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    "znes" WIP with screenshots, etc.

    olaf
    By olaf,

    for those who don't know -- i stopped working on olafnes to work on a new emulator, which i'm now code-named "znes", until i find a better name. znes is based off a different version of basicnes 2000 than olafnes. znes contains code from olafnes as well as new code. i started working on this new emulator because olafnes is slow on old pcs and the code is getting clunky and jumbled. below is the work i've done on it in textual context...

     

    - added various amounts of support for new mappers (26, 41, 46, 51, 53, 73, 74, 77, 79, 83, 86, 87, 88, 95, 96, 107, 113, 119, 129, 130, 145, 161, 177, 184, 188, 193, 200, 201, 222, 228, 229, 231, 232, 234, 241, 243, 245, and 248)

    - added memory mapper chip substitution support

    - added game genie support (6 letter codes only)

    - added 2 player support

    - added audio channel disabling (noise, rectangle, and triangle)

    - added video filters (scale2x (advancemame), 50% horizontal scanlines, and 50% vertical scanlines)

    - added rewinding

    - added multiple sram support

    - added directional pad inversion option

    - added snapshot support (bitmap)

    - added higher frame skips (4 through 9)

    - added input switching

    - added an auto saver

    - added detection of emulation when close button is clicked, it will now stop emulation if clicked while emulating

    - added directory memorization to the 'load rom' dialog, it will now go to the directory last accessed

    - added option to keep window "on top"

    - added ability to recenter the window on screen

    - added command line input support

    - added md5 calculations to new rom information window

    - added gamepad support and a gamepad window

    - changed key configuration window

    - changed rom information window

    - changed configuration loading/saving to windows registry accessing (also, it now saves all configurations, not just controls)

    - changed audio output to stop after emulation is stopped

    - changed about window to a standard windows information message box

    - changed how resets are handled

    - changed default palette to kevin horton's palette

    - changed the executable's icon

    - changed the way palette selection is performed (it is now a dialog)

    - removed execution speed toggling

    - removed 'new scroll code' toggling

    - removed 'tilebased' toggling

    - removed the status bar

    - removed the "unsafe" optimization option

    - removed compression/decompression of save states

     

    here are some screen shots of znes running games...

     

    bubblebobble.PNG

    Bubble Bobble (U)

     

    castlevania2.PNG

    Castlevania II - Simon's Quest (U)

     

    oekakids.PNG

    Oeka Kids - Anpanman no Hiragana Daisuki (J)

     

    thedragon.PNG

    Dragon, The (As)

     

    punchout.PNG

    Punch-Out!! (E) [!]

     

    smb3.PNG

    Super Mario Bros. 3 (U) (PRG0) [!]

     

    fist.PNG

    Fist of the North Star (U)

     

    megaman6.PNG

    Mega Man 6 (U)

     

     

    yeeaaahhh :thumbsup1:


    GameEx 5.26 released

    Robert
    By Robert,
    10th December 2005 - GameEx 5.26

     

    * Fixed picture viewing in pictures module.

    * Last MAME game snap now shows at correct aspect ratio.

    * Upgraded Microsoft.net Managed DirectX to newer version.

    >> Get it HERE


    Bliss ported to Treo Palm OS

    Robert
    By Robert,

    Bliss is an Intellivision emulator.

     

    Bliss for Treo!!! 

    Written by Kyle    

    Friday, 09 December 2005 

    I have just posted a download for an all-new version of Bliss for Treo devices, dubbed BlissPalm. For those of you who just want the goods, go here.

     

    I'm pleasantly surprised with how this first release turned out. On my Treo 650, it has full sound, great video output speed, complete input support for both players, and the entire core Intellivision Master Component is fully emulated.

     

    Now here is the important info you should know.

     

    #1 - Although I've only tested this on a Treo 650, I’ve done nothing specific to limit the use of other Palm OS 5 devices, but please be forewarned that any Palm OS 5 platform *other* than the Treo 650 is entirely untested.

     

    #2 - Most importantly, to use BlissPalm, you must create a /INTV directory on your SD card. In this directory, you must include the Executive ROM in a file named "exec.bin" and the Graphics ROM in a file named "grom.bin". If you have no idea what these files are, please don’t email and ask me what they are and where to get them.

     

    #3 - Also place your cartridge ROM files in the /INTV directory on your SD card. Although this version will attempt to load ".bin", ".int", and ".rom" files. I *highly* recommend the use of.rom files for reasons I won’t go into here. You can convert your.bin/.int files to the.rom format using the bin2rom utility contained in Joe Zbiciak's excellent sdk1600 development kit. I realize this procedure precludes a lot of the less-experienced users from being able to use BlissPalm for much, so better.bin/.int support will be integrated into a future release.

