepthMask)
    * nds/3d/rear: supports rear-plane rgba/depth bitmap (killer slow when/if used)
    * nds/3d/io: new 8bit write support, fixed 16bit write (accidently out_32_norm)
    g,
    Sky

  9. #25
    Sky
    Sky ist offline
    Down to Earth Benutzerbild von Sky
    Im Spiele-Forum seit
    Feb 05
    Beiträge
    2.486

    Neue Versionen von MAME (Plus) und WinUAE

    Es ist eine neue Version von MAME als auch von MAME Plus herausgekommen.
    Es handelt sich um v0.113u4

    Homepage - MAME
    Homepage - MAME Pus

    --------------------------------

    Die v.1.4.2 (beta #2) von WinUAE wurde freigegeben.

    Homepage
    Zitat Zitat von Veränderungen
    * 10x+ performance increase during "decrunching" color effects when no filters enabled and bitplanes disabled (background color only)
    * console debugger breakpoints sometimes continued immediately
    * quickstart "random" selection inside archives should be fixed
    * mousehack interrupt do not start multiple times anymore
    * all CPU-specific special registers added to debugger
    * CPU/FPU configuration rewrite.
    * new FPU options: none/68881/68882/CPU internal
    * 68030 (EC-version, 030-only MMU instructions are simply ignored)
    * proper 68060 with FPU support. See NOTEs below!
    * 68040/68060 without FPU allowed but note that 68060.library does
    not appear to like non-FPU 68060s.
    * no FPU+68000/68010 (technically possible but not worth the trouble)

  10. #26
    Dr. der Emulogie Benutzerbild von Erzesel
    Im Spiele-Forum seit
    Mar 04
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    Thumbs up Neue VBA Version 1.88 SVN !

    Bisher hatte ich mich auch mit den Tücken des doch inzwischen in die Jahre gekommenen VBA 1.80b herumgeschlagen und war bei FF4 sogar gezwungen auf den Boycot umzusteigen, da dieses Spiel die Grafikengine des des VBA in die Knie zwang.

    So ganz neu ist die letzte Version auch nicht(immerhin 1 Monat), aber ganz ohne antesten wollte ich nicht die Trommel rühren.
    Inzwischen habe ich den Eindruck gewonnen das man diesen Entwicklercompile ruhigen Gewissens auf die Festplatte schaufeln kann.
    Mein erster Eindruck: - Das Ding is sauenschnell (HQx auf meinem 2000+ das will ´was bedeuten) und er klingt Spitze.

    Wer seine Bestehende Installation Updaten möchte sollte sollte vor den Start dringendst die "VBA.ini" löschen!!!
    Desweiteren benötigt die total erneuerte Soundengine "OpenAL"
    Das Umschalten auf Deutsch ist möglich jedoch sind noch die 1.80b-Menüs vorhanden,den vollen Einstellungsumfang gibt es nur in englisch.

    Die weiterführung der VBAentwicklung (-verbeserung) läuft unter dem Namen VBA-M

    die letzeten Verbesserungen
    Improved video modes and filters (Spacy)
    VBA 1.8.0 GB/GBA emulation cores (VBA Team)
    7zip support (Blargg’s excellent File_Extractor library, added by Kode54 and DJRobX, mods by mudlord)
    Sound interpolation (Kode54)
    Assembler-core HQ3X and HQ4X modules (Maxim Stephen, added by DJRobX)
    VBA Linking (denopqrihg, originally added by mudlord)
    Multi key assignment: Assign both a joypad and keyboard (or multiple keys) to one function. Also no longer erases joypad settings when joystick is unplugged.
    Fixed vsyncing issues in Direct3D mode caused by lockable backbuffers (DJRobX)
    Monitor sound buffer and skip frames when it gets low, prevents sound corruption when sound clock is slightly faster than video clock and using vsync (DJRobX)
    Linux / SDL port (Nach)
    Mac OSX port (peterb)
    Polygonal based rendering in OpenGL mode (mudlord)
    Sämtliche SVNdownloads sind nur auf http://vba-m.ngemu.com/vbacompiles/ zu finden.
    Miniaturansicht angehängter Grafiken Miniaturansicht angehängter Grafiken Klicke auf die Grafik für eine größere Ansicht

Name:	FF4-intro - HQ3.jpg
Hits:	132
Größe:	52,1 KB
ID:	73643   Klicke auf die Grafik für eine größere Ansicht

