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    GP2X-MSX v1.0.3 released

    Robert
    By Robert,

    MSX Emulator for GP2X

     

    Tuesday, May 1. 2007

    GP2X-MSX: MSX Emulator for GP2X v1.0.3 (compatibility)

     

    Hi All,

     

    fMSX is a famous emulator of the MSX, MSX2, and MSX2+ 8bit home computers.

    It runs MSX/MSX2/MSX2+ software on many different platforms including Windows and Unix.

    See http://fms.komkon.org/fMSX/ for further informations.

     

    It has been first written by Marat Fayzullin, and later Vincent van Dam ported it on SDL.

     

    GP2X-MSX is a port on GP2X of the version 2.7.0.40 of fMSX-SDL from Vincent van Dam that i had previously ported to PSP.

     

    This version fix game compatibility issue (all games that required painter.rom cartridge).

    >> Get it HERE.


    FlashMe v8 released

    Mooney
    By Mooney,

    Custom firmware patch for NDS

    Changes:

     

    - Added audio cues to tell you when it's flashing.

    - Removed MK2/3 booting code, because it was causing problems.

    - Noflashme updated to fix issues with DS Lite.

    - Made a "no autoboot" version that won't boot SLOT-2 unless A,B,X,Y are held.

    Get it here: FlashMe Official Download Page

    Tutorial: FlashMe Tutorial (Newbie's Guide)


    Snes9X v1.51 Released!

    Alpha
    By Alpha,

    Snes9X, a Super Nintendo emulator for the PC, has been updated!

    Snes9x 1.51

    - Added DSP1 and SuperFX savestate support. (nitsuja)

    - Added screen state GFX to save states. (optional) (nitsuja)

    - Fixed desync when loading inconsistent state in playback. (nitsuja)

    - When playback reaches a movie's end, recording continues

    instead of the movie suddenly closing. (after recording) (nitsuja)

    - can now record resets and mouse/superscope/justifier(s) (nitsuja)

    - Added same-line-comment support for config files. (nitsuja)

    - input display for all controllers (including peripherals) (nitsuja)

    - Win32: Now uses .cfg file instead of Windows registry. (nitsuja)

    - Win32: open ROM dialog bugfixes and speedup and facelift (nitsuja)

    - Win32: option to use standard file open dialog for ROMs (nitsuja)

    - Win32: maintain aspect ratio and bilinear filter stretch (nitsuja)

    - Win32: optional removal of the dreaded "black bar" (nitsuja)

    - Win32: Added EPX,EPX2,EPX3,HQ2X,HQ3X,TV3X,DM3X filters. (nitsuja)

    - Win32: Added hires support for Interlace and TV Mode. (nitsuja)

    - Win32: text removed from .avi output (optional) (nitsuja)

    - Win32: better directory management, customizeable (nitsuja)

    - Win32: Screenshot support is back. (nitsuja)

    - Win32: Netplay is back (but still not very good). (nitsuja)

    - Win32: Made OpenGL Bi-linear an advanced .cfg option. (nitsuja)

    - Win32: cheat search improvements (address, watch, SuperFX)(nitsuja)

    - Win32: Added non-modal ("active") cheat search option. (nitsuja)

    - Win32: new hotkey-config dialog and configurable hotkeys (nitsuja)

    - Win32: Fixed joystick config in input dialog. (nitsuja)

    - Win32: Fixed hires and extended height .avi output. (nitsuja)

    - Win32: various small GUI improvements (nitsuja)

    - Win32: Netplay fixes. (nitsuja)

    - "Fake Mute" desync workaround option for movies, until

    all ports have deterministic sound. (Bisqwit, nitsuja)

    - Fix for save state blocks > 999999 bytes. (Bisqwit)

    - C4 games now save C4 data in save states. (DeHackEd)

    - Unix: Framework for high-speed seeking. Specify a frame

    number in a movie, and the emulator will run at

    maximum speed to that frame. Untested. (DeHackEd)

    - X11: Support for window exposure. When a window is

    damaged due to overlay, being iconified, etc. it will

    be repainted correctly. (DeHackEd)

    - Unix: parameter: -autodemo loads a movie for

    playback on startup. Only the x11 code handles this

    right now. (DeHackEd)

    - Unix: parameter: -oldturbo, the turbo button renders all

    frames when fast-forwarding. (DeHackEd)

    - Unix: parameter: -upanddown, override U+D and

    L+R protection. (DeHackEd)

    - Unix: parameter: -mute, currently linux only, blocks out

    audio output from your speakers while still emulating

    sound. Not fully tested. (DeHackEd)

    - Unix: parameter: -maxframes during movie

    playback, snes9x will exit when the target is hit. (DeHackEd)

    - Unix: parameter: -keypress shows to stderr and on-screen

    the currently pressed buttons on joypad 1. (DeHackEd)

    - Unix: Stream dumping (NOT COMPLETE). With -dumpstreams,

    raw video and raw audio are dumped to videostream%d.dat

    and audiostream%d.dat, where %d increments on each CPU

    reset, starting at zero. (DeHackEd)

    - Unix: Non-blocking sound on Linux. It makes seeking nicer.(DeHackEd)

    - Unix: Configurable sound device. (pierredavidbelanger)

    - configure.in now requires a sufficiently new version of

    autoconf. (anomie)

    - Fixed slow versions of branch opcodes. (anomie)

    - Fixed the mosaic offset bug. (anomie)

    - No sorting by priority in C4 command 00 00. MegaMan X2

    can go behind the legs of the intro stage boss. (anomie)

    - New RTO discovery, fixes Super Conflict: The Mideast

    title screen. (anomie, byuu)

    - A 1->0 transition on $2100.7 causes OAM Address Reset. (anomie, byuu)

    - The final HDMA Indirect Address load is only weird

    on the last channel of the scanline.