     

    #4 - The keys you can use for input are as follows…

     

    Intellivision Discpad – touchscreen, 4-way rocker, or U/I/O/J/L/N/M/.

    Top Action Buttons - Center rocker button or Q/W/K/SPACE

    Bottom Action Buttons - A or S

    CLEAR - Z or Backspace

    ENTER - B or Enter

    Number Keypad - Number Keys

    Second Hand Controller – Hold “Shift”

     

    #5 - There is not yet any support for either the Intellivoice or the ECS peripherals.

     

    Enjoy!

    >> Get it HERE


    MAME 0.102u3

    Robert
    By Robert,
    0.102u3

    ---------

     

    MAMETesters Bugs Fixed

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

    taotaida088u4gra [RansAckeR]

    tempest095u5gre [RansAckeR]

     

    Source Changes

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

    Aquarium update: [Pierpaolo Prazzoli]

    * Fixed tilemaps - sprites priority

    * Added sprites wrap around y

    * Added tiles flipx and flipy

     

    Fixed several bugs in the SPC700 core: [R. Belmont]

    * Fixed carry usage in ADC/SBC

    * Fixed overflow flag in ADDW/SUBW (I think)

    * BRK now modifies the status register properly

    * Fixed DAA/DAS edge case

     

    Updated driver.c with more consistent and updated info. [brian Troha]

     

    NSS/SNES updates from latest MESS: [R. Belmont]

    * Improved memory mapping

    * Improved raster timing

    * Added HIRQ support and better VIRQ support

    * Improved joypad support

    * DSP-1 support (including all subtypes)

    * Counter latching support

    * Fixed OAM read/write

    * Fixed stereo sound

     

    Added a MESS specific ROM entry type, and changed ROM entry processing code to ignore any unrecognized ROM entry types. [Nathan Woods]

     

    Merged in recent changes to the PC share code from MESS. [Nathan Woods]

     

    Removed several obsolete files: machine\s16math.h, vidhrdw\medlanes.h, windows\dirty.h, windows\snprintf.c. [Giuseppe Gorgoglione]

     

    Fixed a couple of minor compatibility exposed by VC2005. [Giuseppe Gorgoglione]

     

    Fixed the ADC and SBC opcodes in G65816 (for BCD math). [Rob Bohms]

     

    Fixed $4014 sprite DMA in NES PPU. [Rob Bohms]

     

    Updated the H8/3002 emulation: [R. Belmont]

    * Added more bXXX.b #imm, (@)Rn instructions

    * Added subtract with carry instructions

     

    Implemented some N2A03 undocumented opcodes. [Rob Bohms]

     

    Major update to Namco System 22: [Phil Stroffolino]

    * depth cueing support (fog); some open issues remain

    * depth bias improvements

    * zbuffer has been replaced with back-to-front rendering

    * sprite and text translucency

    * direct access to rendering device (used by video tests)

    * preliminary support for spotlight feature

    * support for sprite bottom-alignment

    * support for sprite, polygon priority over text

     

    More Voodoo updates: [Aaron Giles]

    * Added support for CLUT/gamma ramps; enables fade in/out effects

    * Changed stall callback to notify both start and end of stalling

    * Decreased bilinear resolution to 4 bits for Voodoo 1

    * Fixed statistics and added some new ones

    * Now properly masking off unsupported bits for earlier chipsets

    * Fixed NOP command so it doesn't always reset statistics

    * Fixed bug that caused the refresh rate to never be updated

    * Fixed 16-bit writes to the frame buffer

    * Fixed crashing bug after resetting the chip

    * Added support for Voodoo 2's new fog, colorpath, and chromaRange modes

    * Added correct wrapping for ARGB, W and Z values

    * Fixed bug where depth was written to the Z buffer without bias

    * Now aggregates shorter commands to reduce the number of context switches

     

    New games added or promoted from NOT_WORKING status

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

    Magic Stick [Pierpaolo Prazzoli]

     

    New clones added

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

    Progressive Music Trivia (Question set 3) [Pierpaolo Prazzoli]

    Super Puzzle Fighter II Turbo (Asia 960529) [Razoola]

    Funky Jet (Japan) [Guru]

    Kid Niki - Radical Ninja (World) [stefan Lindberg]

     

    New games marked as GAME_NOT_WORKING

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

    Fortress 2 Blue Arcade [Guru]

    >> Get the diff HERE

     

    MAME32qa -> HERE

     

    MAME32FX -> HERE

     

    MAME32Hp4 -> HERE

     

    MAME32PlusSpecial -> (no link)

     

    History.dat 1.05e -> HERE

     

    Mameinfo.dat 0.102u3 -> HERE

     

    MAMEplus! -> HERE


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