Name:	FF4-Battle - HQ3.jpg
Hits:	138
Größe:	98,2 KB
ID:	73644  
    Geändert von Erzesel (21.12.07 um 04:27 Uhr)
    "42" Die Antwort auf das Leben, das Universum und den ganzen Rest

    AMD Phenom X4 9950@ max3200+Mugen2/4GBRam/Asus GTX650Ti/SSD Tosh-Q128GB/HDD5900GB/USB 400GB/WingMan Rumble2wrless)/SMC-WLAN+17dB-YagiRichtantenne /System Win7/64 Prof. , XPpro SP3

  11. #27
    Dr. der Emulogie Benutzerbild von Erzesel
    Im Spiele-Forum seit
    Mar 04
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    Thumbs up VBA-M 2.38 32/64 bit

    So schnell kann ich gar nicht posten, wie die Jungs neue Versionen aus dem Boden stampfen.
    Sie kommen ja selbst nicht mehr zum Posten, also durften wir im Moment noch vor der offiziellen NGEmu-bekantmachung liegen.

    Mit wirkung vom 25.12. steht der Versionscounter auf 2.38

    Es gibt eine 32 bit(x86)- und eine 64bit(x64)-Version.

    Directx 9c Update
    (november) ist auf jeden Fall nötig.

    Was den GLSLshader support angeht kann ich noch keine Aussage treffen, da ich noch nicht weiß, wie das Dateiformat für diese aussehen wird.
    Geändert von Erzesel (27.12.07 um 16:26 Uhr)
    "42" Die Antwort auf das Leben, das Universum und den ganzen Rest

    AMD Phenom X4 9950@ max3200+Mugen2/4GBRam/Asus GTX650Ti/SSD Tosh-Q128GB/HDD5900GB/USB 400GB/WingMan Rumble2wrless)/SMC-WLAN+17dB-YagiRichtantenne /System Win7/64 Prof. , XPpro SP3

  12. #28
    Dr. der Emulogie Benutzerbild von Erzesel
    Im Spiele-Forum seit
    Mar 04
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    7

    Lightbulb VBA-M neue Downloads

    Der VBA-M svn counter steht auf version 254.
    inzwischen wurden die ersten PixelShaderplugins released.
    Diese sind im ein Unterverzeichnis ...[VBA-M-ordner]\plugins zu entpacken.
    (Superscale ist ein sehr empfehlenswerter Filter)

    Die Downloadseite wurde um weitere Dowloadmöglichkeiten erweitert.

    evtl.auftauchende Fehler bitte mit möglichst genauer Beschreibung (Spielname [Files->ROMInformation], Build version[zB VBA238] in der GBA EMulation-Abteilung Posten!

    Diese werden dann umgehend an das Entwicklerteam weitergeleitet.
    Geändert von Erzesel (3.1.08 um 23:13 Uhr)
    "42" Die Antwort auf das Leben, das Universum und den ganzen Rest

    AMD Phenom X4 9950@ max3200+Mugen2/4GBRam/Asus GTX650Ti/SSD Tosh-Q128GB/HDD5900GB/USB 400GB/WingMan Rumble2wrless)/SMC-WLAN+17dB-YagiRichtantenne /System Win7/64 Prof. , XPpro SP3

  13. #29
    Dr. der Emulogie Benutzerbild von Erzesel
    Im Spiele-Forum seit
    Mar 04
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    Eselhimmel
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    7

    Cool Neues ePSXe Release 1.70

    Playstationfans aufgewacht:
    es ist wieder so weit...
    Nach langen Jahren wurde der Versionszähler von ePSXe auf 1.70 erhöht.
    Zitat Zitat von epsxe.com
    Short changelog:
    Multiple changes has been done in the Pad support.
    The internal SPU plugin has been updated to the 1.7.0 version.
    The iso support code has been rewritten.
    The MDEC decoder has been rewritten.
    A new version of the Pete's Software Plugin is included.
    The XA/CDDA support has been worked in this new version.
    Many things have been fixed in the cd-rom decoder and the core.


    The ePSXe team
    Das Changelog ist selbstredend und bedarf eigendlich keine weiteren Erklärungen.

    Mit dem erscheinen der neuen Version schiebt auch Pete Bernert neue Versionen der wichtigsten Grafikplugins nach:
    Pete's OpenGL2 PSX GPU v2.09:




    - First, the mentioned game fix. This will prevent lock ups in certain games (for example "Dukes of Hazzard" or "Hot wheels turbo racing"). The main emu can enable this fix by a new gpu interface function automatically, for other emus you can enable the "special game fix" manually in the gpu config window (the fix is called "Fake 'gpu busy' states").

