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Kega Fusion 3.6 released


Fusion is a Sega SG1000, SC3000, Master System, Game Gear, Genesis/Megadrive, SVP, Pico, SegaCD/MegaCD and 32X emulator for Win9x/ME/2000/XP/Vista.
Well it's been a long time. Lots of really bad things have happened, often working on Kega felt like the last thing I wanted to be doing.
Still. Work on it I did. Lots of changes and additions over the last two years, most of which I've forgotten about again, but here's the stuff I can remember:
* Fixed Sound/Timing Issue with Fahrenheit SCD/32X.
* Fixed a typo which corrupted a register in the YM2612 SSG/EG section.
* Removed a few pieces of test code that were not supposed to be left in, and affected timing of various things under certain conditions.
* LOTS of behind-the-scenes fixes and improvements, which I've totally forgotten, but you will notice them and remind me at some point
* Rewrote controller code, should fix problems with some USB controllers.
* Rewrote Menacer emulation which made it easier to add Konami Justifier emulation. Just the first Justifier is emulated for now. You'll definitely want to calibrate it in games that use it.
* Added SegaCD SaveStates that actually, you know, work.
* Added support for more games that use custom SRAM, and fixed some that were already emulated, but got broken at some point.
* Added support for all unlicensed Genesis games that I know of.
* Added support for the Sega Virtua Processor (SVP). Thanks to the reverse engineering work by the amazing Tasco Deluxe, and the proof of concept emulator by Notaz, I was able to write and debug my ASM core for this in just two days.
* Removed some filtering in YM2612 SuperHQ mode (you won't actually notice) and instead added a "Filter" option to the sound menu. This filter is very close to that in a real Model 1 Genesis/MegaDrive. Most people will want to leave this off (me included) but I know some people wanted it.
* Removed 11025Hz option. It was causing me problems, doesn't work well on most newish hardware, and sucked anyway.
* Added preliminary Sega Pico support. There's a lot more I plan to do with this. For now, just load as a Genesis ROM. Mouse is required for Pico, along with the following controls: START switches between StoryWare and trackpad, B is the pico red button, A and C turn pages, and U/D/L/R are, well, U/D/L/R.
* Added ability to create 128K SegaCD RAM carts to keep SpinelSun happy
* Added two controller sharing options for Netplay. Everybody can now share controller one, or all controllers. The latter isn't very useful, but why not.
* Added "Nearest Multiple" option to the Video Menu. The various Aspect modes do what they have always done when this option is enabled, but now when it is disabled, they will allow non-multiple stretching while still keeping the aspect ratio correct.
* Added "Use NTSC Aspect" option to the Video Menu. This used to be done automatically under certain conditions, now you have full control.
* Added Pause Emulation feature.
* Added Frame Advance feature.
* Added No Frame Skipping feature. You should pretty much ignore this and let Kega do what is best. But it does also trigger a special case mode when you have VSync enabled, and you hit Fast Forward. Normally, VSync is ignored during Fast Forward, or else Fast Forward wouldn't actually do very much. With No Frame Skipping enabled, it will still do VSyncs. This might be useful to you if your video mode is running at some odd refresh rate. Note that the sound could well sound awful if you do this.
* Added AVI Logging using custom Kega Game Video 1 lossless codec. This is needed because logging RAW video causes poor performance even on highend machines, and using any of the available codecs either doesn't compress well enough to fix that, or does compress well enough, but can't keep up with 60fps, so you get poor performance either way. The codec is able to use hints from the emulator to aid in compression, allowing pretty good compression while taking very little CPU time. The codec to allow you to play back and convert the files is included in the archive, and can be installed via right clicking on the INI file and telling the OS to continue with the install. Tested on XP and Vista64, should work fine on 9x and Vista32.
Note that these AVI files are not really meant to be shared as they are, it's just a way for you to log video without horrible laggy gameplay. Convert them to Xvid or something using the excellent VirtualDub program (Google it.) I'll open up this codec sometime later incase it's useful for other purposes/programs.
* Disabled BIOS use where possible during Netplay games, to prevent out of sync errors when people had different combinations of BIOS/NO BIOS/Different BIOS.
* Netplay Games should now automatically change your country code to that of the host.
* Added Fast 32X Timing option. This is mainly for development. If you don't know what this is for, leave it disabled.
* Added CartBoot option, which is enabled via INI file only. Again, if you don't know what this is for, leave it disabled.
* Kega Fusion now runs beautifully under Vista.
Kega Fusion was already more accurate than any other emulator, this time around, thanks to various internal tweaks, and removing of left-over test code, it SHOULD be more accurate than ever before
I don't think I broke anything, but there have been some very big changes and I have changed machines and build environments twice since the last version, so it's entirely possible. Please let me know if I have.
I'll just add here that several people assumed Kega was 'dead' because I hadn't updated it for a long time. Rest assured, this is not the case. Nothing is 'dead' unless I say otherwise. I may well have some problems, or even other projects, that take all my time. But just like Arnie, I'll be back.
Gotta go, busy busy busy...
>> Get it HERE.
Yabause 0.9.8.1 released

