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    DEmul 0.4.8 WIP released

    Robert
    By Robert,

    Dreamcast emulator

     

    DEmul 0.4.8 WIP

     

    Changelist:

    New OpenGL plugin (gpuOGLv3). For proper plugin functionality - you should install latest video drivers (especially if you are ATI card owner).

     

    gpuOGLv3 features:

    - better polygon sort methods (still not provide perfect results). You can disable this feature for whole list and transparent polygons cause several games still works better without sort

    - blend and shade functions

    - fragment and vertex shader (offload calculation from CPU to GPU)

    - apply fog per textures

    - multiple screen resolution (needs restart)

    - screeshots (PNG, JPG)

    - mipmap textures

     

    Fixes in other plugins:

    - buggy polygon cache

    - texture cache rewritten

    - polygon params passes through TA with Intensity mode 1, 2 (Thrigger Heart Exelica)

    - invisible polygons culling

    - removed redundant GPU calls

     

    General changes:

    - GDR read synchronized with CPU and reduced to 1mb/sec (RE:CV "tiger head" fixed, credits to drkIIRaziel)

    - fixed invisible bullets error in second chapter of Ikaruga (another credits to drkIIRaziel)

    - added recent NAOMI romsets (all old handmade romsets are gone)

    - fixed different dynarec, code invalidation and counters bugs

    - fixed most of memory leaks

     

    New GDR plugin gdrCHD.

    It supports Compressed Hunk of Data (CHD) format (great thanks to MAME project). ".GDI" images can be converted to CHD with "chdman" tool from MAME project (e.g. "chdman -createcd my.gdi my.chd"). This conversion will add some redundant sectors between image tracks so it`s better to write your own ".TOC" description and feed it to "chdman" utility. Both methods will produce functional images the difference is only in size (quick ".gdi" to ".chd" conversion is a bit larger than handmade ".toc" to ".chd").

     

    Not implemented & bugs (TODO list):

    - render to texture (we already know how to implement it. but still fights with FBO on ATI cards. If we lose battle with FBO then we will switch to pBuffer technique)

    - render framebuffer

    - wrong texture filter in shader (noticable in Ikaruga. We will investigate this issue)

    - multisampling

    >> Get it HERE.


    µTorrent 1.8.1 Stable released

    Robert
    By Robert,

    BT client

     

    --- 2008-10-06: Version 1.8.1 (build 12616)

    - Fix: disconnect inactive peers sometimes not taking effect

    - Fix: rare crash with very large peer lists

    >> Get it HERE.


    Ami/WinArcadia 8.14 released

    Minuous
    By Minuous,

    <b>WinArcadia 8.14 (Windows): 10 October 2008

    AmiArcadia 8.14 (AmigaOS 3): 10 October 2008

    AmiArcadia 8.1 (AmigaOS 4): 23 September 2008

    AmiArcadia 4.81 (MorphOS): 6 December 2007</b>

     

    AmiArcadia and WinArcadia emulate these Signetics-based machines:

     

    * the Emerson Arcadia 2001 console family (Bandai, Emerson,

    Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu,

    Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix,

    etc.) (1982);

     

    * the Interton VC 4000 console family (Acetronic, Fountain, Hanimex,

    Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace,

    Waddington, etc.) (c. 1978);

     

    * the Elektor TV Games Computer (1979);

     

    * PIPBUG-based machines (such as the EA 77up2, EA 78up5, the

    Signetics Adaptable Board Computer, and the Eurocard 2650)

    (c. 1977-1978); and

     

    * the Signetics Instructor 50 computer (1978).

     

    Features include: ReAction GUI, load/save snapshots, windowed and full-

    screen modes, CPU tracing, trainer, drag and drop support, graphics

    scaling, automatic load/save of configuration/game, keyboard/joystick/

    gamepad/paddle/mouse/trackball support, autofire, warp mode, gameplay

    recording/playback, PAL/NTSC modes, sprite demultiplexing, help windows,

    source code, debugger, frame skipping, redefinable keys, save screenshots

    (4 supported formats), ARexx port, network play, real-time monitor, locale

    support, game selection sidebar, text-to-speech, printer output,

    undithering, support for ZIPped games.

     

    Changes since 8.13:

    . Miscellaneous improvements and bug fixes.

     

    http://amigan.1emu.net/releases/

    http://amigan.classicgaming.gamespy.com/


    PSPMSX v1.4.0 released

    Robert
    By Robert,

    MSX Emulator for PSP

     

    Hi All,

     

    For those who haven't seen previous versions, fMSX is a famous emulator of the MSX, MSX2, and MSX2+ 8bit home computers. It runs MSX/MSX2/MSX2+ software on many different platforms including Windows and Unix. See http://fms.komkon.org/fMSX/ for further informations. It has been first written by Marat Fayzullin, and later Vincent van Dam ported it on SDL.

     

    What's new in version 1.4.0 :

     

    - Cheat support !

    - Memory monitoring engine to find your own cheat code !

    - Zip rom files are now decompressed in memory (much faster !)

    - New render modes (x1.25, x1.5 and x1.75)

    - Add vertical shift & vsync feature

    - Improve file requester with virtual keyboard to choose sequentially rom files beginning with a given letter

    - Add documentation for settings in help menu

    - The virtual keyboard is now usable in the file requester menu to choose the first letter of the game you search !

    - In the emulator menu you can go directly to keyboard and settings menu using the L-Trigger key.

    - Source code can now be compiled to build a linux version

     

    Sources are included, and are distributed under Marat Fayzullin's license for the original MSX part, and under GNU license for all the PSP part.

    >> Get it HERE.


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