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    FCEUX 2.2.2 released

    sypherce
    By sypherce,

    Description:

    FCEUX is a Nintendo Entertainment System (NES), Famicom, and Famicom Disk System (FDS) emulator. It supports both PAL (European) and NTSC (USA/JPN) modes. It supports both Windows and SDL versions for cross compatibility.
    The FCEUX concept is that of an "all in one" emulator that offers accurate emulation and the best options for both casual play and a variety of more advanced emulator functions. For pro users, FCEUX offers tools for debugging, rom-hacking, map making, Tool-assisted movies, and Lua scripting
    FCEUX is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many distinct branches.
    The concept behind FCEUX is to merge elements from FCEU Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, FCEUXDSP CE, and FCEU-mm into a single branch of FCEU.
    As the X implies, it is an all-encompassing version of the FCEU emulator that provides the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.

    Change log:

    The 2.2.2 release fixes a number of emulation bugs and adds many new features, most of which are related to debugging and reverse engineering.
    Common
    Properly savestate NSF files
    "Auto-resume old play session" now also works with NSFs
    Emulation
    Fixed mappers 178, 28, 53, 154, 43, 253, 19, 2
    Mapper 012 - added hardware dip for language select
    UNIF PEC-586 - fixed render, added 512K cartridges suppport
    Fixed UNIF 8157, UNIF T-262, UNIF DANCE2000
    Palette RAM reading fix for Old PPU
    Bring some improvements to New PPU from BizHawk, fix vtoggle5/6 back to vtoggle
    Fixed mmc5 savestates
    Lua
    Fix wrong frequency calculation in sound.get() function
    New Lua functions:
    tobitstring()
    memory.readword()
    memory.readwordsigned()
    debugger.hitbreakpoint()
    debugger.getcyclescount()
    debugger.getinstructionscount()
    debugger.resetcyclescount()
    debugger.resetinstructionscount()
    New scripts:
    JumpingFCEUXWindow.lua
    Win32
    Added "Square pixels" option to Video Config
    "TV Aspect" ratio can be customized, by default it's 4:3
    Changed "Disable hardware acceleration" checkbox to a drop-down list with 3 options
    Movie recording: remember last Author name when creating a new movie
    Movie recording: added ability to record "Insert coin" command (for VS games)
    When no script is currently running, Shift+L loads the most recent Lua script
    Dynamic link to lua51.dll instead of static linking, because some external libraries might crash without lua51.dll
    Updated 7z.dll to v9.22
    A couple of fixes which deal with "multiple ROMs in a single archive" case
    Auto-disable "Game Genie ROM" feature when no "gg.rom" file is found
    Fixed "Single Instance Mode"
    TAS Editor
    Comply with Lua movie.rerecordcounting() setting
    Fixed workflow with "Auto-adjust Input according to Lag" disabled
    Debugger
    Smart scrolling up/down by whole instructions - ported from an obscure version of FCEUXD 1.1
    Scrolling maintains relative position of the ">" pointer inside the Disassembly window
    Highlight PC pointer line when a breakpoint is hit
    debuggerFontSize can be specified in fceux.cfg
    Fixed storing and loading .deb files when working with archived ROMs
    Fixed Cycles counter reset when loading an earlier savestate
    Added Symbolic Debug naming by right-clicking any address or name
    Symbolic names behave the same way as usual addresses
    Newly created Bookmarks inherit existing symbolic name by default
    Added CDL data column to the left from Disassembly, to distinguish executed branches of code from not executed
    Added 'T' condition for breakpoints (it checks the bank of the accessed data, see docs)
    Trace Logger
    The dialog window can be resized
    Do not clear window log when stopping the logging
    Added "Log Cycles count" and "Log Instructions count" options
    Added Symbolic Debug naming by right-clicking any address or name
    Clicking any address select the address
    Double-clicking any address brings Debugger at the address
    Added mouse wheel support
    Only output "from $XXXX" when the subroutine was called by JSR
    PPU Viewer
    Added "Mask unused graphics" feature (needs Code/Data Logger running)
    Fixed window layout when using big fonts
    Hex Editor
    Added "Highlighting" submenu and "Highlight Activity" feature
    Added Symbolic Debug naming by right-clicking any address
    Specify Data bank condition when adding a Breakpoint by context menu
    Fixed bugs when saving files while working with ROMs in archives
    hexeditorFontSize can be specified in fceux.cfg
    RAM Search/RAM Watch
    Added "Hex Editor" button to RAM Search (right-clicking an address works as well)
    Fixed RAM Watch bug when contents of old .wch file were mixed with the newly saved data
    SDL
    "--periodicsaves" command line option
    "--4buttonexit" command line option
    "--loadstate X" and "--savestate X" command line options
    Added Unity desktop support
    Added otion to use system-provided LUA library instead of statically linked LUA
    Fix issue where battery backup save was not being saved when using "Quit" hotkey