    Touge Densetsu Saisoku Battle problem solved. (anomie, byuu)

    - Fixed BGnVOFS bug. Only HOFS needs ~&7 update. (byuu)

    - Fixed superfluous VIRQ triggers. (zones)

    - Fixed missing IRQ trigger just after the previous one. (zones)

    - Fixed missing IRQ while writing to $4200. (zones)

    - Fixed IRQ timing after WRAM refresh. (zones)

    - Fixed NMA timing after DMA transfer. (zones)

    - Fixed superfluous auto-joypad-reading. (zones)

    - Fixed missing WRAM refresh during DMA transfer. (zones)

    - Fixed DMA so that HDMA and any HC triggered events can

    run during DMA transfer. (zones)

    - Roughly fixed the case that HDMA and DMA use the same

    channel at the same time. HDMA kills DMA. Thanks byuu. (zones)

    - Changed initial DMA registers values. (zones)

    - Slightly modified APU execute timings. (zones)

    - Fixed APU I/O registers to get/set the proper value. (zones)

    - Blocked invalid VRAM writings, though you can turn off

    this option due to Snes9x's inaccurate timings. (zones)

    - Omitted SPCTOOL, no one uses it. (zones)

    - Added Sufami Turbo support. (zones)

    - Added Same Game add-on cart support. (zones)

    - Fixed HiROM SRAM and DSP1-4 memory maps a little. (zones)

    - Improved mirroring. (Nach, grinvader, byuu)

    - CRC32 on BS dumps now follows uCONSRT standard. (Nach)

    - BS dumps now always run in NTSC mode. (Nach)

    - Unknown regions (generally betas) default to NTSC. (Nach)

    - Now support NSRT headers for setting up controllers. (Nach, nitsuja)

    - Unix: Fixed command line help output. (Nach)

    - Unix: Sound now defaults to 32KHz, Stereo, Interpolation

    so Snes9x finally sounds like a real SNES by default. (Nach)

    - Win32: Saner defaults for movie record. (Nach)

    - Unix: Fixed crashing with mouse or super scope. (Nach)

    - Removed some weird code which was crashing Korean

    League and its varients. (Nach)

    - Win32: Can now compile with MinGW. (Jonas Quinn, Nach)

    - Win32: Can now cross compile Snes9xw. (Nach)

    - Unix: SSnes9x compiles again. (Nach)

    - Win32: ZSNES C4 and SuperFX compiles once again. (Jonas Quinn)

    - Unix: Netplay Fixes. (Nach)

    - Unix: Netplay Improvements. (Fabianx)

    »» Download page


    QuakeDS Preview 2 released

    Mooney
    By Mooney,
    I'm delighted to announce the latest version of QuakeDS for public consumption - pre-release two!

    I was going to do several releases over the last two months, but I'm kinda glad I held back as I think that "one more feature" thing really helped!

     

    Changes from pre1->pre2:

     

    - faster rendering

    - vertex lighting and light animations (proper lightmapping may be in the next build)

    - Alias model texturing

    - proper timebase, so no variable speed

    - a crosshair and a HUD

    - the Quake font (or whatever font is available in the mod you're playing)

    - a nearly-proper sky

    - sky, water, lava, sludge animations

    - full control configuration

    - game save saving/loading

    - every level works - I have played from beginning to end with no crashes or thrashing

    - wifi network play, via an access point (build coming in a few days after more testing)

    - adequate support for mods/TCs in this build - full compatibility in the EXRAM build (coming in a few weeks)

    - much improved sound system on the ARM7 (no music yet...)

    - transparent water support via r_novis or VIS'ed maps

    - hardware fogging for a light depth cue, or thick fog for underwater

    - LOADS more little things (eg the end-of-episode finale messages)

     

    The bad,

     

    - if you had problems getting pre1 to run on your card before (say you had a DS Link) then it ain't gonna run this time! Same goes for cards which have no DLDI driver.

    - you will only get textured models if you use pak files - loose files won't work any more

    - if you have a slow flash card then loading textures on the fly may really annoy you

    - particles and sprites still haven't been fixed

    - there's an occasional sound glitch

    - no on-screen keyboard in this build

     

    To run (the quick way),

     

    - download the zip file, and put the NDS in the root of your card

    - DLDItool it with the DLDI driver of your choice

    - make a directory in the root of your card named id1

    - put the config file (downloaded from the site) in the id1 directory

    - put your two pak files in that directory too

    - plug into DS and power on.

     

    As I said before, wait a few days for the networking build (full co-op and deathmatch) and hang on a little longer for the full TC compatibility.

    Don't forget to actually read the web page as there are a bunch of options to change stuff like loading textures etc.

     

    Legal: I take no credit for the development of Quake, that all goes to the guys at id Software. I also claim no copyright, trademark etc. Again, all work, copyrights, trademarks are owned by them.

    I just made the patch which coaxes the game into running on the DS.

     

    DCEMU Release Thread


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