    - The main emu can use a new gpu interface function, to enable the gpu's "FPS limitation" automatically. Why? Because most new psx emu users seem to have problems with the "FPS" concept, and are unable to activate the correct settings (just as a reminder: "higher FPS" is not equal to "smoother display" in psx emulation).

    - Nagisa from SSSPSX added new frame limit timings to the Peops soft gpu plugin. I have put this timings into my hw/accel plugins as well, let's see what will happen The differences are small, though: in non-interlaced modes the automatic FPS timings are now set to 49.76 FPS (PAL) or 59.82 FPS (NTSC).

    - calb of the ePSXe team suggested to add a "visual rumble" feature to the gpu plugins: whenever the pad vibration kicks in, the display should also start to shake. Ok, done... just remember, you have to enable this feature in the main emu (pad configuration window), not in the gpu config. And, of course, in some games the visual rumble can get very annoying...

    - Last but not least a "most wanted" feature for widescreen users: PSX games have usually a 4:3 width/height ratio. Therefore a 16:10 fullscreen mode (example: 1680x1050) will stretch the display in an ugly way. If your monitor or your gfx card driver has no option to display 4:3 modes correctly, you can now set a proper 4:3 "window size" (in our example: 1400x1050) and activate the new "Use window size in fullscreen mode" option in the plugin. That will produce a proper display, of course with black borders on the left and right sides of your monitor, but hey

    - Ah, and another note for ATI users: please update to Catalyst 8.5 to avoid glitches!



    Pete's OGL/D3D plugins v1.77:

    - Most changes I have descriped in the OGL2 version file (OGL2 V2.09):
    * Special game fix: "Fake 'gpu busy' states"
    * Automatic FPS limit activation by the main emu
    * Nagisa's FPS limit values in non-interlaced display modes
    * Visual rumble feature with ePSXe
    * NOT included in the OGL1/D3D plugins: the special widescreen option.

    - "episiix" reported a crash with certain "screen smoothing"/"framebuffer texture" combinations in the D3D plugins. That's fixed.


    P.E.O.P.S. GPU plugin v1.18:

    - Pete added Nagisa's frame limit timings (done by Nagisa for SSSPSX). And the simpler SSSPSX frame limitation mode has been added as a gpu config option. Advantage: SSSPSX will not show a 100% cpu load in this mode, but it's slightly less accurate.

    - Pete added MxC's changes to the display filters (from the 'm9' filter edition of the plugin). Please note that the HQ2X/HQ3X filters need a cpu with MMX extensions. Ah, and most of the filters are now available for Linux as well (the 'stretched HQ3x / Scale3x' Linux modes seem to be a bit unstable, though).

    - Pete added "GPUsetframelimit" function, so the main emu can control the frame limitation.

    - Pete added a new way to create the save state picture. This will fix crashes on Windows Vista when doing save states.

    - Pete added a "special game fix" (called "Fake 'gpu busy' states") on request of the ePSXe team (calb and Galtor). This will prevent lockups in some games. The main emu can activate this fix automatically by a new "GPUsetfix" interface function.

    - Pete added a "visual rumble" function to the Windows version of the soft plugin on request of calb from the ePSXe team. The main emu can call it to shake the display whenever the PSX pad vibration kicks in.

    UPDATE: version 1.18b fixes an issue a "msvcr80.dll" dependency, and includes the GPU.DAT for epsxe in the same download.
    Ich hatte leider noch keine Zeit zum Testen (also probiert es selbst aus).
    Damit ihr den ganzen Kram nicht im gesammten Web zusammensuchen müßt,
    hab ich mir erlaubt die WindowsVersionen anzuhängen (Linuxer mögen mir verzeihen aber ich kann nun mal nur 5 Dateien anhängen ) :

    alle Archive außer opional[...](enthält aber die zuverlässigen Orginale) sind dierekt von den Herstellern übernommen!...also macht mir keine Vorwürfe, wenn etwas nicht funzt.
    Angehängte Dateien Angehängte Dateien
    Geändert von Erzesel (5.6.08 um 11:46 Uhr)
    "42" Die Antwort auf das Leben, das Universum und den ganzen Rest

    AMD Phenom X4 9950@ max3200+Mugen2/4GBRam/Asus GTX650Ti/SSD Tosh-Q128GB/HDD5900GB/USB 400GB/WingMan Rumble2wrless)/SMC-WLAN+17dB-YagiRichtantenne /System Win7/64 Prof. , XPpro SP3

  14. #30
    Dr. der Emulogie Benutzerbild von Erzesel
    Im Spiele-Forum seit
    Mar 04
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    7

    Cool VisualBoy VBA-M 515SVN

    PS: Macht den Thread doch mal Sticky der geht immer so schnell unter!

