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DS2Key 0.21 released
sypherce has released version 0.21 of DS2Key, the gamepad emulator for the PC.. Here are the changes.
(01.26.06) 0.21PC Side:
1. Replaced buttons on Gui with a right click menu on the tray icon.
2. Fix all settings in options menu so they apply immidietly.
3. Connecting is no longer initiated by opening the options menu,
use the Dis\Connect Menu command to connect or disconnect.
4. Winamp support is installed, refer to Codes.txt for settings, or
the winamp.ini for the default setup.
5. Windows now move around properly, a few improper situations still.
6. ::BUG:: Closing the options menu before saving will revert changes
instantly --- this will be fixed when profiles are implemented,
hopefully next version.
»» Original Thread/Download (DS2Key)
»» Official DS2Key Forum (Discuss about the release!)
Zinc to emulate PSX?
Running in reverseAs most people understand by now, the ZiNc arcade emulator runs games based on varients of the original 1995 Sony PlayStation hardware. For a variety of reasons (one being just to see what happened), I’ve done some initial work towards having it also emulate the base home console itself. The 3 major points of difference are the CD-ROM drive’s type (custom Sony vs. IDE or SCSI in the arcade boards that used CDs), the memory cards, and the joypads. I hooked up a CD-ROM capability by loading and calling out to an ePSXe-compatible CD plugin and almost immediately started getting some cool things to happen. Here’s a few:
Silent Hill: Boot warning Title
Wipeout XL: Title In-game
Tekken: Galaga (loading)In-game
Crash Bandicoot: Title
Time Crisis: Title In-game
Madden NFL ‘97: Main menu In-game
Please note that the final fate and design of this feature are not yet decided, so if you’re definitely interested in shaking things up a little in PSX emulation (it’s been kinda dead for a while, hasn’t it?), voice your support on the official ZiNc forum at bannister.org.
GameEx 5.45 released
25th January 2006 - GameEx 5.45
When viewing game artwork full screen you can now navigate through the other artwork without going back, and can also view the snap even if your using video previews. A feature request asked for several times.
More intuitive display initialisation:
If GameEx can't set a full screen resolution it will run at the current windows resolution and not error.
When 32 bit colour not available will automatically switch to 16 bit colour.
Much better compatibility with Remote Desktop/Terminal Services. Because of the above should run full screen without changing settings.
In most cases GameEx will not crash when connecting to it through remote desktop.
Fixes issue where any advanced emulator config game device mapping was mapping all buttons above 6 to 6.
Fixes slowdown issue navigating emulator lists when GameExtender enabled and you have no snap for a game.
Fixes toolbar not working when media controls disabled.
>> Get it HERE
Mednafen 0.4.5 released
January 25, 2006 - Mednafen 0.4.5 ReleasedMednafen finally compiles AND works on Mac OS/X on PowerPC, and big-endian platforms in general. Woohoo.
0.4.5:
* drivers/opengl.cpp now includes the GL header files AFTER the header file that eventually loads config.h is included to fix compilation on Mac OS X.
* Redefined SFEND from { 0 } to { 0, 0, 0}, and fixed older code to use the SFEND macro, to fix crashing on OSX and possibly other platforms when saving or loading states.
* Reduced SDL's buffer size when using the SDL sound driver(used on MacOSX).
* Restructured and merged some of the sections in the autoconf script. Note to future self: I noted that it seems if the first instance of PKG_CHECK_MODULES() is in a statement that doesn't evaluate, any other PKG_CHECK_MODULES() statements will fail. I don't know if this is a bug in autoconf, or a misunderstanding on my part.
* Removed the largely unused ESD sound driver from compilation, as it is mostly unsuitable for use in Mednafen.
* Also removed the jack driver, as it was unfinished, and couldn't be used anyway.
* PCE: Fixed CD-DA playback from "WAV" audio files on big-endian platforms.
* Fixed a compilation problem on big-endian CPUs by adding appropriate type-casts in psf.cpp.
0.4.4:
* Modified the GBA code to not use many INLINEd functions in arm.cpp. This greatly reduces RAM and CPU usage during compilation, and should have only a negligible impact on performance(and might even improve performance on cache-starved systems).
* Fixed a compilation problem on non-x86 and non-PPC platforms in the NES emulation code.
>> Get it HERE