    Fixed bug where FCEUX would take exclusive grab of input in windowed mode when resuming from pause

     

    source: http://www.fceux.com/
    download: http://www.1emulation.com/forums/files/file/18-fceux/


    Dolphin 4.0 released

    sypherce
    By sypherce,

    Description:

    Dolphin is a Gamecube and Wii emulator. Most games run perfectly or with minor bugs. Games are playable at HD quality, with 1080p and more. This is a remarkable feature the actual Gamecube and Wii consoles are not capable of. As an open source project everyone can commit improvements. The code is hosted on code.google.com. Dolphin is actively developed and almost every day new features are added and bugs fixed as well. Dolphin is a multiplatform project and many operating systems are supported. Dolphin runs on Windows 7 (x86 and x64), Mac OSX andLinux.

    Change log:

    Beta support for the Wii official online multiplayer
    This is a feature that has been coming for a long time. More than two years ago, Matthew Parlane and Shawn Hoffman started working on emulating the Wii Wi-Fi networking API in order to run Wii online multiplayer games inside Dolphin. While it was not an easy change in itself, it also required a lot of modifications to core components of the emulator to be implemented properly (for example asynchronous IPC HLE) and a lot of debugging. It is now working well enough that we are releasing it to the public as a beta: don't expect everything to work, but popular games like Mario Kart Wii or Super Smash Bros Brawl can be played online right now.
    Alpha support for ARM/Android
    About two years ago, Ryan Houdek began the implementation of an ARM port of Dolphin, designed to run on powerful mobile phones and other ARM devices in the future. After a long time spent making Dolphin work well on both ARM and x86, Dolphin can now emulate GameCube and Wii games on recent Android phones. This support is still in early alpha stages: crashes happen, it's slow on Qualcomm hardware because of graphics drivers issues, and it is still missing a ton of features. Nowadays, Dolphin on Android is a two man project: Mathew Maidment is helping Ryan with the UI and making the Android version actually usable.
    Global User directory on Windows
    This is not exactly a major feature, but it is a big change in how Dolphin works on Windows, and requires user interaction to move from the old configuration system to the new one. Before 4.0, Dolphin configuration was stored next to Dolphin.exe, often causing issues when upgrading to a new version of Dolphin. New versions of Dolphin use a centralized location to store the configuration for all builds, usually My Documents\Dolphin Emulator. The documentation article linked above explains the details of this move, as well as what you need to do to migrate your old configuration to the new system (if you were using Dolphin before).
    New AX DSP HLE emulation code
    DSP HLE is the main audio emulation technique used in Dolphin. Before 4.0, it was extremely inaccurate and full of bugs, mostly due to how it was implemented. Dolphin 4.0 introduces a full rewrite of the audio emulation used in 99% of games, fixing hundreds of audio related bugs in Dolphin. On the flip side, it is now required to run a game at full speed to get full speed audio out of it, which is a direct consequence of fixing these bugs.
    A lot of more minor changes were also integrated in that new Dolphin release:
    New look
    A new look has been designed by MaJoR for Dolphin (new icon, new icon theme) and implemented on a new version of the Dolphin website by Pierre Bourdon.
    Wii Balance Board and GC Steering Wheel support
    Support for these two devices was added respectively by Matthew Parlane and skidau. The Wii Balance Board is not emulated and requires the real device to be used.
    Wii Remote support improvements
