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    Dualis Release 4!

    Alpha
    By Alpha,
    ALL: IRQs must now be acknowledged before they can occur again

    CPU: Added emultaion of the IntrWait and VBlankIntrWait SWIs

    CPU: SWI 0xFF (0xFF0000 in ARM mode) outputs the string pointed to by R0 to the debug console

    MMU: Small optimizations on some of the load/store functions

    GUI: Added a disassembler, memory viewer and debug console

    GUI: Improved the palette viewer

    GUI: If a filename is given on the commandline, the emulator will try to load and run the file

    GUI: Added keyboard shortcuts for most of the menu selections

    GUI: You can now start a binary by drag-dropping it onto the main window

    »» http://dualis.1emulation.com/


    DSEmu v0.0.2e Released!

    Alpha
    By Alpha,

    That was fast hehe.. thanks to Two9A for the direct news. ;)

     

    So it turns out I had a pretty poor implementation of touchscreen, in that it only picked up the coordinate values when I clicked the button. I've changed it to work by catching mouse-move messages as well as mouse-button messages, and now the outputs of both David Rorex's first demo and his Minesweeper are much better. The issue still remains that the touchscreen isn't calibrated, though; that means the position of the touch is offset from the position of the cursor. I'm not sure how to fix that.

     

    In other news, the DS palette viewer is now complete. You can see background and OBJ palettes, from both GPU cores. I'm hoping to pick up a configuration editor dialog from somewhere soon, so you can all finally change your key mappings with ease.

    »» http://www.dsemu.org [Home Page]

    »» http://dsemu.1emulation.com [Forums]


    DSemu v0.0.2d Released!

    Alpha
    By Alpha,

    I apologize were a little late on this. I don't know what happened.. but somehow we missed 3 releases. ;)

     

    I said I'd keep looking at the core, and I did. I ended up finding the major error relating to the jump-to-0 bug. I suspected that it was to do with the stack getting corrupted somehow, and with some good debugging help from various sources, I tracked it down to the stack pointer getting changed. It turns out that Thumb ADDSP-imm has a reciprocal mode, SUBSP-imm, encoded by the same first byte. Fix that, and suddenly nothing jumps to 0 anymore. Mind you, it's still the case that nothing works.

     

    Elsewhere, I've noticed that when the emulator is put into animated scanline mode, the output screen starts flashing like a madman. It's because the MMX word-flip operation to turn the colours the right way up gets applied every scanline, to the same buffer as its previous output. After adding yet another output buffer, the screen no longer flashes in a psychedelic manner.

     

    »» http://www.dsemu.org [HomePage]

    »» http://dsemu.1emulation.com [Forums]


    MagicEngine 1.0 PR 10 Released

    IxI SoNiK IxI
    By IxI SoNiK IxI,

    Magic Engine is a PC-Engine emulator for Windows

     

    • completed the DirectX driver!
       
    • added a new command line option '-nocd' to disable the CD driver;
    • useful when running ROMs from a front end program, this will speed up MagicEngine startup time.
       
    • new 'driver' option in the pce.ini file to select the video driver (DirectX or OpenGL).
       
    • new 'background_scrolling' option to enable/disable MagicEngine logo scrolling in the GUI.
       
    • enabled ALT+ENTER key to toggle between fullscreen<->windowed.
       
    • fixed screen centering in Aoi Blink, After Burner II and TV Sports Basketball.
       
    • fixed minor glitches in a few HuCard games.

    » Magic Engine homepage.


Portal by DevFuse · Based on IP.Board Portal by IPS
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