- Video improvments! Welcome contributors! This should be more or less 0.71 once I finalize a few things.
- Now that MEKA is open-source, welcoming other developpers!
- New contributor: Robert Raper (DjRobX)
- New contributor: Maxim Stephin (MaxSt)
Blitter/Video- Added triple buffering support on fullscreen blitters. [DjRobX] Made triple buffering the default for appliable video modes. It might or not work on all configuration. Please report if any problem arise.
- Added max stretch support on fullscreen blitters. [DjRobX] This is currently only available on normal and HQ2X filter. Integer/ratio stretch not yet supported, so it is recommended to use a resolution multiple of the emulated system screen size.
- Added support for internally converting the 8-bit video buffer to another video depth and blitting that. [DjRobX]
- Integrated Maxim Stephin's HQ2X graphics filter, and added a dedicated blitter. Only 16-bits output is supported as of yet. [MaxSt,DjRobX]
[*] Updated various tidbits of documentation. [Omar]
[*] Added and modified entries in the checksum and compatibility lists. [Omar]
Some particular renaming includes:
GG - 7b7717b8 - Big War / Daisenryaku G (JP) --> Taisen-gata Daisenryaku G (JP)
- Added triple buffering support on fullscreen blitters. [DjRobX] Made triple buffering the default for appliable video modes. It might or not work on all configuration. Please report if any problem arise.
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Meka V0.71 WIP Released
Meka is a Sega Master System, Game Gear, SC-1000, SC-3000, Sega Mark III (+ FM Unit), Colecovision, Othello Multivision emulator for Windows.
» Meka homepage.
DSemu 0.4.2 released!

Lots of fixes to interrupt handling!
* The interrupt registers have been split so a seperate register is kept for the ARM7 and ARM9. Even though they have the same register address, each CPU actually has a different register. This affects IME, IE and IF. Interrupts were pretty much broken in the previous version of DSEmu without this fix.* Added the 'ARM7 specific IWRAM' memory area from 0x03800000 with a size of 64K. Thanks to DSTek for providing this information. Previously only the 32K Shared IWRAM area at 0x03000000 was implemented and ARM7 binaries greater than 32K were crashing the emulator as well as trashing the shared IWRAM.
* A few signed/unsigned comparision issues was causing the emulator to enter infinite loops.
* The VCOUNT register is now a single register rather than having one per lcd screen. Demo's that checked for the VCOUNT being in the VBlank area would hang due to this never being updated. Unfortunately these demos still run very very slowly due to the 'busy loop' polling this register. I hope to have this fixed in the next release.
* The SWI values were wrong in the switch statement that handled these calls. This resulted in the wrong SWI call being made. The main result of this was the ARM7 code would do a 'halt' instead of an SWI Delay which meant any ndslib based code would have no ARM7 support.
* Fixed a problem with ARM7 interrupts meaning most IRQ code should work fine now.
* ndslib Console output would display incorrect characters. This has been fixed.
* With the exception of Space Invaders, all my demo programs run under this version of the emulator in some form or another. Sound doesn't play but the touch screen values are updated and directional keys are processed, etc.
* Using 'animated step' in the debugger now updates the display. Previously no graphics would be displayed while stepping.
* Using 'debug run', followed by pausing, then stepping, would not work. The stepper would be broken from then on. Fixed.
»» Download it Now! [1Emulation Server]
Credits: Official Site
FCEUXD SP v1.0 released!

A new (redeveloped) NES emulator is now available!
Initial release of FCEUXD SP 1.0
I've decided to fork FCE Ultra eXtended-Debug 1.0a under the name FCEUXD SP with the hope to make significant contributions and improvements to the NES debugging experience. My main reason for this was the sorry state of NES debugging today. Even with the best NES emulator debuggers today barely anything is possible. If I had to guess where NES debugging today is I'd estimate it's somewhere between debug.com and Borland's Turbo Debugger. That's an unacceptable situation in my opinion.
Here's where I come into play. As the original FCE Ultra was thankfully released under GPL I was able to get the source code of one of it's former forks FCE Ultra eXtended-Debug 1.0a from Zophar's Domain. The code is very well written so I had absolutely no problems with adding new functionality. It was not even necessary to change the interface of one, single pre-existing function.
In this first release of FCEUXD SP 1.0 I've added two features which were at the very top of my list: A simple form of symbolic debugging and conditional breakpoints.
»» Download it Now! [1Emulation Server]
Credits: News - File - Changelog
More fantastic Ville Linde Model 3 WIP