    Wii Remote background scanning was implemented to more closely match how a real Wii detects remotes, and support for -TR (Wii Motion Plus Inside) remotes was implemented for Mac OS X. A new documentation guide about Wii Remotes on Dolphin was also written by MaJoR to help Windows users with Wiimote issues.
    Fastmem support for Linux and OS X
    Fastmem is an optimization for Dolphin's CPU emulation, which was previously only implemented on Windows. Adding Fastmem support on Linux and OS X boosted the performance by 15 to 20% on these platforms.
    New OpenAL audio backend
    This audio backend, written by skidau, supports three important features that are not implemented in other backends yet: configurable audio latency, surround sound using the information contained in the Dolby Pro Logic II encoding used by most GameCube and Wii games, and support for sound stretching to make audio slow down when a game does not run at full speed.
    OpenGL video backend rewrite
    The Dolphin OpenGL video backend was rewritten by Markus Wick in order to use newer features of OpenGL and be GLES3 compatible. As a result, the OpenGL backend is now the fastest Dolphin video backend on NVIDIA cards.
    NetPlay stability and usability improvements
    Before Dolphin 4.0, GameCube NetPlay was at best a curiosity. 4.0 added a lot of NetPlay related changes which makes it actually usable for most games, but sometimes with performance issues. Super Smash Bros Melee players are now using Dolphin for regular online NetPlay tournaments, and it just works. Read the official NetPlay guide for more information.
    Mac OS X support enhancements
    This release also adds a few small OS X improvements: the Dolphin DMG bundles are now signed by a valid developer ID and do not require you to disable Gatekeeper to be used. The emulator is also Retina Display aware and handles the logical scaling better on these screens.
    Icon themes support
    In addition to shipping with a new default icon theme, Dolphin now allows you to make your own themes and share them with other people.

    source: https://dolphin-emu.org/


    download: Dolphin x32 4.0

    download: Dolphin x64 4.0


    hpsx64 v011 released

    sypherce
    By sypherce,

    Description:

    Highly-Experimental Playstation Simulator for x64 based systems. This is a WORK IN PROGRESS.

    Change log:

    • improved XA
    • Timer overhaul
    • SIO/PAD fixes
    • CPU fixes
    • Improved compatibility

    source: http://sourceforge.net/projects/hpsx64
    download: hpsx64 v011


    Ootake 2.71 released

    sypherce
    By sypherce,

    Description:

    Ootake is a PC-Engine emulator for Windows.

    Change log:

    • With Windows8, when the dialog was displayed, the bug that the error had occasionally gone out by some PC environment was fixed.
    • When using it in an old PC environment (model to which a graphic chip did not support shader 3.0), the bug of which the initialization error of Direct3D had gone out was fixed.
    • With a little power PC environment, at the reload of a game, the bug that the first sound did not occasionally play a little was fixed.
    • The execution file for "Windows 98/Me" was opened to the public. The operation test is not done. Please see "Readme98.txt" in the ZIP file about details and notes, etc. http://www.ouma.jp/file/Ootake271-for98.zip This v2.71 is the last file for Windows98/Me.
    • I began Twitter. (Japanese language) http://twitter.com/kitao_n
    • The happiness of the game is the world human race commonness. It longs for peace.
    • I think that it cannot do improvement & correction of the above-mentioned if there are many neither operation report nor defect report. Thank you really for you who reported.

    source: http://www.ouma.jp/ootake/
    download: Ootake 2.71


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