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OpenMSX 0.7.0 released

MSX emulator
Somehow missed this release...
Notes:Release Notes for openMSX 0.7.0 (2009-01-07)
============================================
This release contains several exciting new features, clearing some long standing
feature requests! The most important one of all is that we have implemented save
states! It took us a while to think of a way to implement it without having some
disadvantages you could have with some other emulators. The biggest one is
backwards compatibility. Our system is designed in such way that it is able to
cope with older save states in future releases. So, you don't have to be afraid
to upgrade to a new version of openMSX: your save states will remain usable!
Another big feature is the heavily improved keyboard support. In previous
releases it was always a bit of an annoyance to work with emulated MSX machines
which have a different keyboard layout than your host computer. E.g. using an
MSX turboR, which has a Japanese keyboard, on a PC with a US-English keyboard
was very annoying, as the characters that appear on the screen do not match the
ones you typed on your PC keyboard. This problem has now been solved and you can
use any combination of host computer keyboard and emulated MSX machine, without
getting the wrong characters on the MSX screen.
Full transparent dir-as-disk support has also been a long standing feature
request. Well, it's here! Dir-as-disk now behaves as you might expect: any
change on either the host or the MSX side is reflected on the other side
immediately. This could help a lot for cross-platform development.
Before we give you the list with details, we want to thank hap, the author of
meisei, for helping us out with some of the features below; you might recognize
them from his recent meisei releases.
New or improved emulator features:
- Save states (keyboard short cuts: ALT-F7 or Cmd+R to quick-load and ALT-F8 or Cmd-S to quick-save your state):
- - Exchangeable between different host machines, OSes, platforms
- - Designed to be forwards-compatible, i.e. they will work with future openMSX releases
- - As a side effect it is now possible to have multiple emulated MSX machines in memory (comparable with tabbed browsing)
- Fully automatic host-MSX keyboard mapping (enabled by default), support for MSX keyboards of type: de, es, fr, gb, int, jp_ansi, jp_jis, kr, proto_fr (e.g. French Philips VG 8010), proto_int (Philips VG 8010), ru
- Fully transparent dir as disk (by default)
- Debugging:
- - It's now possible to break on changes of the IRQ lines: the global Z80 IRQ input but also specific per-device IRQ outputs ("debug probe" command)
- - Made more devices 'debuggable'
- - Simplified usage of the 'debug device'
- Recording movies in higher resolution: 640x480 using the "-doublesize" option
- Major speed optimizations:
- - Z80 and R800 emulation
- - V99x8: command-engine, bitmap and sprite rendering
- - SCC, YM2413, AY8910 and sound mixing in general
- - rewrote some critical routines in x86 or ARM assembly
As a result most MSX1 and MSX2 software now runs realtime on a ARM9 200MHz CPU, which you can find e.g. in a GP2X handheld console.
- Screenshots can now be made of the MSX screen only (using the "-msxonly" option)
- Added an On-Screen-Display (OSD) framework, which will be useful to control openMSX in full screen mode and especially on hand held machines like the GP2X. There is already a proof-of-concept OSD available, which can be accessed by pressing the MENU (or Cmd+O) key. Note that this is still an experimental feature! Feedback is most welcome, of course.
- Amount of horizontal stretch can be tweaked by the user (horizontal_stretch setting)
MSX device support:
- Support for new mapper types: Nettou Yakyuu (with sample ROM, for Moero!! Nettou Yakyuu '88), MatraInk (for Ink), Manbow2 (for Manbow 2), MegaFlashRomScc (for new MegaFlashROM SCC extension)
- Several new machines were added, e.g. Philips VG 8000, Philips VG 8010 (also French version), Philips VG 8020/19, Sony HB-10P, Sony HB-20P, Sony HB-55P
- Added Brazilian OPL3 Cartridge
- Major accuracy improvements:
- - turboR: extra wait cycle when accessing VDP
- - Z80:
- - - more accurate IRQ timing
- - - fixed some undocumented flag behaviour (not caught by zexall)
- - - implemented differences between turboR-Z80 and normal Z80 (SCF and CCF)
- - R800:
- - - more accurate timing (correct page break behaviour)
- - - more accurate flags (rexall passes now)
- - SCC:
- - - fixes in rotation mode
- - - corrected power-on state
- - V99x8:
- - - implemented VRAM remapping (register R#1, bit7)
- - - implemented blink in bitmap mode
- - V9990:
- - - much improved command timing
- - - bug fixes in command handling
- - - fixed vertical scroll details (in combination with screen splits)
- - MSX-AUDIO: various fixes for the different MSX-AUDIO variants
- - PSG: emulate joystick input pin 6/7 mask quirk
- - more accurate 'HarryFox' and 'CrossBlaim' mapper types
Build system, packaging, documentation:
- Mostly updated support for building a statically linked executable on Windows.
And of course the usual various bug fixes.
>> Get it HERE.
Maximus Arcade Frontend v2.10 released

Front End
Maximus Arcade is PC based software that allows for seamless interaction with multiple arcade and console emulators while keeping the Windows environment hidden. Although best suited for use in arcade cabinets, it can be configured for use in a kiosk or simply running on a computer with a keyboard, trackball, or gamepad.
Changelog not available yet...
>> Get it HERE.
Frodo v8 released

Commodore 64 emulator for the Wii
Frodo is a Commodore 64 emulator written by Christian Bauer (http://frodo.cebix.net). It was ported to the Wii by Simon Kagstrom, and many C64 games are fully playable on the Wii with it. So go ahead and beat your friends in International Karate, Boulder Dash or Bomb Jack. It does not share any code with FrodoWii, but would be happy to integrate improvements from it!
The emulator works best in 480i mode. It runs perfectly fine in 576i mode as well, but does not utilize the full resolution. This is an SDL issue, and will not be fixed until SDL-Port supports it. Sound support is slightly buggy, but usable. The emulation itself is not perfect, so not all games will not run under Frodo. Unfortunately, I cannot do very much about this since I haven't written the emulator - just ported it. If you have multiple versions of a game, try each of them as often at least one will work.
Changelog for v8:
- The Nunchuk and Classic analogue controllers now work as joysticks as well (thanks to Aaron Morris)
- Some key binding problems have been corrected
- Lots of networking implementation. Won't work yet...
>> Get it HERE.