    ...
    (was soll ich weiter sagen)
    The VBA-M team released a new compile from the svn tree. Revision 515 features a significant number of Linux-specific changes.

    QT:

    * Fixed up Qt4 project file
    * Started preliminary Qt4 directory dialog in options

    Linux:
    (new/changed functionality is mostly described in the new file doc/ReadMe.SDL.txt)

    * Reworked rewinds
    * More schemes for save/load keybindings
    * Savestate backups
    * Per-gamepad autofire (binds to a button on the real pad/keyboard)
    * Allow adding cheat codes from commandline
    * Allow adding IPS patch files from commandline
    * Fix bug in configuration for pad 4
    * Configurable default scaling of window size for openGL (when filter=0)
    * Assorted code cleanups (using DEFINEs instead of literals, factored-out chunks of code from the big switch to functions, ...)
    * New switches for muting sound (CTRL+S), toggling cheats (CTRL-E)
    * Added timestamp to console messages
    * All messages go to console, even if they go to screen
    * Some messages no longer go to screen
    * Added new options: Joy#_AutoA, Joy#_AutoB, openGLscale, saveKeysSwitch
    * Fixed maximum value for rewindTimer.

    Win32/MFC

    * Updated about info
    * Added GBA_LOGGING for debug build
    * Added some fun.......

    dierekt von den Herstellern übernommen!...dito

    PS: Macht den Thread doch mal Sticky der geht immer so schnell unter!
    Angehängte Dateien Angehängte Dateien
    Geändert von Erzesel (5.6.08 um 12:03 Uhr)
    "42" Die Antwort auf das Leben, das Universum und den ganzen Rest

    AMD Phenom X4 9950@ max3200+Mugen2/4GBRam/Asus GTX650Ti/SSD Tosh-Q128GB/HDD5900GB/USB 400GB/WingMan Rumble2wrless)/SMC-WLAN+17dB-YagiRichtantenne /System Win7/64 Prof. , XPpro SP3

  15. #31
    Dr. der Emulogie Benutzerbild von Erzesel
    Im Spiele-Forum seit
    Mar 04
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    7

    Arrow

    Es wird Einfach mal wieder Zeit Euren VisualboyAdvance auf den neuesten Stand zu bringen.

    seit der Version885 ist VBA-M Windows7 kompatible.
    Die Einstellungen werden unter "C:\Users\xxx\AppData\Roaming\VBA-M" gespeichert!

    DirectX August2009 erforderlich.

    VBA-M svn926
    und die passende Deutsch-DLL.
    Angehängte Dateien Angehängte Dateien
    "42" Die Antwort auf das Leben, das Universum und den ganzen Rest

    AMD Phenom X4 9950@ max3200+Mugen2/4GBRam/Asus GTX650Ti/SSD Tosh-Q128GB/HDD5900GB/USB 400GB/WingMan Rumble2wrless)/SMC-WLAN+17dB-YagiRichtantenne /System Win7/64 Prof. , XPpro SP3

  16. #32
    Mitspieler Benutzerbild von Alex303
    Im Spiele-Forum seit
    Feb 10
    Beiträge
    24
    Hallo, hier ein paar weitere updates:

    Gamecube:
    Dolphin

    DS:
    No$gba
    DeSmuME

    Status 13.03.2011:

    Dolphin: Täglich neue builds und spielt bereits sehr viele GC/Wii-Spiele in Echtzeit ab. Die letzte "stable" Version gibts ebenfalls auf der Seite. (Achtung: Dolphin ist extrem hardwarefressend, d.h. wenn der Emu ruckelt liegt es in vielen Fällen am PC!)

    No$gba: Version 2.6a (scheinbar keine neuen Aktualisierungen mehr)

    DeSmuMe: Version 0.9.7 (wird aktualisiert, aber nur sehr langsam)
    Geändert von Alex303 (13.3.11 um 01:25 Uhr) Grund: Linkaktualisierung
    "Computers are like airconditioning; they don't really work with windows open."
    ---------------------------------------------------------------------
    "Crime doesn't pay! ... Wait! ... Does that mean my job is a crime?!?"

    ---------------------------------------------------------------------
    >>>GamersGate<<< --- >>>Steam<<<

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