Saturn emulator
Windows Port bug-fix - December 11, 2008
Turns out there was a rather nasty bug in the windows port in the last release. If after setting up Yabause for the first time, you exited, reloaded Yabause, then went into the Settings, it would crash. So I fixed the bug and uploaded a new version to the download page which fixes this issue. So yeah, if you ran into this problem, please try downloading the new version.
>> Get it HERE.
jpcsp 0.09 build 786 released
Reality Boy 0.84 beta released

Nintendo Virtual Boy emulator
12/09/08 - More reorganisations, reenabled sound and link port for win32 only. Began port to SDL (SDL will be the basis of XBox and other ports).
11/22/08 - Began port to XBox, reorganized code for more portability. Combined DogP's code back into main branch. Broke DogP's code (need to reenable it)
11/11/08 - DogP - Added link port emulation over TCP socket... not complete emulation (yet?), but does work enough for simple games/demos. It's currently pretty slow over a real network, but good for dev on the same machine connected via localhost. Fixed various minor bugs.
11/06/08 - DogP - Fixed a bug with Save RAM handling where all RAM would be saved, but only the first half of RAM would get filled at startup. Added a Pause button (Tilde). Added a stub for link port emulation to be completed later. Added a stub for Bitstring Search functions (and cycles counts) to be completed later.
11/04/08 - DogP - Fixed up a few things related to sound. Added some cycles for floating point and others. Fixed a bug with MUL instruction (wasn't casting to signed properly)... this fixed crashes and drawing in Red Alarm and 3D Tetris, and fixed the crash in Golf.
11/01/08 - DogP - Added sound emulation... not perfect, and some things not implemented, but overall sounds close to what it should. Noise channel LFSR sounds should be checked against hardware (manual isn't specific enough on the implementation). Also fixed some floating point flag handling (according to the NEC docs), floating point CVT and TRNC instructions, and fixed the SAR carry flag. Also set it so emu will run in the background (since the sound paused otherwise, which was really annoying).
10/28/08 - DogP - Added some debugging things like a breakpoint from video mode, and memory watch (very crappy, should be fixed). Fixed a bug where the emu would crash if it was unable to open a file when writing memory to a file (from the debugger). Fixed a bug in dump memory 'd' in debugger where it'd only display one byte of the hword. Added bitstring cycles. Added CPU instruction cache profiling (in reality_boyD.exe '\' displays cache stats, '/' clears cache stats).
10/22/08 - DogP - Fixed a bug in the Affine Parallax code... MP Parallax is handled funny in Affine - details in the dev manual section 27.2. This shows the bug I see on hardware in my homebrew Mario Kart game, and also fixes the Virtual Bowling lane alignment issue. Also fixed a couple bugs? when run in 2D mode, where instead of just drawing the left screen, it drew it without parallax (MP or GP)... was this on purpose? Without it, it can cause some ugliness.
>> Get it HERE.